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The Book of Sujoah

Soul Shackle

New member
The Book of Sujoah
Aquilla's Alliance - "Heroes of the Quagmire"​

C58576E2-D56F-E112-4144B20778D86A28.jpg

If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: - The beautiful young Priestess of the Moon bravely presses forward. Her torch dimly lights the cavern ahead.

The girl is far from her temple home, and the sun is already sinking from the sky. She’s going to be in trouble when she gets back, but she can’t shake her driving curiosity.

“Sujoah, do you think we are the first to ever be down here?” The priestess poses the question to the tiny burrfly buzzing about her head.

Burrflies are aggressive little jungle bugs with painful stings, they are considered pests to most Ticallian kyrie, but this one is a friend. The priestess once set out sweets for the little guy, and it has been her odd companion ever since.

The girl moves forward, through chamber after chamber of the mysterious caves.

“Something tells me we are not the first to be down here after all, Sujoah! Look at this, it is beautiful!” The priestess raises a yellow stone attached to the end of a silver chain. Carefully she clasps the amulet around her delicate neck.

“Let’s go this way!” The girl cries with delight as she heads through a passage at the south end of the chamber, her pet burrfly following closely behind. The narrow passage opens up into vast cavern with a pool of sparkling water at its center.

“Oh wow, look at the water, it’s such a pretty shade of blue. And look how it sparkles! I’m going to taste it.”

The girl stoops down, cups the crystal clear water in her hands, and drinks.

Heehehehe, it tickles all the way down!”

Standing, the young priestess moves to the outside of the great room, playfully running her fingers along the wall.

“Oh! What is this?! There are runes written here, but I can’t tell what they say.”

The priestess shifts her burning torch to her left hand and reaches up to touch a set of runes with her right. Then, compelled by a will not wholly her own, she drops her torch and presses both hands against the wall, each on a different set of runes.

A blue glow fills the room, radiating forth from the sparkling pool. Images race through the young girl’s mind, visions of far away worlds and strange peoples.

The yellow amulet around the girl’s neck begins to radiate an intense light. She turns around and faces the pool of water. An ancient knowledge floods her mind. Her pupils roll back in her head and her feet lift off the ground without a single flap of her wings. Then the light fades and the girl drops to her knees.

The priestess wakes. She reaches for her discarded torch and holds it up in front of her.

Aieeeeee!

Screeching, she drops her torch a second time. Then with a sudden calm knowing she picks it up again.

“Sujoah… you’re so… so… so BIG!”
(Hasbro)

sujoah.jpg


(Images courtesy of truth)
_________________________________________________________________
-Rulings and Clarifications-
- POISON STING SPECIAL ATTACK : Keep rolling vs. "ignore wound(s)" powers?
If any figure has a special power that allows it to ignore the wound(s) inflicted by Sujoah’s Poison Sting Special Attack, can Sujoah keep rolling the D20 for Poison Sting Special Attack?
No. Even though it doesn't explicitly state it, the reason he continues to roll for poison damage is because the wound is still being inflicted. If the wound were ignored, you would stop rolling for Poison Sting Special Attack.
Special Case: [FONT=Times New Roman,Times New Roman PSMT][FONT=Times New Roman,Times New Roman PSMT]For a power like Crixus & Migol's One Shield Defense, if you inflicted at least 1 wound on the initial attack roll, even though that's the MOST you could hit them with, inflicting the wound, will still trigger the poison roll. If you roll a 10-19, you can't inflict the wound, so you can't re-roll, but if you roll a 20, the defending figure would STILL be destroyed! (Hasbro FAQ)[/FONT][/FONT]

