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The Book of Sacred Band

I wanted to see if Defy Death was worth it. I know some of you have crunched some numbers, but I wanted to take it all the way.

And what do you conclude?

~Aldin, thinking you need to save about seven SB to roughly equal Parmy's cost
I was hopping that no one noticed that I never made a conclusion.

It's a tough call. The greater the change for death normally, the more powerful DD becomes. So if you are facing figures with large attacks like Drake, Carr, etc, then it might be worth the investment. Keep in mind, it can be quite difficult to get sacred band next to their hero.

At least you can count of Disciplined Influence?;)
 
I prefer to use Marcus with the Sacred Band over Parmy -- Marcus benefits other figures as well and as long as I don't need the disciplined influence, I've never used Parmy. One of my favorite 400 point armies is:
3x SB
2x 10th Reg
Marcus

The SB become 5M, 3A, 3D squad of 4 and bond with Marcus. Use the SB to tie up units and get the 10th on high ground with Marcus with them and you can usually get 2 or 3 of the 10th reg with 5 attack (2 base + 1 Wait + 1 Marcus + 1 height). Plus, Marcus makes the 10th Reg move 6, which is handy in getting to the high ground in the first place.

For the longest time, I never played the SB, but recently in lower point games, I have found them to be rather surprising. The army above cleaned house on some stingers/grubs/TKN.
 
Man, I always thought these guys were worthless until I nixed Parmenio and just took Marcus.

The 10th Reg and many other stellar disciplined units make good builds, and the Band can send in a backup unit if one dies without taking a huge drop in defense.
 
I prefer to use Marcus with the Sacred Band over Parmy -- Marcus benefits other figures as well and as long as I don't need the disciplined influence, I've never used Parmy. One of my favorite 400 point armies is:
3x SB
2x 10th Reg
Marcus

The SB become 5M, 3A, 3D squad of 4 and bond with Marcus. Use the SB to tie up units and get the 10th on high ground with Marcus with them and you can usually get 2 or 3 of the 10th reg with 5 attack (2 base + 1 Wait + 1 Marcus + 1 height). Plus, Marcus makes the 10th Reg move 6, which is handy in getting to the high ground in the first place.

For the longest time, I never played the SB, but recently in lower point games, I have found them to be rather surprising. The army above cleaned house on some stingers/grubs/TKN.

I have really been thinking about how to use them as well. I think combining them with Valguard is hard to make work, even with Parmenio making him Disciplined. It's generally hard to justify Parmenio at all, given Marcus' buffs for Soldiers, even if you find a juicy unit that Parmenio can make Disciplined. Any really good unit that he can make Disciplined will eat a lot of points that might be better spent on 10th Regiment plus the extra 10 for Marcus instead of Parmenio.

Your army idea seems like it could really work, and I think the key again is using Marcus. The two Warlords together eat a few points but it's not so bad. Perhaps sending Parmenio out with the SB to keep them alive and get a fifth attack is a good idea, keeping Marcus in the back for his move bonus and having him boost the 10th. That's 190 points of heroes, with 300 more for 3 SB and 2 10th Regiment, plus Isamu. There's no need for making anyone Disciplined, but the ability need not be used.

If you must use Parmenio and try to get his ability into play, then I suggest perhaps one of the dragons, or maybe Syvarris or one of the big Soulborgs.
 
Not really Heroscape game related, but uhmm my these guys came up in my Ancient History 1 class the other day. The real life Sacred Band had some err interesting tastes in err the relationship arena. I cannot look at this squad the same again. Curse you AH1 for ruining Heroscape for me.
 
When I see the SB, I see a unit that so closely resembles the Roman Legos, but just isn't as powerful. Shield Wall makes up for the defense in the Legos and SB Death Defy just isn't good enough for me.
 
When I see the SB, I see a unit that so closely resembles the Roman Legos, but just isn't as powerful. Shield Wall makes up for the defense in the Legos and SB Death Defy just isn't good enough for me.

If it was an Aura...then it would be great.
 
I prefer to use Marcus with the Sacred Band over Parmy -- Marcus benefits other figures as well and as long as I don't need the disciplined influence, I've never used Parmy. One of my favorite 400 point armies is:
3x SB
2x 10th Reg
Marcus

The SB become 5M, 3A, 3D squad of 4 and bond with Marcus. Use the SB to tie up units and get the 10th on high ground with Marcus with them and you can usually get 2 or 3 of the 10th reg with 5 attack (2 base + 1 Wait + 1 Marcus + 1 height). Plus, Marcus makes the 10th Reg move 6, which is handy in getting to the high ground in the first place.

For the longest time, I never played the SB, but recently in lower point games, I have found them to be rather surprising. The army above cleaned house on some stingers/grubs/TKN.

Man, I always thought these guys were worthless until I nixed Parmenio and just took Marcus.

The 10th Reg and many other stellar disciplined units make good builds, and the Band can send in a backup unit if one dies without taking a huge drop in defense.

This, at least in my opinion, is the key to using them in good armies. As Retlaw notes, you get a fast, hard-hitting ranged unit (whose attack Marcus can boost further, no less), and the Sacred Band make for a dependable melee screen that can actually do some damage. I don't think the Sacred Band are a bread-and-butter unit the way Romans are. I think their tactical advantage lies in screening for strong ranged units (read: 10th Regiment of Foot) behind them. The redcoats are just so strong with Marcus, and the Sacred Band can move him up to boost the 10th while they move to intercept enemy melee. In such an army, they're more like 'reavers or Marro Dividers than Knights, Heavy Gruts, Axegrinders, or Legionnaires.
 
