As of September 1, 2011, the first members of "Wave 14" have made it though the portal to Valhalla.
I'll start with Zaeus.
His stability is only mid-level. Being a medium figure, he'll be affected by all of those nastier powers. Even worse, he doesn't have a lot of health to back that up. His Rail Gun is the only attack somebody will use. Seriously. His basic range is 1 and the attack values are equal. Gorillinator Attack Bonding looks to be based off of the Nakita's Movement Bonding. In this case, both of the cards suggest that monkeymen are too dangerous to get entire turns with.
A possible army core that will attempt to pick up plenty of synergies:
Nakita Agents
Zaeus
Gorillinators (1 team)
340 points worth of Vydar-loving goodness. The Nakitas can protect their teamates, and allow to Gorillinators to flee the battle. With the monkeys surrounding the foes, you can use Zaeus to call forth an artillery strike(a la Gorillinators) and use his Rail Gun. Throw in another team of monkeys for 430 points. But, the biggest problem with this build is that the Gorillinators still aren't too durable. Sure, they can pull out some quick strikes, but nothing in this build really helps them or screams powerful.
If I were to give him a power ranking, I'd go a C+ or B- at best. The monkeys need more support, but I can't see how this way works well. Gimme Laglor any day.
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Next up, I'll talk about Zogross Hardscale.
Unlike Zaues, he is really quite stable. Sure he can fall victim to anti-medium powers, but his powers do suggest plenty of defensive play. The bad part: splash damage. He needs his warriors or his protectors of choice adjacent to him to use Tribal Protection(and thus use Opportunity Strike). Splash Damage will override that. I can enjoy the "barrier" play style he uses however. A big point to make is his class and race combination. Yes, Roman Legionnaires can bond with him, but the Armoc Vipers can too. The Greenscale Warriors can go well with him as well, as he can become a Lizard King.
Army idea using Ullar. Good for General Wars formats.
Zogross Hardscale
Greenscale Warriors (two teams)
Protectors of Ullar (one team)
Warriors of Ashra (3 teams)
So this is a squad-heavy army for Ullar utilizing the "barrier" tactic. Whenever you wish to charge your opponent with the Greenscales and Zogross Hardscale, you can do so easily. When you mae a few kills, simply reform your barrier (placing the Warrioris of Ashra in front, and the kyrie close behind. Although to win against ranged armies, you generally need some sort of strong range (something that many dragons enable), you can get away with using the Protector's of Ullar to rain death upon heroes (plus Flying should allow them to gain a height advantage, assuming there's a hill their move value will take them to) and maybe a squad figure with a nicely sized gun.
As for a theory-power ranking, I'll give him a solid B. You just need some way to add in that crucial range.
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And finally, the last revealed unit for the day, I'll review Capt. John Varan.
This is a guy I can see myself using. Say hello to the Rambo of HeroScape. He can soak up wounds, and then dish them out again. This would lead me to believe that he definitely not durable. He's like Alastair MacDirk. He's going to hurt quickly, but he's going to knock a few heads. And, oddly enough, he can even take wounds for Alastair to boot. So, I'm gonna say this guy is protector of sharks. Assuming they are member's of Jandar's human faction of course. Of all of the units revealed, I must say I like this one a lot.
Shark Support:
Alastair MackDirk
Airborne Elite
Capt. John Varan
Ana Karithon
Mindflayer Mastermind (just one of them)
This hero-heavy army idea is based around protecting yourself, but still dealing out tons of damage. One of the most important parts of this is getting your air support out early to deal out quick damage, but still keeping them on the retreat. At least, to your own band of heroes. If you can bring in the enemy, you can overpower them. Now you might wonder why the only units that Capt. John Varan can aid is Alastair and the Airborne Elite soldiers. Well, the other two heroes serve functions that are especially important. Ana can heal any unexpected damage that is dealt out to your heroes in the early game(and perhaps soak some up, as she is a nasty surprise for Utgar swarms). She can also defend you against the Mindflayer turning against you. The Mindflayer is just as much of a weapon against swarms, and can even take a turn with the vast majority of your units(unleash a Rambo-like attack, reposition Ana, or get Alastair to the enemy or back towards Ana) on a lucky die roll. But, that's just extra gain, and is not the primary reason to use that Mastermind. The captain has a simple role, take a few wounds in place of Alastair (2 is enough) and then heal up at the local friendly Cleric.
His ranking could be a B or B+. Overall, he's the Rambo of HeroScape.
Perhaps the next round of customs by the C3V will yield some new winners? Until then, 'Scape on.