[FONT=Times New Roman,Times New Roman PSMT][FONT=Times New Roman,Times New Roman PSMT]- POISON STING SPECIAL ATTACK : Ignore wound(s) just received OR all wounds?
If a power that "ignores wounds just received" (like Acolarh’s Leaf of the Home Tree Aura) triggers on the poison roll, does it allow the defending figure to ignore ALL wounds from the attack?
[FONT=Times New Roman,Times New Roman PSMT][FONT=Times New Roman,Times New Roman PSMT][FONT=Times New Roman,Times New Roman PSMT]No. Only the wound(s) that were just inflicted when the power was triggered. (Hasbro FAQ)
[/FONT][/FONT][/FONT][/FONT][/FONT]
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Recieved
- FYORLAG SPIDERS : Predator Bonding
As a Predator, Sujoah may benefit from Fyorlag Spiders' PREDATOR BONDING activation bonus.

- KHOSUMET THE DARKLORD : Relentless Assault
Having a Relentless personality, Sujoah may benefit from Khosumet the Darklord's RELENTLESS ASSAULT attack enhancement.
Synergy Benefits Offered
- N/A
C3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________
-Strategy, Tactics and Tips-

- TBA

_________________________________________________________________
-Heroscapers Community Contributions-

First Impressions
Army Ideas

Power Ranking and Master Index

B

Unit Strategy Review

- TBA
 
Last edited by a moderator:
I just played this today:

185 Sujoah
120 Spiders x3
100 Oni
090 Warden 816
495

I faced a unique hodge-podge and won. Oni evil-eyed one Krav, then imploded. Next up were Sujoah and the Spiders. I left the big bug stationary on his first bonding turn, trying to keep him from getting hung out to dry with no little blocker buddies. That paid off big-time as Sujoah attacked Q9 on low ground. The spiders engaged the Krav on a hilltop above just in time to keep them from putting the last wounds on him. Sujoah died next, and the Warden and several spiders were left to fight it out against Kaemon, Isamu, and rats. I finally won with one spider still living and one wound left on the Warden.

LESSONS LEARNED: Even with 8 flying, Sujoah can very very easily lose first strike. Also, my opponent's response to getting his Q9 engaged by Sujoah was to place no markers on the Major (in case of sudden death by poison) and blast away with the elevated Krav instead. If the spiders had not been right on time, this plan would have worked perfectly. One possible solution to both problems is to not move Sujoah on the first spider marker. Letting the enemy get closer (and the spiders get a head start) before Sujoah took wing greatly increased the performance of the whole bonding group. I know this won't always be the best move, especially on a map with glyphs, but I expect I'll use it regularly.
 
Those are some great points, rdhight. I'd never thought of leaving Sujoah alone on his first bonding turn.

Also, your buddy leaving the Major OM-less once engaged by Sujoah is a nice swing your way. Sujoah is such a beast at killing heroes, he can change the game in many forms.

Nice post. :)
 
Though it seems fairly obvious to me, the question has been asked here if you get to keep rolling for Sujoah's Poison Sting until you roll less than a 10 or if you can only roll twice.

The answer, of course, is that you may keep rolling until you roll less than a 10 or the hero is destroyed.
 
Having written a bunch of the recent books myself, Shackle, I'm a little jealous that you got to Sujoah before I did. I had the honor of trying him out last night, and he is pure, molten evil. He only got to poison one figure, but he did it 3 times in a row, straight to the death. The unlucky victim's name? Kaimon Awa!
 
I dont know if this is the right spot but i have found that Sujoah and zelrig work really good together. throw in some spiders and you got your self a nice army there
 
I dont know if this is the right spot but i have found that Sujoah and zelrig work really good together. throw in some spiders and you got your self a nice army there
Then some KMA! Sujoah for the hero killer, Zelrig for the squad killer and throw in spiders and KMA for a cool army.
 
Well, I'll add some content. I've been playing Sujoah and the Fyorlag Spiders off-and-on in draft games. Not a big fan of bonding armies with only one hero (or having 305 points of melee figures in my army!), but I have more respect for the bugs than I thought I would. That 8 and 7 move is a big, big help.

