| | You are not authorized to post a reply. |
| | Author | Messages | |
Zyla Underboss
 1201 Posts




 | | 11/28/2008 8:52 PM |
| For a standard format tournament, i have found the best Honour level to be a total of about 20, but try to not go lower then 18 or higher then 22.
When you start to go below 18 Honour, your figures generally wont be as able to hold off figures of a higher Honour level. You can not score VPs if your figures are constantly getting killed.
If you go above 22, you start to get the problem of you may not be able to kill your opponents figures fast enough before they get the required amount of VPs to win, unless you are both at the same point cost.
At 20 points, you get a good balance as you can play a Epic figure and support, or a comparable amount of 7-8 honour figures.
The Horde faction is focused mostly on high damage, and has a good mix of high cost (8-10 Honour) and low cost (4-7 Honour) figures, it also has the best healer in the core set which is Lotherin (has built in heal ability). It also has lower defense stats compare to how much damage it deals. Its the smash your opponent faction
The Alliance faction is focuses mostly on support and good defense stats. It has a overall lower damage output then the Horde, but makes up for it in better survivability. Its the keep your figures alive faction
The Monster faction is a mixture of both good attack and good defense, the drawback is Monster faction figures generally have a higher point cost because of the stats they have. A good low Honour level (in the 19-20 range) will focus mostly on comboes and synergy, as alot of monster figures have abilities that support or enhance monsters of the same type.
Such as the teleport a allied Sea Creature up to 2 squares when a Bloodscale Wavecaller gets a criticle with its Water Attack, or how the Skeletal Priest heals 1 damage to all skeleton allies when it gets a criticle when using Necromancer's Fury. It also has good abilities that suppliment other figures, such as a Harvester Golem and a Enraged Fire Spirit taking advantage of both damage auras.
You can make a high damage Horde party at around 18-19 Honour while doing the same with a Monster party is around 21-22 Honour for example.
But because the monster faction has a good balance of offense and defense, you have better luck with a high honour monster party then a high honour horde or alliance party.
Best Epics per faction:
Horde:
Warchief Thrall
Warchief Thrall has a brutal 4 tick, 1 range, 9 damage melee attack that subtracts a tick on Thrall if a criticle is rolled. It also has an ability that gives all adjacent Horde allies +1 Melee and Magic Damage. He is also a Shaman which means he can use the Chain Lighting and Healing Wave action cards.
Alliance:
Highlord Bolvar Fordragon
He has a low damage Melee attack as far as Epics go, but on a criticle hit it gets +X damage where X is the amount of damage another ally has taken. He also deals 1 damage to each adjacent enemy on ticks 5 and 10. Since Bolvar is a Paladin he can use many of the most powerful action cards, which a high amount are Paladin action cards
Monster:
Archmage Arugal
The Archmage has the best control ability with a 3 Tick, 3 Range, 7 Damage Magic attack that can add 2 ticks to all figures (including dead ones) if it gets a criticle hit.
It also has the You, too, Shall Serve action card where it can take control of of a enemy figure and take a turn with it, but only on ticks 9 and 10.
| | | |
| XAos Underboss
 2413 Posts



 London
 | | 12/02/2008 6:35 AM |
| Action cards for Warchief Thrall; His own "Snowsong" is obvious. speed+4 & remove all debuff's which reduce his movement (e.g.Blind) And for the 2nd card, the Totem's are strong options for any shaman. Grounding Totem being my favourite. If the opposing team has lots of quick attacks (e.g. pets) you might sidebar the totem for chain-lightning.
Personally I'd rate Lotherin as one of the few sub-par figures in the game. Built-in (and hence re-usable) healing sounds OK, but in practice 3-dice for 3-ticks is too slow. Lotherin's healing can easily be swamped by the average enemies damage-per-tick.
Since most of the figures are very closely balenced, the main way to build a strong team is to concentrate on synergy between the team members. e.g. Savin Lightguard benfits from lots of wounded allies, so {Leeroy Jenkins or Graccus} help Savin. Pets count as allies, so Hunters or Warlocks would also help. If you play with 5-man teams, 2xSavin, Leeroy & 2xHunters (Elendril ?) would be very strong. While the figures are closely balenced, the ability cards arn't. So you need to consider very carefully which ability cards you'll be using. e.g. Any Mage benefits strongly from having Fiire Blast. In the starter set, this card makes Ruby (honour-5) a close match for Gorebelly who is honour-6. Most Hunters gain from Multi-shot, but those with light/fast attacks (e.g. Grumphreys) are stronger with Hunter's Mark. Wilton Thorn; for an Honour-4 character he has fairly high defenses. But his attack is too weak to be significant. The "Revenge" card gives hiim a serious attack. "Intervene" makes revenge easier to use. Or "Breakthrough" can gain VP's on ticks 5/10. The wroung choice of ability cards would leave Wilton virtually useless.
Havn't played the game enough yet to work out exactly how the respawn rule shifts the standard cost-effectiveness formulae for this type of game. Except that it clearly does affect it. e.g. in ddm, when you kill a unit, you gain it's full VP value and you eliminate it's offensive abilities for the remainder of the game. In wow-minis, when you kill a unit, you gain 4VP's and instead of eliminating it's offensive abilities you just delay them by 2 ticks.
| | | |
| Sirohk Commander
 3939 Posts



 USA
 | | 12/07/2008 11:54 AM |
| Posted By Zyla on 11/28/2008 8:52 PM For a standard format tournament, i have found the best Honour level to be a total of about 20, but try to not go lower then 18 or higher then 22.
When you start to go below 18 Honour, your figures generally wont be as able to hold off figures of a higher Honour level. You can not score VPs if your figures are constantly getting killed.
If you go above 22, you start to get the problem of you may not be able to kill your opponents figures fast enough before they get the required amount of VPs to win, unless you are both at the same point cost.
At 20 points, you get a good balance as you can play a Epic figure and support, or a comparable amount of 7-8 honour figures. I think one can make some pretty decent warbands at 16 and 17 points.Â
Vindicator Hodoon, Phadalus the Enlightened, Roria is a very solid warband at 17 points.Â
IMO A LOT DEPENDS on the Action Bar cards selected.Â
But overall, I agree that 18-22 points is a good range to target.Â

| | Sirohk, the Bard of Heartstone Knight of the Rahshasa's And Crusader of the Zakya, Ak'chazar, Naztharune, and Naityan Rakshasa's | |
|
| | You are not authorized to post a reply. |
|
| |
ActiveForums 3.7 | You must be signed in to participate in the
games. |