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 Post subject: Have a Chance Army?
PostPosted: Tue Feb 05, 2008 8:46 pm 
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Joined: Fri Jan 25, 2008 2:32 am
Posts: 94
Location: KC MO
Greetings all! Although I am far from new to Heroscape, my regular opponents are not of a competitive calibre.

At the sever risk of being at a disadvantage I have designed my army based on a particular unit type (Other than the 4rth Mass :p)

So anyways... Just wanted some thought, hints, ideas, comments, etc. on the army I am planning to use on my first weekend. :D

I believe you are playing 500 point armies?
Hatamoto Taro
Kaemon Awa
Tagawa Samarai
Tagawa Samarai Archers X2

I love Kaemon Awa. He has to have one of the best sculpts and can fulfill a variety of roles in any army.
Although I love the 4rth Mass, I am really not wanting to be like everyone else.
Hatamoto seems to give the Tagawa a sharper edge on the board.

Atleast from the perspective of building a flexible army that can atleast hold their own on a variety of battlefields how does this look?


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 Post subject: Re: Have a Chance Army?
PostPosted: Tue Feb 05, 2008 9:20 pm 
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"My wife isn't interested..." Kyle
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Joined: Mon Sep 24, 2007 9:37 am
Posts: 317
Location: Grain Valley, MO
cobracao wrote:
Greetings all! Although I am far from new to Heroscape, my regular opponents are not of a competitive calibre.

At the sever risk of being at a disadvantage I have designed my army based on a particular unit type (Other than the 4rth Mass :p)

So anyways... Just wanted some thought, hints, ideas, comments, etc. on the army I am planning to use on my first weekend. :D

I believe you are playing 500 point armies?
Hatamoto Taro
Kaemon Awa
Tagawa Samarai
Tagawa Samarai Archers X2

I love Kaemon Awa. He has to have one of the best sculpts and can fulfill a variety of roles in any army.
Although I love the 4rth Mass, I am really not wanting to be like everyone else.
Hatamoto seems to give the Tagawa a sharper edge on the board.

Atleast from the perspective of building a flexible army that can atleast hold their own on a variety of battlefields how does this look?


While that looks like it would be a fun army to play, and good if you thinking sticking to a theme is important, I don't see it being incredibly competitive. The Archers in my opinion are one of the most expensive units for what you get, there are much better choices. And Hatamoto's advantage is less than it seems it would be. He can still be targeted himself pretty easily, you often waste order markers keeping him near your people. Again, fun, and possibly competitive, but better choices for them. As for Kaemon, I like him too, and think he can be part of a very competitive army. I would also say any of the regular samurai unique squads are worthy of a competitive army. The problem with all samurai is your army is either going to be awsome against their opponent, or get stomped by them. It's better to have a bit more variety.


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 Post subject:
PostPosted: Tue Feb 05, 2008 9:39 pm 
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Joined: Fri Jan 25, 2008 2:32 am
Posts: 94
Location: KC MO
Point well spoken. And in the last number of games I've played, the problem I had most was being unable to quickly bring the weight of my army to bear. Keeping Hatamoto in visual range, Kaemon Awa on the offensive, and trying to make my Samarai at least pay for themselves became difficult. Although my experience thus far on maps large enough to allow for a 2-pronged attack on the opponent it worked out great. If I could lure my opponent apart I tore them up.
However the weakness of the Tagawa Archers becomes apparhent on maps that are key to taking the high point and roosting. (I got roasted twice playing on Spineback Ridge here at home - My opponents 2 Squads of Snipers, with all order markers on them, while I tried to field my entire army). I swear that map was designed for Omni Snipers.

Ok... Last try before I go ponder what to do...
Kaemon Awa
Microcorp Agents X2
Laglor
Eldgrim
Deathreavers

My vision is Eldgrim and the Deathreavers work together to harass my enemy while my Agents find high ground. Once Eldgrim is down, the cleanup is left to a more agile Kaemon with the Microcorp providing supressive fire (Guided by Laglor's Laser Range Guidance System).

