Posts Tagged ‘Games’

Brunak

Thursday, October 21st, 2010

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Brunak prepares to cleave his foes in two

Wave: None

Expansion: Orm’s Return

Home World: Feylund

Fights For: Utgar

Number in Set: 5/5

Hit Zones: Everything but sword

ATTRIBUTES

Trolticor

Unique Hero

Mount

Ferocious

Huge 8

STATISTICS

3 Lives

Move-6

Range-1

Attack-4

Defense-7

110 Points

SPECIAL POWERS

Carry

Before moving Brunak, choose an unengaged friendly small or medium figure adjacent to Brunak. After yu move Brunak, place the chosen figure adjacent to Brunak.

Blood Hungry Special Attack

Range 1. Attack 4.

If Brunak’s Blood Hungry Special Attack destroys a figure, Brunak may Attack asgain with his Blood Hungry Special Attack. Brunak may continue attacking wiht his Blood Hungry Special Attack untio he does not destroy a figure.

Lava Resistent

Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.

NOTES FROM THE AUTHOR

Brunak is an extremely well-rounded figure in my opinion. First, his move of 6 allows him to get into the thick of things and where you need him quickly. He can also grab someone else and carry him into battle too. This is great because you accomplish the work of one-and-a-half order markers with one. Brunak could even troop over the battlefield and take his own personal healer with him!

Second, is his defense. With 7 defense, Brunak is usually a fairly sturdy figure. Although he does have only 3 life, he can sit in the thick of things and almost always come out of a battle alive when most everyone else is long gone.

Third, his attack is incredible. With his Blood Hungry Special Attack, he can wipe out whole squads in one turn if he gets lucky. Also, he’s no wimp at attacking the bigger guys. Although it is no Jötun smash, an attack of 4 can ussually elevate the stack of wound markers on an army card a bit higher.

Lastly, this great figure – to say nothing of his appearence – costs only 110 points!

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Deathwalker stands in awe as Brunak bears down on him

Common Squads

Wednesday, October 20th, 2010

Under request from outside sources I put together this post about our thoughts about the number of common squads in an army.  It is my personal opinion that some common squads are very useful in large numbers, but for the most part common squads can stand on their own very nicely.  Some people say that commons are all built to go in hordes and uniques are meant to go solo when, frankly, if several certain commons were unique, nobody would say you need more of them.  With some people it seems as if it is just because there are common that they must buy more and not because they work well together at all.  I admit that most commons are a good in numbers because of order marker freedom and cheap cost, but I certainly don’t think that you should never use a common squads just because you don’t have two of them.  Some common squads are specialists (shades, Templar knights, most kyrie, grok riders, etc.) and are usually best in small numbers.  I think that two (and sometimes three) is a good temperate number for a squad that you are going to base your army around in a 500 point game (double that for a 1000 point game).  More than that (in my opinion) can be dangerous for the following reasons.

SQUADS ARE REALLY EASY TO TAKE CARE OF

Lets face it, there are sooo many figures that specialize in taking care of squads and lots that have powers off to the side mostly to take care of squads.  Tor-Kul-Na can just run over any small or medium squads you throw at him, Zelrig is a common squads owner’s worst nightmare, Major Q9 will just mow down most any squad forces you throw at him while your attacks just bounce off him.  Even the extremely buyable wyrmlings are very point efficient at destroying squads.  This is not anti-squad doctrine, it just means that you should pick the squads you want and don’t go overboard with the numbers.

NO VARIETY

HeroScape is very much a game of strengths and weaknesses.  One army is only good relative to the army it is facing.  Strategies will only work against the same kind of people.  When you pick too many of the same squads, one figure in the enemy’s army that is strong to your squad’s weakness can do way more than its point value in damage.  For example, the Death Chasers of Thesk are pretty darn helpless to range.  An army containing too many of these can taken on almost single-handedly by Major Q9.  However, abstain from too much of this squad and buy maybe two, then add a Frost Giant of Morh and an agent squad, effectively countering the weakness presented by the rest of your army.  The more variety of weaknesses you plan for the better.

