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I'm bored and felt like doing a quick analysis of the various Uniques and how I think they'll do in 2.0. For this installment, I'll start with MK:Rebellion.
It's late (or early) & I'm doing this as I type it up, so errors are bound to creep in. Feel free to comment, correct, etc. Also, anyone who wants to take a set to analyze, feel free.
Magus - I think he gains more than he loses. Magic Blast isn't going to appear any more, so that's a plus. His multiple arrows can now allow him to target 2 units and do 2 damage to each, another plus. Magic Levitation took another hit, but I think that is balanced by it's ability to be used to help gain & keep control of objectives. I think he'll be buried in Deathstar type formations, but I think he'll see a lot of play.
Storm Golem - I don't think he gains or loses much. He can double time & surge more than most and gains somewhat from the new multiple arrow rule. I think he might see a lot of use sitting on top of objectives, or near them keeping opposing figures away.
Amazon Queen - I really don't see much change in this figure. She'll probably see occasional play in BPR themed armies and such, but not much more than you see here now.
Dwarven Jarl - Gains a little because MI is going to be a bit more useful, but not enough to make him appear more often. Sure, he can afford to surge to move 12". You could even use him to sit on an objective token early. I'm not sure you'd want to, though.
Neophant - Loses a bit, actually. He loses a lot of speed compared to other figures, because his Flight won't allow doubletiming. He can't even gain from the Whelp Masters FM, either.
Magna Draconum - Again, loses a bit because of the inability to doubletime. A solid figure, but nothing special. That Battle Fury might eventually become popular if capturing starts becoming a dominant tactic.
Mystic Draconum - Another who loses a bit and gains a bit. The inability to doubletime is big on these slow moving Dracs. I think the Magic Immunity will be better because of the complete immunity ranged attacks from figures with :wand: attack types. Still, I don't think it offsets the minuses. The ME might be nice because new figures won't have it, but there are cheaper ways of getting it.
Magus Draconum - Loss, for much of the same reasons as the Mystic. Does gain a bit more than the Magus because of the double arrows & Magic Blast. Not enough to push him far, though.
Hierophant - Definitely goes down in power. F/L doesn't seem to stack, can't doubletime or move in formation. His only gain is from the two arrows.
Elemental Priest - No real change. He can afford to doubletime once or twice if needed, though.
Troll Chieftain - Definitely a gain, although not something I think you'll see a lot. Doubletiming and surging helps this figure a lot. As someone pointed out in another thread, he can doubletime & surge for a capture with a decent attack value. If he wants, he could doubletime the next turn for an automatic captive kill from the Berserk. I don't think that's the best use for him, unless it's a high point cost Unique with a low defense.
Paladin Prince - I think a slight gain. Can doubletime, but probably better with a 12" FM figure. Still, the MI looks a little better in 2.0.
Wraith - A definite winner. Can afford to push and surge a lot while still remaining a powerhouse. The MI is better in 2.0 (depending on how good figures with the :wand: attack types are), so that's a gain in that area from "old school."
Necromancer - A lot of people were predicting he'd gain in usefulness in 2.0, until the new adjustment to Necromancy was released. Now, he's as useless as before.
Order of Vladd - This will be a style figure. His movement is severly curtailed because of the flight. Still, early MI might be useful. His Vampirism will make surging in the middle of his dial a popular choice. I'm not sure this is as useful as some think it will be, but it doesn't hurt.
Chaos Mage - I don't know. The ability to doubletime just for the click of damage to find the right slot adds even more versatilty to him. I'd have to see someone who's an expert in his use play with him to see if it was worthwhile or not.
thanks...i guess i'll contrubte to this thread by doing lancer's uniques-
high battle mage 2 arrows are defintitley a plus, and the bound MB combo won't be seen on a double based fig anywhere else (w/ the exception of the conquest LE). However, i'm wary of using mounteds because a Sneak attacker can surge and hit for double clicks. Low defense is a defintie minus...he won't see much play
techun techun really got a boost here, it can surge 12 inches for a 5 damage shot to the head with thirteen attack. Also, with 12 range, he can park himself out of surging range and force them to come to him (as they probably will), and if they base his sides you can have a couple chargers helping him out. THink of him more as a CC peice with range rather than the other way around. He is def. gonna get some more use (by me at least)
king of the dead he can surge for um...3 damage...and he's 124 points. Necro took a big hit, MI is a slight plus, but still, nobody is going to play him.
