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.

No comments:

Post a Comment