1. I tried Sujoah alone and with spiders x2, but I think spiders x3 is the right thing to do unless you badly need the start zone spaces or points for something critical. If you're up against something like Cyprien, Zombies, or Tagawas that will thrive on your spiders, you're probably going to be better off ditching the whole Aquilla crowd and going another route altogether. Unless you're fighting soulborgs, Cyprien and Venom are miles better than a non-bonding Sujoah.

2. Against almost all enemies, you want Sujoah and the spiders to engage simultaneously or close to it. You want to get the maximum possible four-attack turns. If you fly Sujoah forward 8 spaces on the first spider marker, it's likely that you'll end up getting just his one attack for a turn or two, then a turn or two of four attacks, and then Sujoah will die early with lots of non-bonding spiders left running around. Often, I'll use Sujoah's first turn to move him onto road or height near my start zone and let some spiders get a head start. There are those times when you just have to get that glyph, or engage with Zelrig, or what-have-you, but letting the spiders run ahead does seem to work well in many cases.

3. It's more convenient to have Sujoah die first, not the spiders. If you have two or three of those 2-defense spiders left and Sujoah is barely scratched, you have to look ahead and predict which order markers are safe to put on the spiders and which aren't. It leads to waste. With spiders x3, you're more likely to have a comfortable supply of the squad figures left when their boss dies, so they can seamlessly continue on with no loss of turns (often blocking for the next ranged wave coming up behind).

4. Don't be seduced by Entangling Web or Poison Sting. It is not a requirement to entangle in order to get good use out of the spiders. Some games, you won't entangle. Some games, you'll never even be in a position to entangle. That doesn't mean they stink. Likewise, drafting Sujoah doesn't mean you have the "right" to poison everyone to death. I think of him as having a 4 attack against 1-life figures and in the neighborhood of a 5-6 attack against multi-lifers. And just like the guy with 6 attack dice sometimes whiffs, so will the sting special attack. Just be glad it is a special attack and therefore has some little perks attached.

5. Use Sujoah to influence your opponent to draft squads. Point 4 notwithstanding, the nice thing about this bonding group's d20 powers is that they do in fact work against all sizes/races/classes/etc., so that the main thing they can do to counter-draft you is to take a bunch of squads and decrease the attack power of Poison Sting. If you have a hankering to play Zelrig, DW8000, or your squad-killer of choice, Sujoah may bring your prey to you.
 
To provide the flip-side to rdhight's 5th point (an excellent, rep-raising post, by the way) I found that Sujoah + Spiders go very well against the new elf wizard army. Their low defense means that you are much more likely to get Poison Sting Special Attack to work properly, as well as put some extra wounds on with the spiders.
 
I had the pleasure of facing Sujoah and 3 x spiders and 2 x 4th Mass with my Zelrig, 3 x 10th Regiment; spiders died, Sujoah ran away, 4th Mass got cooked.
 
Rev, that sounds like poor strategy on your opponent's part. In such a case, Sujoah should engage Zelrig as soon as possible! They're both 4/4/6 life: with the side benefit of Poison Sting, Sujoah has a better-than-average chance of offing Zelrig first. Also, there's no true bonding in your army. Spiders can continue nibbling at the 10th's heels until Sujoah dies, at which point you're probably left with a Revolutionary War shootout between the untouched 4th Mass. and a weakened 10th Regiment. (But you'd probably still win.)
 
I realized, that if you go with that Sujoah, Zelrig, and Krav plan, you have 30 points left for a standard 500 point army. That doesn't leave much room for x3 spiders.
 
I realized, that if you go with that Sujoah, Zelrig, and Krav plan, you have 30 points left for a standard 500 point army. That doesn't leave much room for x3 spiders.
Playing with a 600 point army seems more reasonable. I like the idea of having both a huge squad killer and hero killer in an army.
 