Don’t get me wrong, HUGE numbers of Drones are never a bad thing.  Several squads are made for large numbers and my point is mostly that most common squads can survive on their own too.  Many or few, that’s your prerogative, but as for me, I think the more variety that works well together the better.  Fewer weaknesses that way.

Ana Karithon

Wednesday, October 20th, 2010

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Ana Karithon awaits the wounded behind some battlements

Wave: None

Master set: Master set 3; Battle for the Underdark

Home World: Toril

Fights For: Einar

Number in Set: 7/10

Hit Zones: Everything but staff

ATTRIBUTES

Human

Unique Hero

Cleric

Merciful

Medium 5

STATISTICS

5 Lives

Move-5

Range-4

Attack-2

Defense-3

100 Points

SPECIAL POWERS

Turn Undead Special Attack

Range 4. Attack 4. Turn Undead Special Attack can be used to attack only Undead figures.

Protection from Evil Aura

All small or Medium figures you control within 3 clear sight spaces of Ana Karithon add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon’s Protection from Evil Aura does not affect Ana Karithon.

Healing Word

After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. If you roll a 13 or higfher, remove up to 2 wound markers from that Hero’s Army Card.

NOTES FROM THE AUTHOR

Although she is probably less well-known, and therefore less talked about, Ana Karithon is a rather interesting figure. If she is used correctly, she can be a great help to almost any army. If you position her so that she is in a cluster of your medium heroes, she can defend them from Utgar and heal them at the same time. The great thing about Ana is that you don’t have to put order markers on her. Note the Healing Touch. That way, you can strike with your heavier figures – like Sgt. Drake – and not waste any time on Ana. As long your opponent(s) attack you with Utgar figures – which is likely seeing as there are so many of them – You can also use her defense aura. Although definitely not a figure to count on winning a battle with, Ana can be help with the smaller heroes. Her only down side is her bad attack and defense. Ana is obviously not made to fight battles by herself.

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Ana realizes too late that she should never have gone into battle

Ruins of the Desert Fortress

Tuesday, October 19th, 2010

It is said that in a small desert somewhere in the North, lies the crumbling remains of an ancient fortress. This fortress was once a powerful outpost of that dreaded evil general, Utgar. Abandoned by it’s defenders on its fall, the fortress was left to powers of the wind and sand. Its walls tumbled down, and its foundations weakened. But now, before the last remnants are swept away, it will be the battlefield for one last confrontation.

The amount of players is optional. Two is recommended, but having one in the middle ought to work just fine. The starting zones here are very picky. For the two players on either end, they may place their army on any grass space not in the middle and not surrounded on three or more sides by liquid. Do not count the one grass space in the sand. For the third player, he may start in any dungeon/shadow space in the middle and on any grass space not surrounded on three or more sides by liquid in the middle. For that matter, you could have someone in the swamp come to think of it.

Some may speculate as to what a swamp is doing in a desert. The excuse is that Utgar cast some enchantment or something to make everlasting water well up from the ground. I know it sounds more jandarish, but what can I say? That I just sued all my pieces? No!

Armies are completely up to you. No scenario is specified, but if you have any ideas, just contact me and I’ll either make you a contributor so that you can write it up yourself, or I will do my best for you. Enjoy the board!

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The ‘fortress’ is the dungeon island in the middle. Good elevation, rocks, and shadow to hide in make it very interesting.

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A close-up of the fortress.

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The swamp boarders one side of the board. The following are pictures of both ends of the board.

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Although I realize it might be hard to build exactly the boards from these pictures, I suggest you build them by this model. Wherever you see a swamp, feel free to be completely creative. Make your own swamp. Rock, make your own, and so on. This might present problems with some of the scenarios though, so just keep things in pretty much the same place.

-The Reordered Reordering Orderly One

Defenders of the Gate

Tuesday, October 19th, 2010

A gigantic castle, long since defended by the Valkyrie, is now under siege. An army has arisen out of the swamps to attack the gate. The defenders must rush to defend it before the attackers can get there.

