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The Book of Mimring

dnutt99

Well-known member
The Book of Mimring
Rise of the Valkyrie - Master Set

9685771D-BB5A-4D84-AD49-F9BFA4C8D181.jpg

HQ Scan PDF Download
Card with white background in spoiler:
Spoiler Alert!

Character Bio: Who would suspect that a creature of his size could ambush even the most wary of warriors? Yet Mimring is notorious for
such attacks. This fire-breathing behemoth can swoop down undetected and, within seconds, incinerate an enemy line up to 8 warriors deep.
In this war of horrific battlefield events, Mimring's Fire Line Attack is absolutely the most terrifying of all.
Mimring is no slack-jawed, mindless minion; he has a keen intelligence, and can communicate with surprising eloquence when it serves
him. But these powers are squandered on a life devoted solely to stalking, burning and brutalizing. In Mimring, there is a chilling lack of
morality and remorse. His only allegiance is to Utgar, his only goal to forge an ever-widening swath of destruction. (Hasbro)
_________________________________________________________________

-Rulings and Clarifications- - MIMRING : Hit Zone

MIMRING : Target Point
ERRATA: Mimring can use his horns as a secondary Target Point. (Hasbro FAQ)

Is Mimring's tail a hit zone?
Yes. (Hasbro FAQ)

- FIRE LINE SPECIAL ATTACK : Which 8 Spaces
Is any figure within any eight spaced line from him attacked at the same time, or any figure within one eight spaced line.
All figures within one eight spaced straight line are hit, as long as you have line of sight. You must decide which direction
he will fire. See page 11 of the Master Game guide for an illustration of this attack. (Hasbro FAQ)
fireline.jpg


- FIRE LINE SPECIAL ATTACK : Rolling Defense
Mimring uses his Fire Line Special Attack into a crowd. Who gets hit first?
Mimring causes an exception to the "attacker decides" rule. The breath moves from the figure out - so closest to furthest
is the order of hit. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - ARROW GRUTS : Beast Bonding
    As a beast, Mimring may benefit from Arrow Gruts BEAST BONDING activation synergy.
  • - GREENSCALE WARRIORS : As a Unique Huge Dragon Hero, Mimring may be chosen as to benefit from the Greenscale Warriors' LIZARD KING BONDING activation synergy.
  • - ORNAK : Red Flag of Fury
    As a unique hero that follows Utgar, Mimring may benefit from Ornak’s RED FLAG OF FURY activation synergy.

Synergy Benefits Offered
  • - GREENSCALE WARRIORS : Loyalty to the Lizard King
    As a Unique Huge Dragon Hero, if selected as the Greenscale Warriors "Lizard King," Mimring may aid the Greenscale Warriors with their LOYALTY TO THE LIZARD KING Attack and Defense enhancements.
C3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________

-Strategy, Tactics and Tips-
  • - TBA
_________________________________________________________________
-Heroscapers Community Contributions-

Power Ranking
@MKSentinel/@Jexik: Fitting well into an Arrow Grut army, Mimring can be devastating at times. His 150-point death before doing much damage can be equally devastating. B-
@OrcElfArmyOne B-
@dok B-
@Cleon Tier 7 (104/319)

Master Index
Ambushing from Bio? http://heroscapers.com/community/showthread.php?t=6779
LOS? http://www.heroscapers.com/community/showthread.php?t=549
Target Zone…WHY? http://heroscapers.com/community/showthread.php?t=2434
Fireline and Castle? http://heroscapers.com/community/showthread.php?t=2436


Unit Strategy Review
 
Last edited by a moderator:
This probably isnt worth asking but since he is attacking all hexs in a line of 8, if a double hex character is standing on two of them do they role for defense twice?
 
FADE said:
This probably isnt worth asking but since he is attacking all hexs in a line of 8, if a double hex character is standing on two of them do they role for defense twice?

Hey Fade, wecome to the boards. The answer to your question is no....all affected figures roll only once.
 
Mim might have the most obscure official ruling in Scape... when he breathes across "empty space" (where there is no hex gameboard), you count the virtual (non existent) hexes maintaining the straight line of breath until you reach the 8 hex limit. You can breath across long inlets of "empty space" and across holes and gaps this way... you do not count the range "around" the gap like you do with every other ranged attack.

I wish I could give a link citing this... others will remember the discussion and ruling - that's about the best I can do.

Ok I found it... http://www.heroscapers.com/community/heroscapersfaqtemp.html#97

Can't very well have the title of Most Obscure Official Ruling if it is in our FAQ.

