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2024 C3V Playtest Tournament (Congrats Youngoween)

OG and I played our round 3 matchup and have zero feedback on playtesting units. He took his Krav and I took Q9 (Armies below)

* Agents of R.O.U.S: deathreavers x2, Raelin (RotV), Agent Carr, Agent T87, Krav Maga Agents, Defenders of Orleans

* Roguishly Handsome Shoulder Pads: Nottingham Brigand x5, Major Q9, Quaz, Kha, Beakface Rogue x1

Q9 picked off rats as he climbed to height in round 1. Raelin came forward before transitioning to krav round 2. OG then lost 3 Krav all backed by Raelin Krav in only 10 attacks of 1 from Q9. Q9 then finished off Raelin. T87 was able to save an OM from Krav onto himself but didn't do any damage. OG conceded with only T87, Carr and Defenders facing my full strength army. The Major is still good.

Did you give any thought to EMP for Quaz playing against deathreavers at all? I saw it wasn't one of the treasure you selected
 
FYI

Last 2 games (maytrix/xiegfried and superfrog/ThrasherDarkrai) are both being played tonight so I will have Round 4 out tomorrow afternoon.
 
Map: Dredgewood Forest
Glyphs: Wannok and Holdir

Dysole - Army: Nidhogg, PKs x4
IHA - Army: Knights x2, Gilbert, Snipers x2, Betacron, Marcu

Which units survived? 2 life Nidhogg

General Battle Report/Flow of game (be as detailed or general as you like)

I figured with Snipers in play I needed to lead Nidhogg and just go blitz with him until he was dead and then PKs should be fine into the leftovers. What ended up happening was IHA abandoned an assault on Nidhogg (probably due to the init switch that allowed me to stay in a great position and remove a nearby attacker) and so he instead sent Gilbert (w/ Heroic Rune and Scarab of Invulnerability) and 3 Knights into my start zone to kill PKs while Nidhogg kept eating the rest of his army. He also took Wannok a few times. Nidhogg also had to contend with Marcu and Snipers on occasion, but kept gobbling up people to bring his life total back up. Won on a series of clutch kills/blocks against the last few knights.

How useful were playtesting units' powers and how often did they come into play? Don't know the exact breath numbers but it felt about average. A couple were clutch (especially killing a knight on Wannok on OM 3) but a couple also removed my chance to heal so it probably worked out to about even. Nidhogg healed 12 wounds over the course of the game which is partially affected by him being able to get what were basically "free" attacks at several points in the game. Betacron did nothing but be a Nidhogg znack that died in one attack.

Any additional comments (theme, balance, fun factor with and against)?
Nidhogg feels different to play then basically any other dragon or army in a box figure. The breath attack is so versatile it's hard to fully counter, but you can mitigate it and sometimes you forgo the breath attack because you need to heal. I felt like the choices were very interesting with Nidhogg. He probably loses to a lot of top builds and figures like Heracles but can be an absolute nightmare if he's allowed to scavenge and rebuild his life. You basically have to deal with him or he's going to be a problem. I don't think any tweaks are necessary as if you make him stronger he's going to be unstoppable and if you make him weaker, he might be too easy to ignore. Was a lot of fun to play.

~Dysole, sneaking it in
 
Map: Dredgewood Forest
Glyphs: Wannock, Holdir, 2 Treasure

Maytrix: 4x Omnicron Repulsors, Omegacron, Beorn Boltcutter, Betacron, Raelin
Xiegfried: 3x 10th Regiment of Foot, Jeanne D’Arc, Alder Knights, Defenders of Orleans, Tandros Kreel

Which units survived?
Full life Jeanne, 1 Defender

General Battle Report/Flow of game (be as detailed or general as you like)
I led 10th, Maytrix led Beorn and Repulsors. I tried to set myself up to get a relatively advantageous position with 10th on height, hoping to draw in some Repulsors and eventually get some WTF shots down to thin their ranks. Unfortunately, most of my 10th whiffed their defense rolls into 1-skull Repulsor attacks so they fell relatively quickly. As a result, they didn’t trade very well until they were nearly thinned out.

With just two 10th left, I swapped my OMs over to Jeanne to attempt to claw back a win against A full-life Omegacron, Raelin, Beorn, Betacron, and 4 Repulsors. I did a poor job of developing my Jeanne pod and Maytrix punished it by taking down one of my Defenders, which was a bit of a setback. I advanced steadily with Tandros, Jeanne, and the Alders and took a gambit on a Treasure Glyph, which paid off massively when I was able to pick up a Giant Hunter’s Stone for Tandros.