This is an interesting board. To start, the ‘defenders’ are placed anywhere within the castle (excluding walls and the gatehouse). The boundary of the second army is left up to you, although it should probably be somewhere in the swamp. The defenders have to get to the gatehouse before the attackers do; otherwise, their gate could be destroyed. Speed is likely to be the first factor in the attacker’s strategy. Either that, or sit and wait it out. Although the later may take awhile, it is probably the better of the two. The attacker’s choice controls what the defender does. Of course, if the defender has a lot of fliers or sgt. drake, then there is no need to open the gate, and he can attack any time he wants to.

Here is the board, followed by another shot of it.

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Although I realize it might be hard to build exactly the boards from these pictures, I suggest you build them by this model. Wherever you see a swamp, feel free to be completely creative. Make your own swamp. Rock, make your own, and so on. This might present problems with some of the scenarios though, so just keep things in pretty much the same place.

-The Reordered Reordering Orderly One

Challenge of the Arena

Tuesday, October 19th, 2010

This board is a very interesting one. First, you pick where you start. Seeing as it is so large, several players can have different starting points and still have plenty of room. You could even have one player start in the arena and act as a guardian!

Since there is obviously an arena in the middle, the rule here would be that if two (or more)figures are in the arena at the same time, they can’t leave until there is only one left. This obviously presents some problems, seeing as probably the only person to enter the arena would be the Hulk. So, my suggestion would be after taking a turn with a figure or figures, you should roll the twenty sided die. You could work some numbering system out between the other players, but I would say something like an 18 or higher might suffice.

Good Luck! (you’re going to need it!)

The ultimate board for duelists.

Although I realize it might be hard to build exactly the boards from these pictures, I suggest you build them by this model. Wherever you see a swamp, feel free to be completely creative. Make your own swamp. Rock, make your own, and so on. This might present problems with some of the scenarios though, so just keep things in pretty much the same place.

-The Reordered Reordering Orderly One

Defenders of the Walls

Tuesday, October 19th, 2010

There is a small rise in the middle of a vast plain. A waterfall tumbles down this slope, forming a pool at the base. A little space away from the rise are two battered walls. Their origin and purpose are forgotten. However, some recent discoveries have been made there…

A field of powerful findings has recently been uncovered at the base of the two walls. Artifacts, that give power to whoever finds them, have been unearthed. Out of nowhere, there seems to rise an army. It amasses its strength and begins to march toward the walls. It is small, but powerful. Enemies join together in it. Surprised by these sudden happening, a Kyrie general has put together a small defense force. Its numbers are equal to that of the advancing army, but it is perhaps not quite so powerful. Stationed by the pool, there is little, if any, order in it. Still, a disordered army is better than no army, and they face the oncoming foe with what little courage they have…

Defenders of the Walls pb

As you can see, the ‘Artifacts of Power’ are the glyphs behind the walls. One side wants to defend the glyphs, while the other wants to destroy the defenders. The defenders are weaker, but they do have a height advantage. They would be even better off if they could get at the glyphs themselves: however, they are not to touch them for ‘archeological purposes’. They can, however, get at the glyphs not behind the walls.

Defenders of the Walls ap

MG= Mimring

NGS= Ne-Gok-Sa

SS= Syvarris

DR= Deathwalker 9000

GK= Grimnak

AC= Agent Carr

ZG= Zetian Guard(s)

TVW= Tarn Viking Warriors

RN= Raelin the Kyrie Warrior

TM= Thorgrim the Viking Champion

FN= Finn the Viking Champion

MW= Marro Warriors

SD= Sargent Drake Alexander

IS= Izumi Samurai

Instructions:

  1. Place the glyphs and figures where specified. The airborne elite drop as normal and are on the invader’s side. Although they aren’t shown, the Krav Maga Agents are on the invader’s side and take the three spaces directly in front and slightly to either side of Mimring.
  2. The ‘invaders’ act normally. Although they are trying to get the glyphs, they also want to annihilate the other side. The defenders may not land on the glyphs behind the walls, but all other glyphs are fine. If a glyph behind the wall is landed on and it is temporary, then the defenders can move onto the space. Just no ‘wall glyphs’: tiles are fine.
  3. The invaders move first.
  4. All other rules apply for normal play. Other than the rules here, it is a normal battle.