H
 
I think the most important thing people need to know about Mimring is that he is a ranged figure and should be treated as such. Far too often I see people fly him in close to try and hit multiple units and end up getting him killed. If you can't keep him out of the reach of heavy hitters, keep yourself 8 spaces back and hit them one figure at a time like you would with any other ranged figure. There are some really great uses for his close quarters abilities, but for the most part you're best off learing to play keep away with him before you try anything else.
 
I think his defense is to low. If he had a defense of 4 than I think he would be worth the points. I've yet to see him earn his points in battle. He usually falls to a heavy hitter like Drake, Carr, Denrick, or Crixus.
 
Allow me to elaborate on Eclipse's response a bit, if I may take the liberty to do so, by pointing out an example.
You said Mimring usually falls to heavy hitters like Drake, Carr, Denrick, and Crixus.
For review here ...

Mimring
Move 6
Range 8 special attack
flying for increased mobility

Drake
Move 5
Range 1

Carr
Move 5
Range 6 (but range 1 to get his +4 attack bonus)

Denrick
Move 5
Range 1

Crixus
Move 5
Range 1

Assuming you keep a turn marker on either Mimring or his accompanying Grut Archers every turn your opponent has a marker on one of those tough melee figures mentioned above, and assuming that, as Eclipse suggests, you play Mimring as a range figure, not a melee figure, there's no reason Drake, Carr, Denrick, or Crixus would ever get close enough to put the hurt on Mimring. Carr could get some shots off at six range, but that's a war of attrition with the Dragon and Grut Archers that he's just not going to win.
Now if you said that Mimring's low defense made him an easy target for ranged figures like Syvarris or the KMA or the AE to take down, that'd be another thing. But you mentioned a bunch of comparatively slow and short ranged figures that Mimring should easily be able to stay out of range of, at least for a full round if you don't win initiative.
I'm guessing this particular line of thinking is what brought on Eclipse's throat clearing moment.
 
I understand what you are saying Mr. Wayne and I appreciated your less sarcastic way of explaining it. My point is MIMRING ISN'T WORTH HIS POINTS. He USUALLY falls to heavy hitters as I and Eclipse mentioned. I've also seen elf boy lay waste to him along with Nakita agents. My point was simply that every time I've seen him used he's never cashed in his point amount. I apologize if I failed to expalin that better in the previous posts.
 
I'll agree that he's probably not the most competitive figure out there - though Arrow Grut bonding sure helps him in this regard.
Still, he can be a lot of fun to play - especially against little cousins too foolish not to cluster all their melee guys together ... mwahaha.
 
I love using mimring with arrow gruts. Taking advantage of his range attack is the key. Keep him back and away from heavy hitters, and if he survives an engagement, it might behove you to risk a passing swipe.
 
Matthias Maccabeus said:
I understand what you are saying Mr. Wayne and I appreciated your less sarcastic way of explaining it. My point is MIMRING ISN'T WORTH HIS POINTS. He USUALLY falls to heavy hitters as I and Eclipse mentioned. I've also seen elf boy lay waste to him along with Nakita agents. My point was simply that every time I've seen him used he's never cashed in his point amount. I apologize if I failed to expalin that better in the previous posts.

And I'm telling you that if he falls to Drake, Carr, Crixus, or Denrick, you're playing him wrong. There's simply no reason these characters should land a hit on Mimring. Mimring has a range of 8, a move of 6 and he flys. He can dance all over the map and never let one of these guys get close. If you're attacking one of these figures from less than 6 spaces away (their threat range), you are officially setting yourself up to lose Mimring. Your better off not attacking and instead moving into a position to attack later. Mimring should NEVER fall to the above characters when played correctly.

Mimring can fall to ranged figures, but even that should be fairly difficult. Syvarris is the only figure in the entire game outside of DED who matches Mimring's threat range, (and whether you consider DED a threat with his 1 attack is fairly questionable) and even then he can't fly to get height as quickly. Mimring should always land the first blow and ideally, you should try to make sure you have height while your at it (for the Defense and to ensure your target doesn't get an attack/defense bonus). He can beat Syvarris 1 on 1 this way, and he's also pretty well set to take on the Nakitas, as his Fire Line easily pierces the smoke.