Maytrix gradually sent Repulsors up to Tandros and took a fair few shots at him, but with height and GHS, he tanked several rounds of attacks. The Alders also took some strays for him, allowing him and Jeanne to charge into Maytrix’s pod. They proceeded to take down two Repulsors and Betacron before Maytrix pulled back with Omegacron, taking an LEA from Tandros in the process. I developed Tandros onto height and took some attacks of 4 into Omegacron when he stepped out of Raelin’s aura, one of which sunk 2 wounds into him. He then proceeded to break through Omegacron’s 8 defense when he stepped back into Raelin’s aura, leaving just Beorn and Raelin.

Since my Defenders were still on the top half of the map and well out of Jeanne’s sight, I dedicated an order marker to move them in, which allowed them to rush up to Raelin and get some attacks up. From there, Raelin finally inflicted the final wound on Tandros while Jeanne dealt with Beorn before making her way up to the fight. Raelin took down one of the Defenders, but the final Defender and Jeanne managed to take Raelin down in a very unexpected victory.

How useful were playtesting units' powers and how often did they come into play?
With my 10th falling pretty quickly, I knew the end game was going to involve my Jeanne pod trying to crack into Maytrix’s Omegacron pod in his start zone. Betacron’s threat range was one of the biggest issues with that since I knew I’d need as many attacks as I could get in the end game and couldn't afford to lose Alders/Defenders to his potshots. He also made my positioning rather tricky in a number of situations, especially as I tried to get the most value I could out of my final three 10th. Lucky for me, none of his Sentry Mode rolls hit. They would’ve made it a very different game if they had.

Jeanne really shined in the endgame, with her and Tandros carrying me to victory. Defenders managed to trigger A Brother’s Call to get into engagement with Maytrix’s Raelin in the end, which was fun and unexpected. The Alder Knights didn’t get any saving rolls the entire game, but did draw fire from Omegacron, which took the heat off Tandros long enough for him to pop off in the end game. I definitely developed them differently than I did when they could save each other and think that change makes for far more interesting decisions.

Any additional comments (theme, balance, fun factor with and against)?
This is my second time playing the Jeanne pod into range, and being able to position the Alders to attempt to save the Defenders and the heroes from ranged shots is handy. I really love the flexibility in Jeanne’s bonding and that it makes heroes like Tandros playable. She has a very dynamic playstyle that feels well-balanced.

Like I said earlier, Betacron’s Sentry Mode threat range did a lot to impact my movement and positioning. If he takes down a squaddie, it can really hurt. Unfortunately, his rolls just weren’t there this game.
 
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Xiegfried did a great summary of the matchup and covered most of the eventful moments so I'll speak more on my experience playing with/against the new playtesting units.

As my first time against Jeanne and the Alder Knights, I was pleasantly suprised by how sturdy they were and being able to bond with Tandros and create a potential auto-block with the A.K.s made for a very difficult shell to crack and threatening counter attack. Defenders had a very hard time developing, but I'm sure they are more effective in Sir Gilbert pods.
As for my bittersweet Betacron.. let me begin by saying this is my 3rd match with him(and I play Cronroller more than any other army in the game) and I desperately want him to be good, but he simply isn't quite there yet. Yes, he did push Xiegfried into some arguably uncomfortable positions but he could've very easily rattled off 4 attacks onto Beta from range without ever triggering sentry. At 5 range and only a 20% chance to trigger once per turn on only small/medium figures, there is very little reason to invest in him. It doesn't help I went 0/7 on sentry rolls which really left a sour taste. Without being backed by Raelin, he'll die to any single quality attack and for 50pts it's a hard pill to swallow. For what it's worth and if considered, I hope the design team considers the idea of either increasing sentry range to 6, or dropping pt cost, or reducing D20 # to trigger sentry, or triggering whenever any small/medium figure moves within 5 range. Most games he gets one attempt to D20, misses, then proceeds to die and 50pts are gone. Okay rant over lol I really just want this unit to be good as I believe the design intended
 
Updates to Agent Harris and San Tiim

Optional Figure Modifications

If you and your opponent BOTH agree to play with these change, please do so to maximize information output. Completely at both player's discretion.

Spoiler Alert!