Here are some more shots of the board:

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This last shot is one of the board: level one.

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Although I realize it might be hard to build exactly the boards from these pictures, I suggest you build them by this model. Wherever you see a swamp, feel free to be completely creative. Make your own swamp. Rock, make your own, and so on. This might present problems with some of the scenarios though, so just keep things in pretty much the same place.

-The Reordered Reordering Orderly One

Battle of the Squads scenario

Tuesday, October 19th, 2010

This is a Free Scenario, meaning there is no board. You are free to pick your own army. However, there are limitations. The rules to this scenario are as follows.

  1. Build any kind of board you want.
  2. Your armies must be made up entirely of  squads.
  3. When placing your figures in your starting area, only place one figure from each squad you chose.
  4. The squad figure’s type changes from squad to hero.
  5. the figure’s stats are equal to the combined stats of all members of the squad, on the board or not.

The idea is that each squad has chosen one of its members to represent them in a great battle. Therefore the chosen figure changes from a squad figure to a hero figure. Take the Krav Maga Agents, for example. Some of their stats (attack,defense) would be tripled because there are three of them. So while their stats are normally: attack 3 defense 3, They would instead be, attack 9 defense 9. this obviously makes some pretty powerful figures, but it also makes a pretty good ‘devastation game’. The ability or abilities would also be affected. Having 9 defense dice, the Krav Maga Agents would obviously be way too powerful with stealth dodge. So, it would probably be something like 3 dice instead of 1. The changing of the abilities are up to you, but they should be something along those lines.

Ruins of the Waterfall scenario

Tuesday, October 19th, 2010

This landscape was originally the site for a strong fortress. It’s walls have long-since tumbled down over the millennia, giving way to a powerful waterfall. This new force quickened the erosive process, reducing the castle to no more than two broken-down walls. The stream created by the waterfall found its way underneath the castle and has quickly begun to transform its only remaining cornerstone to sand.A broad field stretches for miles in every direction except for that of the rock face, which the waterfall tumbles down endlessly.

Two great armies have been amassing their strength over all of Valhalla. Their power unchallenged, they have finally met at the site of so many other battles which were fought long ago.  Now they must put their strength to the test. One army boldly marches up to the edge of the precipice over which falls the roaring torrent. The other is later in arriving. They must charge across the remaining stretch of grass before they can reach their foe. But, as the two armies watch each other, the plain seems to fill up with all of the inhabitants of Valhalla. One army has height on their side, but will numbers win the day? There is only one way to find out… a fight to the death!

waterfall 1

There is only one way up to the top of the waterfall: a steep climb. The pond formed by the waterfall is mostly surrounded by a sandy bank. The stream leading away from the pond travels under the cornerstone of the ancient fortress, slowly eating away at the rock. All that remains of the cornerstone are three pillars of stone and a sandy patch of ground right under the center of the massive block. The two walls left standing mark where there once was a mighty wall, capable of withstanding any kind of bombardment. Two holes deeper than the deepest cavern sit in the shelter of one of the walls. They plummet straight down, seemingly without foothold or bottom. No one knows of their origin (except me! They exist due to a lack of pieces!).

The rule for the scenario here is more of a suggestion. The player that starts on the field should start with more squads or people with good range. The player starting on the rock should have an army made up of low attacks and medium range. If this is not the case, chances are the ‘rock player’ will win. Glyphs are optional and armies are not pre picked. However, the ‘rule’ should influence the picking of armies. Player 2 may start both below and on the rock ledge. This board is possible using only the Rise of the Valkyrie set.

waterfall 1

Although I realize it might be hard to build exactly the boards from these pictures, I suggest you build them by this model. Wherever you see a swamp, feel free to be completely creative. Make your own swamp. Rock, make your own, and so on. This might present problems with some of the scenarios though, so just keep things in pretty much the same place.