Simply put, Mimring is not a figure who wins by rolling the most dice. He's a figure who wins by being one of the most mobile and longest ranged units in the game. If you're not often getting 150 points out of Mimring, its because you're simply not playing him correctly, simple as that. He's not invincible. A smart opponent can occassionally trap or bait him and come out ahead, and he will get worn down by ranged attacks, but he's definitely worth every point on his card. You simply need to be aware that his Defense isn't high enough to save him most of the time, and rely on his Movement and Range instead. Keep him out of harms way, and he can be an absolute terror. Rush in hoping to hit a nice line of foes, and you'll probably be down 150 points.
 
I have taken Mimring down with venoc vipers, yes they had the scout bonus from Mittens, and yes I succesfully rolled for frenzy twice to do it, but it was done. I had 2 order markers on them just to make sure that I would be able to surround mimring. It worked beautifully. So that is 150 points versus 40 and the 40 came out on top.

I'd say that yes, maybe for a dragon, his defense is low.
 
One point on Mimring that isnt seen very often but should be remembered, especially in a castle game - If your opponent has one character DIRECTLY above or below on the same hex, Mimring's fire will hit them both. It can happen on a map with a castle or even on the Mimring's Tomb map in the 1st Master Set book, where there is an overhanging catacombs.

I think Mimring is a fantastic unit, being one of the few ranged units (MBS) that can bond. He also has great movement and flies, making him ideal for attacking a castle.
 
Good point killercactus. Mimring can be a real wrecking crew. The fear of Fireline attack will cause opponents to rethink adjacent-based power combos and the way they position/move their army. Anytime you can disrupt an opponent's rythmn is good. Another reason why Crippling Gaze and Mind Shackle are so great!

I think if you field enough small fast units that can keep Mimiring from getting based/shot at, then the Dragon can be highly successful. Deathreavers are a perfect fit!

Adam
 
Mimring is the best answer to that ol' Heroscape puzzler about what figure can attack the most figures in one turn without the d20. His fireline can hit a near-infinite amount of enemies if the board is arranged in an incredibly improbable way.
 
I've noticed that playing with Mimring is similar in some aspects to playing chess. You look around to see what he can take out that will cause the most damage to the opponent. Then you look at who can attack him after his turn. Then you weigh the pros and cons. Then you move and attack. I'm in the middle of a game with him where I used him to wipe out almost half my opponent's army, while not taking a single hit. The trick is to keep him away from the heavy melee units. My opponent had Braxas, but without a ranged attack that affected Mimring, I easily evaded her. Mimring is definately worth 150 points, if you can use him correctly.
 
Mimring is fun to play, but like said before, you have to treat him as a ranged figure and keep him out of melee fights.

This past week I helped my daughter clean the board with him and Charos. She used an all dragon army (with Kelda). I told her to take Mimring in first and use him to get as many in her brother's start zone as possible (was on a smaller battlefield with lots of snow, so in two turns Mimring was in range of the start zone and not in range of melee figures). Mimring took out about half her bother's Einar Imperium and several archers, then backed off and took out opponents as they tried to get near. Eventually he was killed (by Kelda on a roll of 1), but definitely took out more points than he cost.
 
jcb231 said:
Mimring is the best answer to that ol' Heroscape puzzler about what figure can attack the most figures in one turn without the d20. His fireline can hit a near-infinite amount of enemies if the board is arranged in an incredibly improbable way.

:roll: Its no where near-infinite. A lot maybe, but definitely far enough away from infinite to not be called near-infinite.
 
netherspirit said:
jcb231 said:
Mimring is the best answer to that ol' Heroscape puzzler about what figure can attack the most figures in one turn without the d20. His fireline can hit a near-infinite amount of enemies if the board is arranged in an incredibly improbable way.

:roll: Its no where near-infinite. A lot maybe, but definitely far enough away from infinite to not be called near-infinite.

With ladders, it is technically infinite. Because he'll hit every enemy in a column in front of him for 8 spaces, you can keep stacking more and more rats (shortest figure) higher and higher. Granted, there's a practical limitation on how high you can realistically build a board, but there's no technical limit on the number of figures he can hit. Its not like infinite has any meaning beyond theoretical values anyway.
 
Mimring has to be have line of sight on all of those figures as well.

Going vertically, at some point, the base of the figure on rung X blocks the line of sight on all figure above them.

Going horizontally, I can't see getting more than 2 or 3 columns of ladders deep before you start having real problems with line of sight.

So while the theoretical number of figures that mimring could hit is probably very large, there is in fact a technical limit to what he has line of sight on.
 
ASmiles said:
Mimring has to be have line of sight on all of those figures as well.

