Wednesday, December 28, 2011

Fishfood or Asset?

Of the official units, there are 3 Gladiator Heroes. So many people give massive credit to the staying power of Crixus, and they are not without reason. But, similar to Rudolph, there is a Gladiator who is mostly shunned. And he goes by the name, Retiarius (and yes, I had to look at the card to make sure I spelled that right).



The easy way to make sure you get the most out of your Retiarius? Read through the article and the replies found here. Now then, if you want to hear other, not so rational strategies with him, keep reading.

There is a huge reason why the designers talked so well about Steamroller (the army that consists of Spartacus, Crixus and 3 squads of Capuans). It is brutal! But, it has been pondered...and pondered...and pondered...if Retiarius could actually make a decent sub for Crixus. Having done this myself, I'd say it works to a degree. Against low attack enemies, Retiarius' boosted defense (a wimpy 3 to a manly 4) as well as his very high attack power, can easily crush many enemies. But, against foes with 3 or more attack power, Crixus is usually the better choice. Because the "metagame" doesn't quite encourage 2 attack melee units, Crixus quickly comes into play as the superior Gladiator.

But, when your not playing in the metagame, if your using 600 or so points, you could even have all 3 Gladiators and as many squads of Capuans you can add!

There are a few units that Crixus isn't quite suited to fight. Of course, most of these units could be manhandled by the Capuan Gladiators, but sometimes the extra attack power will be of use. And in 600+ point games, these types of enemies tend to pop up more often.

To start, I'll look at HeroScape's very own Dracula: Cyprien! When it comes to that nasty Chilling Touch power, neither Spartacus nor Crixus want to see what happens on a 20. Even worse, Cyprien can actually be a real pain in the ass if you just charge in your Capuans. That's where Retiarius comes into play. The Net Trip power works very well with Retiarius' 5 attack (which should be getting a boost thanks to Spartacus). In fact, because the chance to inflict a near-kill versus Cyprien, if the Capuans can make it to the vampire, you've just made a serious dent in your enemy with a single turn!

Einar Imperium backed with Empress Kiova and possibly Raelin: Well, the fact that Crixus really hates Double Attack, and the fact that they are a squad of 3, Crixus shouldn't charge them. That trident-wielding guy, Ret-whataver, should do nicely. Yes, the Einar Imperium will likely filet Retiarius, but if Retiarius can engage Kiova...and then the Capuans can engage her...well the rest is Fish-story. 

The Undead Queen, Sudema, is a nasty threat to the life of Spartacus and Crixus. Just wipe her up with 1 part Retiarius, 2 parts Capuans (as in 2 figures, not 2 squads), and 1 part Skulls-on-dice. Feel free to top this treat with whipped cream.

Vakrill's Death Knights are really nasty towards Gladiators with their Soul Weapons and the opportunity to bond with the Air Elementals. Any D&D lover should have a ball if they faced the Steamroller. Crixus can be used to great effect if he's receiving the +1 defense boost from Spartacus. Although his defense rate will only be 2, his One Shield Defense power can protect Spartacus from those Soul Weapons. The real issue is when Crixus and Capuans just can't break through the walls of wind and some defense boosted Death Knights (Raelin, for example). That's when your going to need an expendable hit-man. Retiarius works well in this setting. When you send in Crixus, as per the usual Steamroller Strategy of also moving up the gladiator heroes who get left behind, also send up Retiarius. If the enemy targets Retiarius, just rush him in to do some sort of damage. If your opponent attacks Crixus, have crixus go after the Air Elementals while Retiarius cuts away Death Knights and deals heavy damage to a key hero. Either way, your opponent will have a high attack hero and numerous Capuan Gladiators breathing down their necks.

Rats! Okay, the Deathreavers, but Rats! is a much more appropriate term for these annoyances. When your gladiator based army sees these soulborgs and some sort of lethal ranged unit, like Major Q9 or Syvarris, you'd better be prepared to a slugfest. Now then, Retiarius can actually be of use against this sort of army (which is classified as a Control Army). By having him attack the rats with Net Trip, you knock out a Deathreaver. Okay, so Retiarius did 10 points of damage to your opponent's army and will probably be attacked by the enemy ranged unit. Is that all? Certainly not, this is when Crixus does his best to circle around the wall of Deathreavers while Retiarius' Net pretty much guarentees instant death to a rat. The Capuans that are accompanying Retiarius should not attack the Deathreavers unless they have some sort of attack bonus, excluding Gladiator Inspiration. You don't want Crixus to get engaged until the enemy Deathreaver count starts to dwindle. If a Deathreaver does engage him, you can risk the leaving engagement strike if your primary target is within the 7 spaces of his threat range. From this point, go for the kill!

And although this attack-oriented Gladiator still has more secrets to unveil, that's all I can give for the moment. We have more to learn, and until next time: 'Scape On.

Sunday, December 25, 2011

Making them Unique

Unique Squads have long been a lesser designed type of unit in 'Scape. After the 1st Master Set (Rise of the Valkyrie), the Game designers only made a handful of Unique Squads.