-The Reordered Reordering Orderly One

The Ultimate Army

Friday, October 8th, 2010

In HeroScape, we usually try to figure out an army that is invincible and can still fit within our point range. There are lots of combos out there, and nearly all of them are hard to beat. But is there an unbeatable army? No matter what, some way, some how that army will get beaten. It’s inevitable. So, the next best thing would obviously be an army that wins 99% of the time, right? Now, you don’t just happen along these armies randomly. You combine them, piece by piece.

Now the obvious strategy would be to combine the best figures, right? Maybe you can have one or two good figures, but in order to stay within your point range, you have to combine them correctly. Keep in mind here, I am no expert.

Not counting the figures in Marvel set, the best figure is probably either Jötun or Tor-Kul-Na. Jötun, with his incredible offensive abilities, can pretty much wipe anyone out and is definitely an ultimate asset. Tor-Kul-Na can easily take out squads, and, with his attack of 6, can usually strike a deadly blow.

However, just having the best figure there is isn’t going to guarantee you victory. It might take out quite a few figures, but it will die. So, what you need to do is get the best figures that work with your army. Also, no figure is too menial to serve you. Who knows, maybe the Nagrubs will become the ultimate combo piece one of these days.

Of course, in order to find the best combo pieces for your army, you must first decide what kind of an army you will have. You could have an army that is purely offensive. Super attacks that will take out the enemy before he takes you out. You could have a purely defensive army: one that is so hard to destroy it is the only one left standing. You could have a custom army. Custom armies require a better plan than “fight ’till you die”.These custom armies take time to develop. After they are made, they must be perfected in trials.

However, for the person that does not have an immediate strategy at hand when a friend suddenly springs a HeroScape game on him, a backup is required. Backups are hand-crafted, cost-efficient, and potentially deadly armies. Backups do, of course, change from game to game. This depends on the army you need to fight. If your opponent winds up with Sgt. Drake, Tor-Kul-Na, Charos, Jötun, the Hulk, and the arrow Gruts (hee hee), then you do not want to be stuck with Thorgrim and twenty-one Nagrubs. You need to watch what your opponent picks.

A good way to play one-on-one and still win is to counter your opponent’s choice. Read about figures and discover their nemesis. (Nagrubs- about a billion) Once your opponent has picked, pick the figure that can eliminate that figure the fastest, easiest, and with as little danger to your own figure as possible.

While this strategy may work, if your opponent starts to target your figures with their ‘non-opposites’, things could get ugly. You should have some way to make sure that you control what happens on the board. You don’t want to have Ne-Gok-Sa all set up to take out his target figure when Syvarris’s target figure takes him out. Things can quickly descend into havoc. You need a figure to take out any one that is destroying your battle plan. A good combo might be a proven killer and a healer to keep him going.

Also, healers are almost necessary in backup armies. They can keep your figures from dying prematurely. If you over-rated someone, you don’t want that figure dead while the killer is at large. You need a way to keep it alive. Of course, you also need a healer that can take care of himself too. People like Sonlen, who can heal himself while bloodying up others, can be helpful. However, people like Rhogar Dragonspine and Kelda can heal a lot faster than Sonlen. More often than not, Sonlen ends up dying because he couldn’t decide if he wanted to heal himself or not. Pieces like Realin can offer vast defensive boosts, too.

However, probably the best army is a self-constructed backup. Think up an army that can fit into a 400-500 point round that is potentially deadly. With more than one round, you can use  the rest to fill it out a bit. Your custom backup army should be basic. You don’t need a bunch of figures for a skeleton army (not bones type skeleton). You just need to discover a few figures that work really well together. As long as they pose a good sized threat, you should be safe. On the next round, if there is one, focus on the figures that promote your army. Su-Bak-Na can be an excellent second-round pick for a marro army. Healers and defenders can be helpful too.

So, you have several choices when drafting an army. Of course, there are other things that you need to keep in mind, too. You have to make sure you don’t wind up needing a figure but not being able to buy him. Your starting zone can be another factor. Make sure you know where you want your figures to go, and how much space they’ll be taking up. Also be aware of terrain. Many figures’ abilities depend on what kind of terrain they are on. Be aware of the board and plan ahead.

