Friday, January 13, 2012

An Insult to the Internet!

This SOPA and PIPA have reached my ears. Although I don't generally follow in the footsteps of the mass media, I will however say that the thought that potential censorship of the internet is not a good thing.

I, Michael "flameslayer93" Groves, urge all readers to do their part in protesting. Obviously Google will give you more information that I will about the issues at hand, but pretty much a phone call to your state representative will help out. Of course, if your a member of a forum or two, feel free to change your Avatar/Signature/whatever to help spread the word and protest!

Good Luck internet!

('Scape On)

Thursday, January 12, 2012

A Secret Project

So, word on the street is that flameslayer93 is starting to work on a big project. If you ask him about it he seems to ignore the thought. Maybe it's something important? It could be what people have been looking for...

Looking through his computer files suggested little evidence of anything, but our expert investigators found these images.




What could this mean for HeroScape?


'Scape On.

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