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#1
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Strategic Maneuvers Tips and Tricks: Facing
Facing
By Tai-Pan While in heroscape it generally doesn't matter which direction you point your figures unless they are hiding behind something, the way you leave your figures can mislead the opponent. Like if there are two groups of enemies, then make a point of turning your figures towards the group that you don't want to attack. This may cause your opponent to prepare to react to an assault upon that group, leaving your real target wide open. Quoting RevDyer's revered father: There ain't really a nickel's worth of difference between lazy and efficient. |
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#2
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Interesting idea.
I have always played such that line of sight must be traced from the eyes of a figure—or at least the front of the head—to the attacked unit, so a ranged unit must be more-or-less facing the unit it is attacking. Does this facing technique only apply to melee units? —SD Hic est qui sumus |
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#3
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LOS can be taken from the back of the head.
Head on a swivel like exorcist. |
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#4
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Another tip regarding facing:
According to the rules, you can adjust ANY of your figures while it's your turn. This means that if you're firing from range, you can twist intervening figures around to make sure you have line of sight (turning them sideways to make them skinnier, for example), then twist them again to BLOCK line of sight after you're done rolling. This is especially effective if you control winged figures like the Minions of Utgar. |
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#5
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Or the Einar Imperium when you have kiova and Realin heh heh heh.
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#6
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Re: Strategic Maneuvers Tips and Tricks: Facing
Yes, this strategy is rather effective on even experienced players. I have used it before with fairly good results. Howevr, I did not know that you could turn your units whenever, and have always played without this rule. When hiding behind objects such as ruins, turning figures to block LOS is vital and can save many lives, especially when defending from long-ranged figures, such as the KMA.
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| Heroscape Strategy Articles: Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc. | |||||||