One last thing to keep in mind is your opponent(s)’ strategy. Too often have I come up with a grand plan, only to have it destroyed by my opponent’s first unexpected move (which, coincidentally, is usually his first). You need to plan ahead. Put yourself in your opponent’s position. Would YOU send Charos against Deathwalker? Or would you send Dünd out while you keep him in readiness for Sgt. Drake?

Above all, you have to have backup plan. If something goes wrong, you don’t want to have it all over in one turn. Have your backup figure, your surprise tactic, anything at all up your sleeve that could upset your opponent’s strategy and possibly win you the game. Although it is unlikely that you need it once you discover your backup army, it is good to have many reserves.

As are all games of strategy, HeroScape is a game that requires a fine-tuned plan. You can’t just go barging in with your half-dozen squads of Gorillanators (pause…). You need to know how your opponent)s) play, what their custom armies usually are, and how to defeat them. Good Luck!

If you have any strategies or other things to add to this post, please contact me below. I will peruse your content and hopefully add it to the post.

Who is Better?

Sunday, September 26th, 2010

In this post you will make astonishing discoveries, read amazing facts, and form new opinions of some the best (and worst) HeroScape figures. Every now and then, I play a HeroScape free-for-all. All of the figures pair up and duel. For each battle, it is a fight to the death. Only one can emerge victorious, one will have to fall. The only question is… who? Below are the results of the battle between all figures from one each of the following:

Rise of the Valkyrie

Swarm of the Marro

Battle for the Underdark

Orm’s Return

Although to truly test the full capabilities of each figure one should play with them on a flat plain of grass, I went ahead and built a board (see Ruins of the Desert Fortress in HeroScape Boards and Scenarios – coming soon). A figures stats might change due to terrain in a real game, and since some figures abilities depended on shadow and dungeon tiles, I played it as though there were as many players as there were army cards.Below are the complete results of the battle:

Soulborgs

The race of robots was quickly wiped out. Q10 fell under the massive blade of Brunak. Deathwalker 8000 was victorious in his battle with Mimring, but was crushed by Sgt. Drake (Rise). Deathwalker 9000 was speedily dispatched by a ravenous Dünd, while the Zettian Guards fell prey to the fire of the Marro warriors.

Sgt. Drake

Both of these figures fared well, as might be expected. The first (Rise) plowed through a squad of Nagrubs, slew Realin (Rise), murdered Brunak, and finished off with Deathwalker 8000. The other Sgt. Drake (marro) blasted his way threw Erevan Sunshadow, cleaved the head of Tandros Kreel (nicknamed Tangerine Peel. No idea why), killed the Feral Troll, and slaughtered Agent Carr.

Vikings

These figures had almost no impact at all. The Tarn Viking Warriors were dispatched by the Krav Maga Agents; Finn fell prey to the Deepwyrm Drow; and Thorgrim expired under the Nagrubs.

Wizards / Mages / ‘Magic Workers’

Two of the above mentioned squared off early in the battle. With his Fire Blast Special Attack, Erevan Sunshadow managed to defeat Pelloth, although he himself was speedily sent to the grave by Agent Carr. Sonlen Blasted a hole in the head of Realin, and then, to the amazement of all, took down Charos. With this payload of death on his shoulders, he stood by as Su-Bak-Na tore the Krav Maga Agents to pieces and came for him. Although he was confident he could win, Su-Bak-Na proved him wrong. After several attacks, Sonlen died and passed his payload to Su-Bak-Na. Although she was a cleric, with her range of five, Ana Karithon managed to slip into this section. She also managed to slip into the other world when she was confronted by the Izumi Samurai. After running through water, she was finally sliced and diced at the foot of a ladder.

Samurai and Ninjas

The Izumi Samurai spent their entire first confrontation trying to catch up with Ana Karithon. They finally caught her, and you have heard the rest. After that, they climbed the ladder and challenged the Deepwyrm Drow. Although they put up a good fight, The drow somehow manged to outmaneuver them. They soon followed Ana Karithon on the same path.