uhlrik charger he's big and bad, with 4 clicks of vampirism and high attack for most of his dial. He's also relativly fast. However, his damage potential is very low, and he probably won't get first strike...even with 7 inch charge. For 118 points i'd rather have 3x blade golems***
champion i look at this guy and i think...who? This guy never got any use and probablystill won't. He suffers from the same problem as the uhlrik charger, he's outclassed by faster peices with better damage potential.
martyr 74 points for 9 attack and 2 damage, although i could see some use for her if she takes damage and can run around at 24 inches, waiting for somebody to get hurt so she can push into her MH slots...but then you could just get an EGM for MH and defend...skip this one
High elf general consistent 4 damage and high attack, great defense vs. ranged...and command to boot...for 60 points he's a keeper.
taskmaster command got a slight boost, making you able to heal 2 damage instead of one...he's nice cheap orc command, but if you want cheap command, go command golem (or whatever its called)
lich I can see this guy guarding an objective behind a line of lackeys. MB got a boost, as did MI. I really like the invul at the the end, because a lot of untis will have trouble hitting it at the end. Also, with the new shyft rules, and the advent of the scalesworn specter***, you can put him in a formation and boost up his slow speed. He's gonna get some more use, but will be kind of hard to play.
arcane draconum...he's slow, he's got a bad arc, he's still as bad as he always was, maybe even worse with the advent of double time
one problem, a brass commander * is only 5 points cheaper than the taskmaster, cant attack, and has shorter length of command, it is a sitting target. but otherwise, yes, i have noticed that almost all of lancers are done for, they suck in 2.0, except for those select few!
Amazon Huntress - Good surge Potential, while MI makes surging her a risky prospect, since her damage of 3 remains throughout her entire dial until her very last click. she out-ranges most Surge figures, allowing her to get the first shot in, with Pierce, before they come in for the strike. A winner.
Bladesmith Draconum - Wins and loses. No double-time, of course, but his movement is on par with the average surge figure. His surge potential is pretty decent, especially since their return strike is likely to put him into his dangerous Berserk click. For only 58 points, he'll see a bit more play than before.
Demiphant - All the usual, MI is a plus, Flight is a loss. However, His high attack, excellent range, and two arrows will make him a prime figure for picking and choosing which you will allow forwards from among the enemy Surge figures. F/L is pretty much just padding now, and only really serves to up his point cost.
Dwarven Hammerskald - A Surging, Sweeping, Magic Immune powerhouse. He has high damage and attack throughout most of his dial, making Surging not just safe, but wise. His low movement values will leave him vulnerable to other Surge figures, however.
Eldritch Draconum - He never saw much play, and probably still won't, since the EGM still outclasses him as a support figure.
Emerald Warder - Stealth gains a boost with the new Wylden Forest domain, and his high attack, high damage, and range equal to that of most Surging figures make him a support figure that can protect itself, and maybe even guard an objective.
Inquisitor - A definite winner! 3 target Magic Freeze, with the new revisions, along with excellent range and a high attack value make this figure a prime choice as supporting artillery. MI and Command are just icing on this.
Maelstrom Golem - He can surge off of his first click for... 3... Sweep doesn't help much either, and he costs way too much for a capture figure. Loser!
Order of Uhlrik - Definite winner! Although he lags behind most Surge figures, and cannot double-time, Sneak Attack, High Attack Values, and Vampirism make him a dangerous figure in the new environment.
Pyre Spirit - Was always popular, and will remain so, as the auto-damage Prince (King being SESC), with great movement and decent attack values for surging and taking figures on a journey of pain.
Regal Draconum - Slow as ever, but with 4, count them, 4 arrows, 5 damage, Magic Freeze, and 14 range/attack, who cares that he's slow? Magic Immunity just makes him all the prettier, keeping figures like Vithzerai from getting in the first strike.
Summoner - Surge and Double-time gives him the potential to move into his sweet clicks far earlier, and his Magic Blast will become a more cherished ability in the new environment.
Temple Lord - An on-par surger, and thats before you consider his Magic Retaliation 5 clicks deep, along with consistently decent attack and damage values. A brawler in the new environment.
Troll Knight - What do you get when you take a figure that is outranged by most Surge figures, add sweep with a 90 degree front arc, and heap a low defense value on top of it? You guessed it, a figure that will see less play than ever.