Although I put some of my opinions in this thread, this blog posting will continue where I left off.

The original Unique Squads from Rise of the Valkyrie I shall consider to be the purest of all Squads. These were the Squads whom the original designers based every other around. Even today, most if not all of them are relevant units. For competitive play, the Krav Maga Agents are still a terror. Even the Tarn Viking Warriors, as slow as they are, can be a nice melee filler squad with a few nifty army options.

Of the Unique Squads who were designed later, many of them tend to have a slightly weaker style of fighting, but that comes with powers that are also much better than simple bonding (which is a useful option, but does get kinda boring, and as Therion stated, "Everyone and their Viking Champion brother has bonding"). The Nakita Agents, for example, had bonding; but that bonding only allowed moving Gorillanators. Their Smoke Powder and their Engagement Strike power both suggested a defensive unit, not unlike the original Agent Squad, the Krav Maga. The Kozuke Samurai and the Tagawa Samurai were both offensive terrors on the battlefield, pending specific circumstances.

Those who've spoken with me know I'm more about the "Fun" aspect of HeroScape rather than the competitive one. Winning is nice and all, but there's still something to be said about losing your main assault hero and another hero in the same game to the magical wonders of Ne-Gok-Sa. A certain LeftOn4Ya would know more about this, I'm sure. And, I happen to find playing Unique Squads very fun and challenging. No wonder I've made 2 killer common squads recently... But at least 1 of them can bond with a Unique Squad, so it's good right? Right?

That's all I've got for now. 'Scape On.

Saturday, December 17, 2011

Epic Warfare!!!!!!!!

This is a battle report using the hilariously overpowered Melbu Frahma custom who has been modified to 480 points.

This unit was designed by TheKingsRook and I.
The Battle is up against...

8 Teams of Marro Stingers!!!

P1:
Melbu Frahma (480)
1 space

P2:
Marro Stingers x8
24 spaces

Round 1: Player 2 wins initiative...
End of Round Results: 5 Dead Stingers, 1 wound on Melbu

Round 2: Player 2 wins initiative...
End of Round Results: 10 Dead Stingers, 4 wounds on Melbu

Round 3: Player 1 wins initiative...
The Stingers knock out a life!
End of Round Results: 17 Dead Stingers, 3 Lives Left, 1 wound on Melbu

Round 4: Player 1 wins initiative...
End of Round Results: 5 Dead Stingers, 3 Lives Left, 2 wounds on Melbu

Round 5: Player 1 wins initiative...
Melbu Wins!
End of Game Results: 24 Dead Stingers, 3 Lives Left, 3 Wounds on Melbu

Special Thanks: Therion

Why I Love to Hate the Earth Elemental

An article pertaining to what makes the Earth Elemental a piece that should be fielded with a specific purpose:






The Earth Elemental always seems to be the 1 Elemental who gets drafted last in a Kurrok and Elements army, if at all (when he is not drafted, he'll often become a proxy to another element). Even I scarcely employ him. Simply put, it is quite difficult for this guy to do anything of extreme value like the massive damage a Fire can put onto the enemy, or map control like the Air Elementals can do. Even the Water Elementals are good on water-based maps, and even then they have range! Because the Earth Elemental is worth 35 points, I really need to try to derive some way to use him.

It may be about time to try comparing him to each individual elemental. Good luck Rocky!

Fire Elemental (35 points)
I'm going to start with most popular of the Elementals, at least at my games, the uber destructive Fire Elemental. The FE (Fire Elemental) has it's Searing Intensity Power, while the EE (Earth Elemental) has a Special Attack. As all of the FE's will use Searing Intensity, only activated EE's can use a Ground Slam. Both types of figures have to worry about Collateral Damage, but an army consisting of Kurrok and FE's doesn't have much to worry about. What could make the EE a bit better is that you can control the chaos.

Air Elemental (30 points)
There are 2 more Elementals to go, and the next one I'm going to compare the EE to is the Air Elemental. The Wind Vortex Power is cool in that it allows the AE (Air Elemental) to control the board (for the most part).  The 2 powers of the EE might account for "board control" but strictly a 2 space smaller radius. Even worse, this only deters enemies, rather than controlling their movements.

Water Elemental (30 points)
The last of the Elementals is up for comparison. As a pile of water, the Water Elemental can quickly traverse over water. The Underground Movement of the EE can somewhat match this, but it is most effective on hilly terrain. What really helps out the WE (Water Elemental) is it's range.

All of these comparisons seem to to show that the EE is like a watered down version of each of the other 3 Elementals.

Now then, there must be some way to find the true power of the Earth Elemental...

The first way to look at this guy, is in a draft scenario. When you see that your going to need something along the lines of a Swiss Army Knife, it may bee a good idea to use the EE instead of, say the AE. Also, in large scale games (think along the lines of 650+ points),  the Earth Elemental's Slam may be effective versus sleeping units, while the FE's would just burn the frak out of your own units. Also, the AE probably wouldn't stand up well, as too many Large or Huge figures find there way into these battles.