Shiori had fared no better. She was paired up with Agent Carr at the beginning of the battle, and, well, there isn’t much else to say.

Drow

Pelloth disgraced his name when he speedily fell to Erevan Sunshadow. However, the name of Drow was elevated to third place when the Deepwyrm Drow defeated all in their path. It seemed as though they would take first place, until they were finally beaten by the Marro Stingers.

Dragons

This script really would not be complete without the Dragons. Mimring, despite his somewhat better reputation, managed to kill no one. Othkurik, too, fell in disgrace, though I forget to whom. Charos did much better, but eventually fell to Sonlen.

Marro

The Marro had a spectacular time. They arrived in second and first place. Tor-Kul-Na was, unfortunately, beaten down by Charos. The Marrden Nagrubs got off to a promising beginning with a victory over Thorgrim. However, they were no match for their kin in the form of the Stingers, or for Sgt. Drake (Rise). The Stingers prevailed over a squad of Nagrubs with one set of three; and over some Marro Drudge with the other three. One squad tried their luck against the Deepwyrm Drow, but their weapons proved to much for them, and they fell prey to their own stinger drain. The other squad of stingers went on to kill Dünd. After that, they surprised all by prevailing over Both Sgt. Drakes. Su-Bak-Na proved to be the best. He started off his day by slaughtering an innocent Grimnak.  He went on towards Sonlen, but his progress was impeded by the Krav Maga Agents. Becoming impatient, although his expression never changed, he chomped his way through to Sonlen. A deadly struggle ensued. However, Su-Bak-Na easily managed to stay on top, and, after many poor rolls on the part of Sonlen, and many excellent rolls by Su-Bak-Na, the elf crumpled. Su-Bak-Na went on to defeat the last standing squad: the above mentioned Marro Stingers. After an easy victory, he claimed his title.

There were several other obscure battles, but that about sums up how it ended.

Longest Battle

The longest battle was between the Zettian Guards and The Marro Warriors. Both had two attack die. While the Zettian’s armor blocked all projectiles, their precision was in need of a replacement. Late in the battle, they finally began hitting. Then the Marro Killed one. The remaining Zettian managed to get it down to one 0n one, but, with zero hitting capability, it was soon back up to four on one. In a few more attacks, it became four on none.

Darth Vader

Sunday, June 6th, 2010

Darth Vader

Darth Vader

Home World: Tatooine

Fights For: The Empire

Hit Zones: Everything but cape and lightsaber

ATTRIBUTES

Human

Unique Hero

Sith

Forgiving

Medium 6

STATISTICS

6 Lives

Move-5

Range-1

Attack-6

Defense-5

SPECIAL POWERS

Force Choke: Before moving choose one small or medium figure within 4 spaces.  Roll the 20-die, on a roll of 15-20 put one wound on the chosen figure.

Lightsaber Defense: If Darth Vader is attacked by a ranged attack, all excess shields count as unblockable hits.

You Have Failed Me For The Last Time: If one of your unique heroes attacks and fails to put a wound and Darth Vader is within 4 spaces of it, put one wound on the offending figure.

Imperials

“Feel the power of the Dark Side!”

Krug

Thursday, June 3rd, 2010

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Krug hunting for “l’ittle ‘uns”.

Wave: Utgar’s rage

Expansion Pack: Heroes of the Barrenspur

Fights For: Utgar

Number in set: 22/22

Hit Zones: Everything except sword/axe

ATTRIBUTES

Troll

Unique Hero

Beast

Relentless

Huge 8

STATISTICS

8 Lives

Move-5

Range-1

Attack-2

Defense-3

120 Points

SPECIAL POWERS

Wounded Smash: When Krug attacks, he receives one extra attack die for each wound marker he has.

Double Attack: When Krug attacks, he may attack one additional time.