Going vertically, at some point, the base of the figure on rung X blocks the line of sight on all figure above them.

Going horizontally, I can't see getting more than 2 or 3 columns of ladders deep before you start having real problems with line of sight.

So while the theoretical number of figures that mimring could hit is probably very large, there is in fact a technical limit to what he has line of sight on.

Don't forget with ladders you count the base as the hit zone, so you only have to see the edge of the base to land a hit. Also, figure in the fact that Mimring can target from his horns, extending his LOS up quite a ways. i'm sure there's a limit to this, but I'd have trouble calculating it. In addition, I don't think you'd have as much trouble with depth as you'd think. Remember again that the base can be targetted when on a ladder, so using an extremely thin character like the zombies (even with their head only hit zone) and you've got quite a bit of hit zone to see.

I would like to see the maximum angle Mimring can see in front of him from his horns sometime. Calculate that to a height and figure out the maximum figures that can fit in that height and we've got a starting point. I do have to say this whole topic is starting to dive into "stupid figure tricks" though.
 
Eclipse, how would you view Mimring as an endgame figure? I know a common strategy is to hold back a relatively heavy hitter until the game is nearing an end and I'm wondering how effective you think Mimring would be in that role. On the surface - a swift, long ranged figure - it seems that Mimring would be a good choice for that roll. Expensive, but effective.

Like you I think a lot of people mis-play Mimring and treat the unit like a tank - taking him right to their opponent early in the game. That is almost always a fatal mistake. So it would seem that Mimring is best used (points wise and tactically) in the middle of a game. Perhaps when you are ready to target a unique squad figure just in range...or when you need to blast someone off of a glyph.
 
markwars said:
Eclipse, how would you view Mimring as an endgame figure? I know a common strategy is to hold back a relatively heavy hitter until the game is nearing an end and I'm wondering how effective you think Mimring would be in that role. On the surface - a swift, long ranged figure - it seems that Mimring would be a good choice for that roll. Expensive, but effective.

Like you I think a lot of people mis-play Mimring and treat the unit like a tank - taking him right to their opponent early in the game. That is almost always a fatal mistake. So it would seem that Mimring is best used (points wise and tactically) in the middle of a game. Perhaps when you are ready to target a unique squad figure just in range...or when you need to blast someone off of a glyph.

Generally, Mimring's a figure that relys on opportunity to really shine. That's why I think one of the best ways to use him is with the Arrow Gruts and another Beast (Krug or several Riders). That way you have ready access to him at any time, but if the situation is too risky, you can easily balk out and go with something else.

As far as acting as a late game sweeper, I almost think he's too situation specific to really shine there. While you can get luck and find yourself against Denrick or Drake, kiting them to death, you're just as likely to run into something that negates your range advantage, or can use multiple troops to pin you in a corner. There's also a pretty decent risk of your opponent taking him down in the start zone if he's not moving early. He still works better at this role than a lot of units, however.

He's definitely best in the mid game, IMO. You don't want to charge him in early or else you're going to get into an absorb and respond situation (which you will likely lose), but you need that chaos created by multiple cards to have your best opportunities. I really think Mimring's the most dangerous once both sides have a few troops out there and he has the opportunity to start finding holes to exploit. At this point you can really throw your opponent off by keeping a couple markers on him (one likely the X). Having him unleash random bouts of carnage, but not be your main assault forces your opponent to split their attention, which really works to Mimring's favor. Another easy mistake is to put all 3 markers on him and see what you can do. Your opponent WILL try and take you down ASAP this way, which makes it hard to avoid being cornered.
 
markwars said:
Eclipse, how would you view Mimring as an endgame figure? I know a common strategy is to hold back a relatively heavy hitter until the game is nearing an end and I'm wondering how effective you think Mimring would be in that role. On the surface - a swift, long ranged figure - it seems that Mimring would be a good choice for that roll. Expensive, but effective.
.

That is how I play with him. If the enemy has any squads left, this guy toasts them. If they still have their own end game figure around, Mimring out distances him.

In my experience, Mimring does horrible when played to early. One round of Omnicron or Aubrien fire will kill him. All it takes is for a few figures to engage him, or for ranged units to move a bit closer for him to be destroyed. In addition, if you do not put all your order markers into moving this guy around once you do activate him, his low defense falls prey to the enemies' concentrated attacks. I usually don't have the flexibility to pay so much attention on one unit in the middle game. But that might just be my bad tactics.
 
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