I'm always trying to find ways to make potentially great and underrated units like the sacred band shine, especially since they're always compared to the romans.

I'm kind of a noob but what if they are paired with the nakitas since one of the greeks' biggest weakness is range? nakitas offer range attacks and smoke. With some strategic OM placement, you can possibly keep the nakitas, parmenio, and SB togther. thoughts? anyways to expand on this?
 
The only way i can see the SB being used over Romans is if you are only going to use one or two squads of them. There are enough disciplined figures to make a good army with them. Besides very late in the game, its hard for me to find a situation where I would prefer SB over Romans.
 
If you are running an entirely disciplined army, the SB can be slightly better than Romans, imo.

With each SB soldier having 3 defense, whether they are standing next to another soldier or standing solo by a glyph you have at least one extra defense.

Granted the Romans turtle up .. its what they do, so if they are standing in a pair - both soldiers have a 3 defense. But if one attack gets through and kills one of those Lego's, then the other one has 2 defense.

And with 10th Reg and Kaemon Awa both being Disciplined you don't necessarily need Parmenio to make Nikita's disciplined.

I think that a lot comes down to Marcus being so much better than Parm.
 
I don't own the Roman Legionnaires nor the Sacred Bands and had never played with/against either. But reading their cards, all I can see is clumping the Legos together might help you get a +2 Defense for some Legos, which is huge btw, but the SB gets a +1 Defense even when they are apart (assuming an All-Discipline army). So I really like to know in what way are the Legos better than the Greeks? Is it really about their stats and abilities or simply because of personal playing style?
 
I'm still a bit of a noob, but I've taken a liking to these guys. Not having to clump means you get to move faster, whereas Romans sometimes have to give up a space or two of movement in order to stay adjacent to each other. Romans especially have a hard time crossing a river. If you fan them out so they can all cross at the same time, they are more easy to pick off so that they lose their def bonuses. That, and dispersed range threats can harry them and force them to split up, so again they lose their bonuses.

As for SB, they can go where they want. And they look rad.
 
I don't own the Roman Legionnaires nor the Sacred Bands and had never played with/against either. But reading their cards, all I can see is clumping the Legos together might help you get a +2 Defense for some Legos, which is huge btw, but the SB gets a +1 Defense even when they are apart (assuming an All-Discipline army). So I really like to know in what way are the Legos better than the Greeks? Is it really about their stats and abilities or simply because of personal playing style?

I'm pretty sure the main reason Romans are superior is because they can bond with Me-Burq-Sa, Mogrimm, Mittens, etc. while the Greeks can't.
 
I don't own the Roman Legionnaires nor the Sacred Bands and had never played with/against either. But reading their cards, all I can see is clumping the Legos together might help you get a +2 Defense for some Legos, which is huge btw, but the SB gets a +1 Defense even when they are apart (assuming an All-Discipline army). So I really like to know in what way are the Legos better than the Greeks? Is it really about their stats and abilities or simply because of personal playing style?

I'm pretty sure the main reason Romans are superior is because they can bond with Me-Burq-Sa, Mogrimm, Mittens, etc. while the Greeks can't.

That's a reason the lego are good but I think screwdriver may have caught on to the right idea. It's mostly about the style of play. IMHO the greeks can be tougher to keep clustered when being used with Marcus because people tend to think their extra defence means they should be able to survive better on there own,and with a 3 defence over two it's partly true, but if you keep them as tight as you need to keep the romans then Parmino can really keep them stay alive long enough to do some major damage.
 
Last edited by AMIS : February 17th, 2012 at 10:09 PM. Reason: Clusters last as only long as it take to stomp or chomp 'em.
This is a nice little mention in the SB's favor. Tor-Kul-Na can practically destroy the Romans, as they don't have a reliable way of taking him down (besides mass-engaging him, which opens them up for potential Nagrub attacks).

Roman Defenses: Turtle Defense

SB's Defenses: Disciplined Defense, Spreading Out To Avoid Explosions/Torky Stomping, Parmenio's Save.

Both Squad types suffer against range.
 
I'm new to the game, so haven't gotten around to getting any SB yet. But once I do get ahold of some, I really want to try out these armies:

600pts:
SB x2 100
Marcus 200
10th x2 350
Keamon Awe 470
Tagawa Archers 600 (or if your using 500pts you take out these guys and just toss in a red wymrling)

I love the mix of range and melee in this army. Even my range figures(10th, Archers, KA) can all handle themselves in melee with with either counter strike or +1 melee. And the sheer flexibility of it is staggering! Plus, warlord bonding you can use Marcus boost the SB or put him in position to set up a pod with the 10th on height, a favorite of mine(2+height+Marcus+WTF=four attacks of 5!!)

But like I said, I haven't ran this since I don't have SB yet. Any thoughts on how it'd work? Strengths? Weaknesses? Input is always helpful for newbies like me!
 
OM management will be tricky with that army, not to mention positioning and board control,
 
OM management will be tricky with that army, not to mention positioning and board control,

See I can understand board control, but I don't think OM management would be to bad. I usually play my armies in waves. I'd imagine using TA and KA as cleanup, keeping them in the start Zone for quite awhile. So at first the only cards trading OMs would be the 10th and SB(getting to move Marcus on their turn). Then once SB is wilted down, call in the reserve. But I can see the need to waste an order marker on Marcus to keep up with the 10th if I need to move them to be in range. But you could avoid that by just chasing them down with the mop up crew instead.
However, your board control point makes alot of sense. Especially armies which are heavy on flying could easily beat this to high ground, which would greatly low the effectiveness of my range.
 
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