NOTES FROM THE AUTHOR

Krug can be one of two things: an ultimate asset, or an ultimate failure.  Unfortunately for his opponents, he is usually the former.  When he is fully charged he has the best attack in the game, two teeth breaking attacks with NINE attack dice, (ten if you are on a high ground).  Keep everyone you are afraid to lose away from this guy.  His flop times are normally when his general moves him toward the front and then stops putting order markers on him.  Then anyone who has a spare attack will launch a projectile at him every few turns and slowly ooze him down until he has a whopping attack.  Suddenly the general will realize that he has a monster in his army and send him on a mission.  Then someone like Syvarris will shoot him once in his weakened state and kill him before he does anything.  But on almost any battlefield, (except maybe Migol’s Tomb), he can be a great piece, if only to keep your opponent on his toes.  If you can get somebody like Sgt. Drake Alexander into a combat with him, he can most assuredly kill him before Krug himself dies.  Even if the next little nick will kill the old troll it’s a 120-170 trade!

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Krug “bust’en ‘eads”.

Greater Ice Elemental

Thursday, May 27th, 2010

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The Greater Ice Elemental ruling over his remaining territory.

Wave: D-1; Champions of Forgotten Realms

Expansion Pack: Glaun Bog Raiders

Home World: Toril

Fights For: Jandar

Number in Set: 11/20

Hit Zones: Whole Body

ATTRIBUTES

Elemental

Uncommon Hero

Construct

Dauntless

Huge 8

STATISTICS

4 Lives

Move-5

Range-1

Attack-6

Defense-4

130 Points

SPECIAL POWERS

Ice Cold: While a Greater Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces.  Figures do not have to stop their movement on normal ice spaces.

Ice Spikes 15: If an opponent’s figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die.  If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your dice roll.  If you roll a 15 or higher, the opponent’s figure receives 1 wound.  Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.

Cold Healing: After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental’s Army Card.

NOTES FROM THE AUTHOR

The only time we have used this piece in a game it was destroyed in one turn by the Fen Hydra, but that was an unlucky twist of fate and I wouldn’t count on that in picking.  This figure would be invincible a snow battle and still probably, considering everything, under priced in normal battles.  The only time it is over priced is in battlefields where you wouldn’t want it period.  Its’ lack of lives is the only thing that keeps it in check, and usually it gets off a couple heals anyway.  The “Greater” part in its’ name implies that there will be a Lesser Ice Elemental at some point, but who knows with all the strange stuff d & d is doing.

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The Knights Templar charge into the spikes of the Greater Ice Elemental.


Othkurik the Black Dragon

Wednesday, May 19th, 2010

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Othkurik the Black Dragon lurks atop a mound.

Wave: None

Master set: Master set 3; Battle for the Underdark

Home World: Toril

Fights For: Utgar

Number in Set: 6/10

Hit Zones: Whole body

ATTRIBUTES

Dragon

Unique Hero

Young

Tricky

Large 6

STATISTICS

5 Lives

Move-6

Range-1

Attack-4

Defense-3

140 Points

SPECIAL POWERS

Acid Spray Special Attack: Range 4.  Attack 4.  Choose a figures to attack.  You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack.  Roll attack dice once for all affected figures.  Each figure rolls defense dice separately.

Lurking Ambush: If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1  to Othkurik’s movement and add 3 to his Attack value.

Flying: Standard flying.

NOTES FROM THE AUTHOR

For being cheaper than Mimring, Othkurik is usually better.  He has exactly the same statistics with Acid Spray and Lurking Ambush against his larger kin’s Fire Line.  Of course, Fire Line has a good range (especially when your enemies are lined up) and Mimring is not plagued by the powers that effect Large people, which is why he has some times where he is better.  But Othkurik is a real deal for those looking for a cheap beastie with a bite.  He is naturely quite good in swamp battlefields and it really helps when there is shadow he can land on.  With the Greenscale Warriors he can be a worthy king, having his subjects maul the enemy while he spits over their heads.  He is picked fairly often in our games, doing himself credit for the most part (save that indecent with Migol Ironwill which you will hear about on his page I’m sure).  Like his large gold cousin he is not much good for tanking and should be used mostly for specialist purposes.

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Othkurik prepares to ambush Shiori.