It's not the most competitive army out there, but my favorite for Sujoah is-

Sujoah
Spiders x3
Venoc Warlord
RotV Raelin

Having defense boosted spiders that move 9 and bond with a potent hero killer is pretty good fun. Mittens makes a decent clean up guy if you need him, but the extra quick spiders tend to do a good job of tying down and preventing shots at Sujoah.
 
The best thing about playing Sujoah and the spiders is that you get to yell "Spider Sting!" everytime you reveal an Order Marker.

(There's a random joke for any Marvel vs. Capcom fans out there....)

Seriously, here's a favorite army of mine with Sujoah - taking advantage of a bunch of nice little synergies:

Sujoah - 185
Fyorlag Spiders x2 - 265
Mittens - 385
Armoc Vipers - 450
Zetacron - 510
Filler up to your desired point total (another Spider squad at 550)

When you first look at this army, it doesn't look like much at all. However, there are so many cute little synergies in there. Firstly, I like the Armocs since their 5 nets with Sujoah's 5, plus they make a nice little cleanup posse at the end of the game bonding with Mittens, who is now no longer there just for his Scout Leadership bonus, which is received by Zetacron who can jump out early and shoot whatever he wants, as well as the Spiders, who are now fast enough to make up for the army's lack of range, and who also bond with Sujoah, who can take out Q9 and lends a special attack. *killercactus takes a breath*

I really think it works best at 550, with three squads of Spiders. I need to play this again soon - it's just so much fun!
 
With Sujoah's Poison Sting, would the additionally inflicted wounds given by the d20 cause Tul-Bak-Ra's Reinforcement ability to activate? I'm torn here. On the one side, the Reinforcement ability isn't activated by special abilities that inflict wounds. On the other side, Poison Sting is a special attack. The text for the extra wounds is under the Special Attack heading, so are the extra wounds inficted counted as part of the attack and thus activate TBR's ability?
 
With Sujoah's Poison Sting, would the additionally inflicted wounds given by the d20 cause Tul-Bak-Ra's Reinforcement ability to activate? I'm torn here. On the one side, the Reinforcement ability isn't activated by special abilities that inflict wounds. On the other side, Poison Sting is a special attack. The text for the extra wounds is under the Special Attack heading, so are the extra wounds inficted counted as part of the attack and thus activate TBR's ability?

Yes. As you say, poison sting is a special attack, and those extra wounds are a part of it. Just like how Lodin doesn't help his poison rolls.
 
If you get really lucky on that d20 (both players) you could have a really long string of reviving Dividers.

I don't think you can. Once a Divider hits Cell Divide once against the initial attack of Poison Sting, Sujoah would not get any D20 rolls, because the wounds were ignored. There was a similar discussion about Acolarh-protected Elves a ways back.

It could lead to 5 teleported Dividers though if he stings TBR.
 
The following is part of a longer post I made in the Wo-Sa-Ga vs. Microcorp thread, found here http://www.heroscapers.com/community/showthread.php?t=25549&page=2, but I think it applies here.

---------------

Some of you are implying that the Poison Sting ruling says something it does not. Here it is (emphasis mine):
FAQ said:
- POISON STING SPECIAL ATTACK : Keep rolling vs. "ignore wound(s)" powers?
If any figure has a special power that allows it to ignore the wound(s) inflicted by Sujoah’s Poison Sting Special Attack, can Sujoah keep rolling the D20 for Poison Sting Special Attack?
No. Even though it doesn't explicitly state it, the reason he continues to roll for poison damage is because the wound is still being inflicted. If the wound were ignored, you would stop rolling for Poison Sting Special Attack.
If I got a tax cut last year, and then asked "can I keep getting tax cuts next year and the year after?," that answer does not have anything to do with the fact I already got one initially. Same thing with Sujoah (making $185,000, perhaps) and the question whether or not he can keep rolling. The FAQ answer says he can't continue, but in order to continue, he has to start. This start is the initial, and only, roll in this case.

His card is broken up into 2 parts (which I'll label), and the ruling only affects the second part.

