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The Book of Master of the Hunt

How about we actually talk about the Master of the Hunt, you know, what this thread is for?

Anyway, while I'm using server space to make this post, I'll just throw out a fun not-so-competitive army I've used in the past.

280/2 MotH x2
200/15 Vipers x5
20/1 Marcu
 
MotH is good. Back to bashing Americans.

1812. . .
Led - inadvertently - to the demilitarization of the Great Lakes, and a period of détente followed by prosperity between our two great nations. The Master of the Hunt could hardly have done better without the Napoleon Wars mucking up Europe...
 
WHen do you send this guy into battle?

I just can't seem to use him right.

You send him in when you need to. ;)

I've had a chance to play him once so far, and he feels to me like one of those units that you put a single OM on starting round 2 or so, once you're basically set up. Continue this until you can get him to a priority target (high-life, average defense or bonding heroes), then you go up to 2 or 3 OMs until you've killed/crippled his target, then you go down to 0 or 1 OM on him until either another target presents itself, or the endgame, where he cleans up.
 
WHen do you send this guy into battle?

I just can't seem to use him right.

You send him in when you need to. ;)

I've had a chance to play him once so far, and he feels to me like one of those units that you put a single OM on starting round 2 or so, once you're basically set up. Continue this until you can get him to a priority target (high-life, average defense or bonding heroes), then you go up to 2 or 3 OMs until you've killed/crippled his target, then you go down to 0 or 1 OM on him until either another target presents itself, or the endgame, where he cleans up.
I used him to take down the mighty Tor-Kul-Na in 2 tunrs.It was spectacular.
 
Eh, what is this aboot? Being mean to the Canadians, eh?
(NOt to get off topic, but Canada actually is a really nice country. I went there on a school trip and everybody was really nice)

Frankly, I think MoTH is one of the better characters in this wave. With height advantage, he will kill many heros in one attack. Last game, I killed Dragonborne man in one attack with him.

Maybe MoTH is Canadian?
 
MotH seems like the perfect counter for an elf wizard army, he's bound to do some nasty damage with those wizards having 2 defense. Anyone try this yet?
 
Frankly, I think MoTH is one of the better characters in this wave. With height advantage, he will kill many heros in one attack. Last game, I killed Dragonborne man in one attack with him.
Before I played him, I thought he looked like one of the weaker units in this wave-- an expensive, single attack, non-bonding meat shield. Now that I've used him a few times, I see he clearly has his uses.

Although his range of four is not spectacular, it does allow him to pick a good position (usually height, which makes him much more formidable) and plug away at a high life, high defense, range 1 hero with good results. The extra wounds are a pretty nice bonus.

His cost of 140 looks a bit pricey, but if he takes down something big that costs about the same or more, he's well worth it.

Like many heroes, he's not very useful against squads. He'll hold out for a while, but one attack just won't cut it against swarms. Combine him with some squads, and now you've got something.

I agree that he's probably only worth an order marker or so to set him up in a good position until you have a clear target move close enough for him to strike. Be careful not to waste too many on him and sacrifice the positioning of the rest of your army.

He's a pretty solid end of game closer too. His "extended" range of 7 doesn't work consistently enough to count on it, but it's a nice little added threat while you set him up in a good position. It also helps avoid the "run and gun" scenario at the end of a game where a long-range unit attempts to stay out of his range. At least you can threaten while he tries to corner them.
 
I don't see how you can camp him on height somewhere with his pathetic range of 4. He's way too easy to avoid that way. I found I had to pretty much charge him into the fray in order to get some good shots off. I'd usually move him to where he could hit something (even if it wasn't my target of choice). Then if I got my range boost, I'd attack my target of choice.

I actully took out an Ice Elemental and Zetacron. And we never finished the game so he may have taken out more..He's great against units like Zetacron, and Q9 that only have a few life. You only have to punch through once or twice.

Seems like he should have gone to Aquilla. He looks very "tribal" (whatever that means) with those antlers and tats...'course I don't think Aquilla's theme was ever really well-defined in the first place, so whatev...

Brandon
 
If he's the focus of your attack from the get-go, he's pretty easy to avoid, but if you bring him in after several turns when your opponent's army is already moved up, he has a lot more targets to choose from. On high ground, having 4+1 defense and 6 life makes him an extremely durable ranged unit, and 4+1 attack makes him a unit your opponent probably has to avoid... which gives you more control of the battlefield-- that's not a bad thing.
 