Whelp Master - Never saw much play, at least in my venue, people who wanted to play FM Swarms played KI, since Standard bearers were cheaper. The new 300 point format could give the Whelp Master more table time, but his new inability to form up with most Draconum (Flight and all) may leave him sitting on shelves.
Zombie Baron - As strong as he always was, perhaps more so with his high defense against Surge, and the ability to toss the Surger away afterwards to be picked apart by ranged figures or your own Surge figures. The ability to fling figures will be even more valuable now, with the ability to toss away Objective Contestors, or toss friendly figures in the way of objective contestors.
Sinister - note i am not doing the apocalyps riders. How many of us have one?
Centaur Chanpian - slight loss: very solid dial, and the double time helps a lot, but doesnt balence with charging. Also doent have to surge to attack.
Dwarven Stomper: winner; bad bad bad. Solid dial, can surge or double time with little thought. great objective holder with the range and godly arc.
Mummy- another winner. great bonus from wylden forest. another solid dial and abilities to the death
Solonavi: winners; unlike the draconum, they lose flight, and are much quicker. The fastest draconum is the whelp master i think, and the slowest solonavi is not a unique.
Thunder golem: loser: down grade of storm golem now. slow, small arc
let's clear some things up, ok one thing...
you CAN'T Surge and Sneak Attack, and in 2.0, you can't even Charge and Sneak Attack! so peanut-based figures DO NOT have to fear this
high battle mage 2 arrows are defintitley a plus, and the bound MB combo won't be seen on a double based fig anywhere else (w/ the exception of the conquest LE). However, i'm wary of using mounteds because a Sneak attacker can surge and hit for double clicks. Low defense is a defintie minus...he won't see much play
Sorry, but you can't sneak attack and surge. Surge is a close combat action, and sneak attack requires you to use a MOVE action to base them.
I'd have to disagree with the Whelp Master review. I think he gets a big boost and will see a lot of play. Right now he can still speed up your formations of Monks and Mortis, all of which get a nice boost in 2.0. That was the only reason I used him in the first place. The other dracs, besides maybe Eldritch, were more of stand alone fighters. Plus, Dracs are one of the few factions that are still around in 2.0, and all of the new dracs don't have flight, which means they can still move in formations when they don't want to soar. FM is also a dead ability, I think. It is to my understanding that it is only going to be given to the subfaction of the Elven Lords as their ability. So Whelp Master will have the biggest selection of figures to speed up, and with 300 now being the norm, you will be able to afford large formations of Dracs.
In addition, Whelp master gains from surge and doubletime, as his dial is pretty stable up until is sudden death, and those clicks get him closer to his sweet berserk click.
Originally posted by Rouge8 Sorry, but you can't sneak attack and surge. Surge is a close combat action, and sneak attack requires you to use a MOVE action to base them.
But, theses are really helpful, keep it up!
Yes you can. They'll just still get their spin which means it won't do anything unless they don't spin. Mounted figures can't take a free spin which means surge and sneak attack should work on them.
of course you can Sneak attack and surge/charge! The attacked unit would get the opportunity of a free spin - but a mounted unit can't do that. So the damage will be doubled (up to 3)
Yes surging and Sneak Attack will work on mounted figures since they can't get free spins. It won't work on non-mounted figures since they will get free spins.
Emerald Glade Mystery - still pretty awesome the horseshoe gives her a decent speed of 14 with high defense and defend can be used to support objective holders Golden Orb Thingy okay i know thats not his name so dont bug me alright but seriosly this guy loses cause like for 86 points he can move seven and do 4 id rather take a standard surok and two standard blade golems Half troll moron uh i mean behemoth okay ive never seen this guy played in serious play ans guess what HE STILL SUCKS Krugg Seer alright he has me and mh and thats it if you want me and mh go for shamans theyre much better Mortis Draconum good for taking out any mounted units and just being a beatstick a definite winner mountain king alright this guy can surge 12 and do 4 atotal of 5 because of ram or just capture either way but when paired with 2 dwarven rams* and mageston storm he will be just awesome. Orc captain still a decent figure but not really worththe points but hold onto him for large point games Shyft Fiend okay anyone who uses thisguy will be laughed into oblivion shyft matriarch okay if you use this it means two things a) youre desperate or b)you have too many spare points thunderdoom troll No just no