Ha!! Sounds great in concept. Probably just another one of my moments of delusion... But the agents are cool looking! ;)


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 Post subject:
PostPosted: Tue Feb 05, 2008 9:50 pm 
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"Master of Spaces" - Eric
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Joined: Wed Sep 19, 2007 10:43 am
Posts: 514
Location: Topeka, which is right in the middle, kinda.
In competitive armies I advise people to forget the FBs. They're 100+ points that are usually better spent on a more offensive unit. The only exception to this is possibly Laglor, Vydar's flagbearer.

I've seen the Tagawa Archers used in tourney armies. I prefer the elves, but I have a magical d20 that lets me take extra turns.

On Heroscapers.com there's this topic: Competitive Armies Discussion. That looks like an excellent starting point. I'll have to go over it myself before the tournament... I don't really know what I want to use, assuming I play.


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 Post subject:
PostPosted: Tue Feb 05, 2008 10:04 pm 
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Post memorable moment here - David
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Joined: Mon Sep 17, 2007 5:28 pm
Posts: 542
Location: Raymore
The answer is....

bring all your figs. During casual play you can switch armies every game, and no one cares. It's all about finding out what works for you and having fun. If you really want to test the limits of bonding, you have to go with the orcs. There is no other race that incorporates so much bonding.

And you can always peruse Dan's favorite army advisor, the Competitive Army Discussion at HeroScapers.


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 Post subject:
PostPosted: Tue Feb 05, 2008 10:24 pm 
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"My wife isn't interested..." Kyle
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Joined: Mon Sep 24, 2007 9:37 am
Posts: 317
Location: Grain Valley, MO
cobracao wrote:
Point well spoken. And in the last number of games I've played, the problem I had most was being unable to quickly bring the weight of my army to bear. Keeping Hatamoto in visual range, Kaemon Awa on the offensive, and trying to make my Samarai at least pay for themselves became difficult. Although my experience thus far on maps large enough to allow for a 2-pronged attack on the opponent it worked out great. If I could lure my opponent apart I tore them up.
However the weakness of the Tagawa Archers becomes apparhent on maps that are key to taking the high point and roosting. (I got roasted twice playing on Spineback Ridge here at home - My opponents 2 Squads of Snipers, with all order markers on them, while I tried to field my entire army). I swear that map was designed for Omni Snipers.

Ok... Last try before I go ponder what to do...
Kaemon Awa
Microcorp Agents X2
Laglor
Eldgrim
Deathreavers

My vision is Eldgrim and the Deathreavers work together to harass my enemy while my Agents find high ground. Once Eldgrim is down, the cleanup is left to a more agile Kaemon with the Microcorp providing supressive fire (Guided by Laglor's Laser Range Guidance System).

Ha!! Sounds great in concept. Probably just another one of my moments of delusion... But the agents are cool looking! ;)


I like this army better. While no army is perfect, I will point out a few things that do come to mind with this one. Microcorp are good because they are a bit more diverse, and just fun to play. Laglor can be really good, but with this army, the Microcorp are the only ones they are boosting. I've seen him most effective when using an all vydar army, though I wouldn't say he is inneffective here since he can be a good unit on his own with a little luck of the dice. Eldgrim and the Rats are great for tieing up the enemy though I rarely find myself with the patients to pull it off. You did get to keep Kaemon which is great if thats what you want, I will never criticize that choice even though there may be other better choices. their always are, Kaemon is a good one considering you don't always know what you are facing. One thing


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 Post subject:
PostPosted: Tue Feb 05, 2008 10:29 pm 
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Joined: Fri Jan 25, 2008 2:32 am
Posts: 94
Location: KC MO
Bonding is always soo much fun... Yea Ill have to bring all my pieces. I'm in for the fun!! Thanks for the posts guys!