In team games, the Earth Slam could actually be useful. Why not try 300 points per player, in a 2 vs. 2 setting? Kurrok and 5 EE's while a partner has two teams of Protectors of Ullar and Thorgrim the Viking Champion could be effective because the Slam won't affect the kyrie while still affecting a small horde of enemy squad figures. If your playing against Kyrie, their base attack of 4 should strike through the enemy shields.

Don't forget Castle Siege Scenarios! An EE can move through the walls if it uses Underground movement. And unlike the AE, it can pose a real threat to the castle guard. Get to Slammin'!

In conclusion, the Earth Elemental is not a so-called A+ unit, but he is like everything else. He has shining moments, and it might be because of that, why he is worth just as much as a Fire Elemental. This can lead us to believe that the designers know what they are doing, whether we care to believe it or not.

'Scape On.

Special Thanks to: Chris Butler

Friday, December 16, 2011

Computer Glitches and Playtests and yada yada yada...

It might be a while before I get back on, as the video card is having a few...issues. Either way, for those who are reading, I have been keeping myself busy.

The Tarn Vanguard
He's in testing right now and a few more tests should give me an comfortable price.


Why I Love to Hate the Earth Elemental
A hand-written draft has been completed, look for it when I get back online.

Fish-food or Asset? You Decide!
A certain Gladiator gets a second chance at the 'Slayer Household.

Epic Warfare!!
I'm going to up a certain custom's price to 480 and pit them against 8 squads of Marro Stingers. Should be fun.

'Scape On.

Monday, December 5, 2011

Vanilla with Sprinkles

I like Vanilla Ice Cream. :)
Do you like Vanilla Ice Cream Sir Denrick?

Ummm... What is Vanilla Ice Cream?

Vanilla Ice Cream is delicious.

Ooh, ooh, I like Vanilla Ice Cream with Sprinkles!

Ne-Gok-Sa, this interview is not about you. Now shush.

OK...
___________________________________________
This was a short interview in order to derive at least one of the strategies that could, in theory, make Sir Denrick a monster on the battlefield. But, obviously having Sir Denrick envision that every enemy on the battlefield is Vanilla Ice Cream is not one of the best ideas. Ne-Gok-Sa on the other hand, might roll more 20's if he thinks the board is made of Vanilla Ice Cream... Maybe Sir Denrick likes Chocolate? I'll have to ask him later.

Sir Denrick is one of my favorite "Old Skool" heroes. Even if he doesn't have a use for his Giant Killer, he can be pretty Robust on the battlefield, so long as he has Knights backing him up -and- a fallback Human Champion so he can bond. But, the real draw of even bothering to draft Denrick is typically to use against Huge figures. For the most part, this line of reasoning can be further described here.

Why don't we look at other ideas, both official and otherwise, to make this Knight even more interesting to use?
As you can tell, unless your doing a draft game and someone pulls out a Huge figure, Sir Denrick isn't much more than a beat-stick with a power that really makes any opposing ranged figures annoyed. Maybe they get so annoyed at a charging knight with enough attack power to basically guarantee their doom and enough defense and life to survive at least a few raids? Using him to "attract attention" might not be such a bad idea, so long as in the end he makes a few kills. Regardless of strategy, let's notice what he doesn't have shall we?

 

So I listed all of the other Human Champions who both the Knights of Weston and the MacDirk Warriors can bond with. If you notice, 4 of the listed heroes have at least 1 power that supports the other units in your army directly. The other two figures have a "Attack everything in sight mentality". And those 2 both can fill vital roles in your army. Hawthorne can give you a Special Attack, because face it, normal attacks are boring. Alastair on the other hand, can boost the raw attacking power of the MacDirks simply by taking more and more turns. Of course, if Alastair dies, they go back to square one. Denrick, on the other hand only has a power that allows you a better chance versus HeroScape's biggest figures

As I said before, if you want to officially make Sir Denrick rock, try reading the How To article. That could give you some ideas. I shall take a look at one of the ideas I've heard of.

Giant Killer(revised): When Sir Denrick attacks a Large or Huge Figure, add 2 to his attack.

This change to Giant Killer certainly has a few advantages for the knight. It adds a lot of affected figures to his counter-pool. 26 figures is quite a lot of fresh new counters, especially when you consider what you get when you can counter them. Ulginesh is large, and really will not be happy if he saw Denrick coming in to close. The Templars, while not great, are also Large. Don't forget that the Arrow Grut boosting Swogs (and their Vanilla-flavored repaint Nerak) are Large. And once you take out the head, the body shall follow.

Another idea would be to in include customs that change strategies. My Throwers of the Tarn, are a great example of that.

They, when paired with the MacDirk Warriors, can actually create a use for Sir Denrick. Not only is Sir Denrick relatively durable, but after he makes his round against a Huge figure, he can flee with a few wounds and then send in the MacDirks and the Throwers to go on an expedition. Even better, is that neither the Throwers nor the MacDirks are really outfitted to take on a Huge Figure. After all, those guys are friggin' powerful!

So, in conclusion to this possibly unneeded blog, do you also like Vanilla Ice Cream?

Scape On.