I'll start with Zaeus.
His stability is only mid-level. Being a medium figure, he'll be affected by all of those nastier powers. Even worse, he doesn't have a lot of health to back that up. His Rail Gun is the only attack somebody will use. Seriously. His basic range is 1 and the attack values are equal. Gorillinator Attack Bonding looks to be based off of the Nakita's Movement Bonding. In this case, both of the cards suggest that monkeymen are too dangerous to get entire turns with.
A possible army core that will attempt to pick up plenty of synergies:
Nakita Agents
Zaeus
Gorillinators (1 team)
340 points worth of Vydar-loving goodness. The Nakitas can protect their teamates, and allow to Gorillinators to flee the battle. With the monkeys surrounding the foes, you can use Zaeus to call forth an artillery strike(a la Gorillinators) and use his Rail Gun. Throw in another team of monkeys for 430 points. But, the biggest problem with this build is that the Gorillinators still aren't too durable. Sure, they can pull out some quick strikes, but nothing in this build really helps them or screams powerful.
If I were to give him a power ranking, I'd go a C+ or B- at best. The monkeys need more support, but I can't see how this way works well. Gimme Laglor any day.
__________________________________________________________________________________
Next up, I'll talk about Zogross Hardscale.
Unlike Zaues, he is really quite stable. Sure he can fall victim to anti-medium powers, but his powers do suggest plenty of defensive play. The bad part: splash damage. He needs his warriors or his protectors of choice adjacent to him to use Tribal Protection(and thus use Opportunity Strike). Splash Damage will override that. I can enjoy the "barrier" play style he uses however. A big point to make is his class and race combination. Yes, Roman Legionnaires can bond with him, but the Armoc Vipers can too. The Greenscale Warriors can go well with him as well, as he can become a Lizard King.
Army idea using Ullar. Good for General Wars formats.
Zogross Hardscale
Greenscale Warriors (two teams)
Protectors of Ullar (one team)
Warriors of Ashra (3 teams)
So this is a squad-heavy army for Ullar utilizing the "barrier" tactic. Whenever you wish to charge your opponent with the Greenscales and Zogross Hardscale, you can do so easily. When you mae a few kills, simply reform your barrier (placing the Warrioris of Ashra in front, and the kyrie close behind. Although to win against ranged armies, you generally need some sort of strong range (something that many dragons enable), you can get away with using the Protector's of Ullar to rain death upon heroes (plus Flying should allow them to gain a height advantage, assuming there's a hill their move value will take them to) and maybe a squad figure with a nicely sized gun.
As for a theory-power ranking, I'll give him a solid B. You just need some way to add in that crucial range.
________________________________________________________________________________
And finally, the last revealed unit for the day, I'll review Capt. John Varan.
This is a guy I can see myself using. Say hello to the Rambo of HeroScape. He can soak up wounds, and then dish them out again. This would lead me to believe that he definitely not durable. He's like Alastair MacDirk. He's going to hurt quickly, but he's going to knock a few heads. And, oddly enough, he can even take wounds for Alastair to boot. So, I'm gonna say this guy is protector of sharks. Assuming they are member's of Jandar's human faction of course. Of all of the units revealed, I must say I like this one a lot.
Shark Support:
Alastair MackDirk
Airborne Elite
Capt. John Varan
Ana Karithon
Mindflayer Mastermind (just one of them)
This hero-heavy army idea is based around protecting yourself, but still dealing out tons of damage. One of the most important parts of this is getting your air support out early to deal out quick damage, but still keeping them on the retreat. At least, to your own band of heroes. If you can bring in the enemy, you can overpower them. Now you might wonder why the only units that Capt. John Varan can aid is Alastair and the Airborne Elite soldiers. Well, the other two heroes serve functions that are especially important. Ana can heal any unexpected damage that is dealt out to your heroes in the early game(and perhaps soak some up, as she is a nasty surprise for Utgar swarms). She can also defend you against the Mindflayer turning against you. The Mindflayer is just as much of a weapon against swarms, and can even take a turn with the vast majority of your units(unleash a Rambo-like attack, reposition Ana, or get Alastair to the enemy or back towards Ana) on a lucky die roll. But, that's just extra gain, and is not the primary reason to use that Mastermind. The captain has a simple role, take a few wounds in place of Alastair (2 is enough) and then heal up at the local friendly Cleric.
His ranking could be a B or B+. Overall, he's the Rambo of HeroScape.
Perhaps the next round of customs by the C3V will yield some new winners? Until then, 'Scape on.
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