Bonding is just too cool!
Round 1/Turn 1
1. Order Marker Revealed on Hive Lord
2. Nagrubs Activated
3. Su-Bak-Na or Tor-Kul-Na Move and Attack
4. Nagrubs Move and Attack
5. Hive Lord Rebirths lost units

Round 1/Turn 2
Repeat Turn 1

Round 1/Turn 3
Repeat Turn 2 and overrun your opponent sending back where he came from.
HAHA!

Again, appreciate the feedback. Sometimes I see my error after reading my posts, pondering it and then reading the replies...


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 Post subject:
PostPosted: Tue Feb 05, 2008 10:34 pm 
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"My wife isn't interested..." Kyle
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Joined: Mon Sep 24, 2007 9:37 am
Posts: 317
Location: Grain Valley, MO
cobracao wrote:
Bonding is always soo much fun... Yea Ill have to bring all my pieces. I'm in for the fun!! Thanks for the posts guys!

Bonding is just too cool!
1. Order Marker Revealed on Hive Lord
2. Nagrubs Activated
3. Su-Bak-Na or Tor-Kul-Na Move and Attack
4. Nagrubs Move and Attack
5. Hive Lord Rebirths lost units


Doesn't really work like that. Your main problem is (I assume by Hive lord you mean "Marro Hive") The Hive cannot activate the nagrubs, they are not marro, they are nagrubs, otherwise that scenario would be awsome.


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 Post subject:
PostPosted: Tue Feb 05, 2008 10:37 pm 
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Joined: Fri Jan 25, 2008 2:32 am
Posts: 94
Location: KC MO
I KNEW there was something wrong with that scenario!!!!

The designers are far smarter than I.. Here I thought I outsmarted them. ROFL! I did that the day my lady and I bought the new Master set... I was like nooo.... That can't be right.
And obviously... I wasnt.

*sulks off feeling really stupid now!* ;) :p

[size=9](yes, I meant the Marro Hive)[/size]


Last edited by cobracao on Tue Feb 05, 2008 10:38 pm, edited 1 time in total.

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 Post subject:
PostPosted: Tue Feb 05, 2008 10:38 pm 
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"My wife isn't interested..." Kyle
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Joined: Mon Sep 24, 2007 9:37 am
Posts: 317
Location: Grain Valley, MO
I will point out also, that the rats generally don't do their job well unless you have at least 2 squads worth (same for most commons). Another thing that someone pointed out to me last time I played with samurai, when eldgrim dies, you can put his "spirit" on your unique samurai squads. For some reason I was thinking unique meant hero, but it works with unique squads too, which will help the samurai close the gap before getting shot down.


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 Post subject:
PostPosted: Tue Feb 05, 2008 10:41 pm 
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Joined: Fri Jan 25, 2008 2:32 am
Posts: 94
Location: KC MO
darkmantle wrote:
I will point out also, that the rats generally don't do their job well unless you have at least 2 squads worth (same for most commons). Another thing that someone pointed out to me last time I played with samurai, when eldgrim dies, you can put his "spirit" on your unique samurai squads. For some reason I was thinking unique meant hero, but it works with unique squads too, which will help the samurai close the gap before getting shot down.


Yea, I like that about Eldgrim, "any Unique Army Card."
I'm almost positive I've placed him on the Kozuke Samarai before.


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 Post subject:
PostPosted: Wed Feb 06, 2008 12:52 am 
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"I'm number two, I'm number two!" - Dan
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Joined: Mon Sep 17, 2007 8:01 pm
Posts: 1109
Location: Grain Valley (KC Metro Area)
Like others have echoed above... Casual play days aren't competitive. We bring all our figs and play what sounds fun. We do have a tourney in topeka on the 24th, so some of us will probably be playing our tourney armies to practice w/ them.

As to your army selection, I agree with Darkmantle (Kyle). Your second army is much more competitive. I have seen laglor used quite well when combined with the krav maga, and Q-9... matter of fact, thats what the 07 gen Con champion used...alng w/ Raelin I believe.

Anyway... glad to have you on board and look forward to playing w/ ya on Sunday.

_________________
We sleep soundly in our beds because rough men stand ready in the night to visit violence upon those who would do us harm...
Winston Churchill


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