I'm having a really hard time seeing how this guy's going to earn his points even in a casual setting.

Then there's the additional fact that he's an uncommon hero that's maybe so-so. I mean, there are several uncommon heroes who are okay by themselves, but really don't do anything if you get them in multiples. Greater Ice Elementals, Feral Trolls, these guys, and Iron Golems don't seem to bring much when in multiples. Iron Golems are a little better in my opinion, and maybe two would be alright, but in the other cases, it seems like getting more than one would be a bad choice in most cases because you're spending so many points on exactly the same function.

I like the idea of Uncommon Heroes quite a bit, but some of them really don't seem quite right. I like the ones that can bond (the Ogres, the Wyverns, the Werewolf Lords) and that's really cool that you can have more than one of the same bonding hero. Then there are the ones that are just good by themselves and a second doesn't hurt (Hydras, Iron Golems). And then there are a whole bunch where I actually think having more than one is more of a hinderence than a help (GIE, Feral Trolls, most of the bonding ones without their bonders).

And now back to the Master of the Hunt. Why is he an uncommon hero? I would think there would be one Master of anything. I was also disappointed that he wasn't some kind of synergy bringer for the many hunters we have that could use a bump.

I agree that he seems like more of a unique hero than an uncommon one. I can understand that their could be lots of Feral Trolls running around or a Iron Golem or two on the field, but multiple Master's of the Hunt seems a bit strange. It's not like the MOTH is a creature, but seems more like a specific person not a lot of genaric hunter things running around that all are wearing the same outfit (not to mention all having the same spear). I guess that it's against WOTC code to put an unique in an uncommon pack.

I agree that he seems like more of a unique hero than an uncommon one. I can understand that their could be lots of Feral Trolls running around or a Iron Golem or two on the field, but multiple Master's of the Hunt seems a bit strange. It's not like the MOTH is a creature, but seems more like a specific person not a lot of genaric hunter things running around that all are wearing the same outfit (not to mention all having the same spear). I guess that it's against WOTC code to put an unique in an uncommon pack.

Agreed. I also feel that way about the Werewolf Lord. Some feel that way about the Frost Giant, but for some reason, I am not as bothered by that.

I was thinking Master of the Hunt was more like a tribe. You know like the Spartans. I don't know about all of the uncommon heros but they did an awsome job with this one in my opinion. It is still my favorite character in the game. Yeah I know he only has a range, attack, and defense of four with a movement of six; but he has the potential range of seven, can see over or block your smaller characters, and his mortal strike can desimate a hero in one turn. He also has six life; not to mention if you say "THIS IS SPARTA!" while you role it increases your chances to cause wounds.:D Ok say you're makeing a 500 point army.

2xMaster of the Hunt-280
Deathreavers-40
Kelda the Kyrie Warrior-80
Tarn Viking Warriors-50
2x Drow Chainfighter-50
500

What do you guys think? Does it sound like a competitive army?
 
Ok I know I just posted on MotH but I read the first page and got a little excited. I might not know this game as well as most everyone on this site but this is how i perceive MotH. He comes in with 6 life and movement; 4 range, attack and defense. His life and defense is more than enough to be in the thick of a battle. His attack plus hight advantage plus his mortal strike can be devastating to any opponent. He is the only card I have taken out two unique heros in two turns. I proceed forward with him taunting my enemies takeing shots when I can. I get close enough to let my opponent think they can get him(4 spaces away from the closest enemy) drawing them out of there formation, making them forget there strategy just to try and kill MotH. Then once they do this and he takes three wounds I pull back with him to replintish his life; swarm with the Tarn Viking Warriors. My deathreavers are still on the back lines protecting Kelda maybe even a glyph if we haven't picked them up by then. Next round. Vikings are basically defending now I don't know if I can attack first so there is no use in wasting a move marker. First and second are attacks from MotH2; 3 I'm healing MotH1 unless I roll a one,and well you know the rest. :twisted:

That is why I think he is great. Not only is he a devastating force; he is the bait as well. Hints the name Master of the Hunt. I would bring this army to any 500 point tournament. In this game he is probably the queen of my chess board. I should have made that my signature.
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I just got back from Gen Con, where I used Master of the Hunt in my Monster Mash winning army. Obviously, he is a good hero killer, as many have already said, but more specifically he is great for taking down low defense heroes (like the elf wizards as CyberClaw16 already mentioned). He's a great counter draft for Braxas, for one because she's a below average defense hero. Also, Master of the Hunt is large so he's not affected by Poisonous Acid Breath, and with 4 defense and 6 life, he can stand up to Braxas' normal attack for a bit too. And being 70 points lower than Braxas, if he can take her out, he'll have earned his points and then some, especially if your army is full of squads. I went up against a Braxas in Monster Mash, and had Master of the Hunt go after her before she could do too much damage to my army full of Stingers (for those interested my full army was 5x Stingers, Master of the Hunt, Me-Burq-Sa, and Zetacron).

As has been said already, if he gets swarmed by squads, he's in trouble. But keep in mind with 6 life, he can take a few leaving engagement strikes, so it might be worth breaking engagement with those squads to find a better target (like Braxas). I did this in Monster Mash, breaking engagement with a couple of my opponent's Stingers (who whiffed the leaving engagement roll, but it wouldn't have mattered), to go after Braxas. Once he got rid of Braxas, the game was pretty much over, because the rest of his army couldn't stand up to my swarm of Stingers.

An interesting match-up for Master of the Hunt is against Morgrimm. Morgrimm has low defense, but Tough makes it difficult to get some damage in against him. But once Master of the Hunt finally does break through Morgrimm's armor, those extra wounds from Mortal Strike sure are nice.
 
So when you buy the pack that has the MOTH in it and it comes with those 6 brown markers what are they for? I have read the glyph card and the three figure cards over and over again and none of them mention the brown markers... they look like Mezzodemon Exoskeleton markers but why would those be packaged seperately from the Mezzodemons?
 
So when you buy the pack that has the MOTH in it and it comes with those 6 brown markers what are they for? I have read the glyph card and the three figure cards over and over again and none of them mention the brown markers... they look like Mezzodemon Exoskeleton markers but why would those be packaged seperately from the Mezzodemons?

The long and short of it is, Wizards of the Coast screwed up, and put the markers in the wrong pack. Oh, and may the gods forbid they try and remedy the mistake. Because that wouldn't have been right at all.

So yeah, markers in the wrong pack. Ouch. Not only that, in what I personally consider to be the worst pack of the wave. But then, I do love my Death Chasers.
 
So when you buy the pack that has the MOTH in it and it comes with those 6 brown markers what are they for? I have read the glyph card and the three figure cards over and over again and none of them mention the brown markers... they look like Mezzodemon Exoskeleton markers but why would those be packaged seperately from the Mezzodemons?

The long and short of it is, Wizards of the Coast screwed up, and put the markers in the wrong pack. Oh, and may the gods forbid they try and remedy the mistake. Because that wouldn't have been right at all.

So yeah, markers in the wrong pack. Ouch. Not only that, in what I personally consider to be the worst pack of the wave. But then, I do love my Death Chasers.

Hey Master of the Hunt is oodles of fun. Nothing like rolling 4 skulls when your opponent whiffs and getting to roll *4 attack dice again* that he can't block.
 
I always found it strange that Mortal Strike mentions MotH's "Normal Attack". It's not like he has a special.

I think it's all about consistency and clarity. HS tends to be very precise about whether it is talking about normal attacks, special attacks or both. In theory, it also gives guidance in what to do if some power on another card gave him a special attack. What if there was an "Infernal Power" treasure glyph which caused all the hero's normal attacks to be treated as special attacks? There's an advantage there in avoiding things like Smoke Powder and Counterstrike, but any powers the hero has that work with their "normal attack" wouldn't function.

~Aldin, who actually thinks a treasure glyph like that could be really cool
 
I always found it strange that Mortal Strike mentions MotH's "Normal Attack". It's not like he has a special.

I think it's all about consistency and clarity. HS tends to be very precise about whether it is talking about normal attacks, special attacks or both. In theory, it also gives guidance in what to do if some power on another card gave him a special attack. What if there was an "Infernal Power" treasure glyph which caused all the hero's normal attacks to be treated as special attacks? There's an advantage there in avoiding things like Smoke Powder and Counterstrike, but any powers the hero has that work with their "normal attack" wouldn't function.

~Aldin, who actually thinks a treasure glyph like that could be really cool


That... would be a realy cool glyph, actually. I may need to make one...
 
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