Poison Sting Special Attack said:
(Part 1) If Sujoah inflicts at least 1 wound with Poison Sting Special Attack, roll the 20-sided die for Poison Damage. If you roll 1-9, the defending figure receives no additional wound for Poison Damage. If you roll 10-19, (Part 2) add 1 additional wound marker to the defending figure's Army Card, and roll again for Poison Damage. If you roll a 20, destroy the defending figure.
Stealth Suit can't work unless a wound is inflicted, so let's assume the attack is successful. That means Sujoah gets to roll ONCE (see blue), as stated in the first sentence. Then, the FAQ tells us that in part 2, we do not get to roll again because the additional wound inflicted does not take us back to part 1.

The point is, one wound HAD to be inflicted initially for the Stealth Suit to work at all, so Sujoah gets his one roll to try to get a 20 and destroy the figure instead of causing a death by wounding.

For Sujoah, I believe the right way to play is:
1. Attack roll > Defense roll
2. Wound inflicted/received simultaneously
3. Roll ONCE for the Sting against squad, as it is stated in "Part 1" of the Special Attack (not always necessary, of course)
4. Only a 20 can destroy it, otherwise the figure is removed due to wounds. Part 2, which allows him to "keep rolling" is what the FAQ disallows
5. Stealth Armor can activate right "before removing the figure" (as it says on their card) if the figure was destoyed due to wounds, but not detroyed right out with a 20

---------------

Additionally, I believe the Poison Sting likewise works against Defy Death and Cell Divide, but only for the first roll. There can be no additional rolls, because that is how the FAQ ruled it since there are parts "not explicitly stated" that apply.
 
The following is part of a longer post I made in the Wo-Sa-Ga vs. Microcorp thread, found here http://www.heroscapers.com/community/showthread.php?t=25549&page=2, but I think it applies here.


For Sujoah, I believe the right way to play is:
1. Attack roll > Defense roll
2. Wound inflicted/received simultaneously
3. Roll ONCE for the Sting against squad, as it is stated in "Part 1" of the Special Attack (not always necessary, of course)
4. Only a 20 can destroy it, otherwise the figure is removed due to wounds. Part 2, which allows him to "keep rolling" is what the FAQ disallows
5. Stealth Armor can activate right "before removing the figure" (as it says on their card) if the figure was destoyed due to wounds, but not detroyed right out with a 20

I disagree - just like in the other thread :D. I see it like this:

1. Attack roll > Defense roll
2. Stealth Armor / Cell Divide / Home Tree / Defy Death activates to determine if the wounds are inflicted or ignored.
3. If the wound(s) are ignored, Poison Sting's text does not happen, because no wounds were inflicted. If the wound(s) were inflicted, destroy the squad figure because it has received wounds equal to it's life. Poison Sting's text does not happen because the figure is already destroyed.
 
It's simply a matter as to which special activates first (stealth armor, or poison sting/coil crush).

My interpretation is the poison sting/coil crush don't activate until after you place the wound markers on the figures, and since you activate stealth armor before placing the wound markers, stealth armor needs be activated first.

Therefore, I agree with killercactus on this.
 
It's simply a matter as to which special activates first (stealth armor, or poison sting/coil crush).

My interpretation is the poison sting/coil crush don't activate until after you place the wound markers on the figures, and since you activate stealth armor before placing the wound markers, stealth armor needs be activated first.

Therefore, I agree with killercactus on this.

This (the bold) is how I think it should work (and how I think it does work), but the flowchart we have detailing the flow of a turn says differently. I really think we just need a small tweak to the chart to take these powers into account.
 
For whatever it is worth, I agree with Killercactus on this ruling. A wound was never received, therefore you never roll again for the poison. (Maybe there is difference between a wound inflicted and a wound received? I dunno)

On a lighter note, how you guys say Sujoah's name? I say it like Sue-joe-ah. However, I could see (or hear rather) something like Sue-joy-a. What's your take?
 
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