Round 4 is on Cucumber. (Valda, Dagmar, Treasure x3)

The ryguy266 (3-0) v. Youngoween (3-0) pool of armies is:
* Went to the Store for Cheese, Came Back with Butter: San Tiim, Etiana, Raelin (RotV), Janos, Laglor, Deathreavers x1

* The Next Mika Connour: Jeanne D'Arc, Prince al'Kahora, The Alder Knights, Defenders of Orleans, Sir Dupuis, Krav Maga Agents, Isamu

* Wizards 101: Ulginesh, Johrdawn, Chardris, San Tiim, Arkmer, Kyntela Gwyn, Marcu Esenwein

* The Whole Hogg: Zombies of Morindan x4, Nidhogg, Swaysil


ryguy266 chooses which army to play first or may defer. After armies are picked, Youngoween chooses who places first.

The Drakeepooh (2-1) v. Srd717 (2-1) pool of armies is:
* Betacron's Boys: Omnicron Snipers x3, deathreavers x3, Betacron, Arkmer

* Just enough to fit Johnny: Knights of Weston x5, Sir Gilbert, Johnny Shotgun Sullivan

* : Honor Guard x4, Etiana, Quaz, Wastewalker Gage, Bol, Otanashi

* : Armoc Vipers x5, Azurite Warlord, Leslie 'Coyote' Cane


Srd717 chooses which army to play first or may defer. After armies are picked, Drakeepooh chooses who places first.

The Dysole (2-1) v. Xiegfried (2-1) pool of armies is:
* Knight at the Museum: Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tarn Viking Warriors, Morgan's Riflemen, Eldgrim

* Outlaw Stars: Coyote Cane, Josie Whistlestop, Cal the Smuggler, Raelin (RotV), Gunslinger x10, Isamu

* The Prime Mariedian: M-43 Resistance Fighters x4, B-11 Resistance Corps, Roeden Saren, Soontir Van, Isamu

* Redcoats & Revolutionaries: 10th Regiment x3, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights


Dysole chooses which army to play first or may defer. After armies are picked, Xiegfried chooses who places first.

The I Hate Atlaga (2-1) v. zackando (2-1) pool of armies is:
* Hoggtied: Phantom Knights x4, Nidhogg, Isamu

* Sir Snipes-a-lot: Knights of Weston x2, Omnicron Snipers x2, Sir Gilbert, Betacron, Marcu Esenwein

* Home on the Range: Honor Guard x4, Laglor, Etiana, Byrikon

* I Just Blue Myself (Tobias Funke): Omnicron Repulsors x3, Omnicro Snipers x1, Omegacron, Zetacron, Betacron


zackando chooses which army to play first or may defer. After armies are picked, I Hate Atlaga chooses who places first.

The KnightOfLight (2-1) v. superfrog (2-1) pool of armies is:
* Beta (It's pronounced Alpha) and Omega : Onicron Repulsors x5, Omegacron, Raelin (RotV), Betacron, Isamu

* Help! I'm in the wrong army! : Nidhogg, Honor Guard x4, Marcu Esenwein, Bol

* : Greenscales x3, Maekor, Leslie Cane, Roeden Saren, Raelin (RotV)

* : Microcorp Troopers x3, deathreavers x2, Laglor, Zi'Rof, Marcu Esenwein


KnightOfLight chooses which army to play first or may defer. After armies are picked, superfrog chooses who places first.

The Maklar the Silver Prince (2-1) v. Vydar_XLIII (1-2) pool of armies is:
* : Zombies of Morindan x4, Nidhogg, Swaysil

* : Knights of Weston x3, B-11 Resistance Corps, Finn the Viking Champion, Isamu, Sir Gilbert

* : deathreavers x3, Raelin (RotV), Agent Skahen, Agent T87, Agent Harris, Otonashi

* : Honor Guard x3, Janos, Etiana, Quaz, Byrikon the Hiveless


Vydar_XLIII chooses which army to play first or may defer. After armies are picked, Maklar the Silver Prince chooses who places first.

The Shurrig v. Sir Heroscape pool of armies is:
* Hog and Banshees (Not Halo 3): Nidhogg, Banshees of Durgeth Swamp x4, Isamu

* Knights and Fights: Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tandros Kreel, Marcu Esenwein

* Shoot to Kill: Tombstone Gunslinger x7, Cal the Smuggler, Garrett Burns, Josie Whistlestop, Leslie Cane, Raelin (RotV)

* Freedom Fighters: M-43 Reistance Fighters x4, Roedon Saren, Rendar Fy, Soontir Van, Kira Jax


Sir Heroscape chooses which army to play first or may defer. After armies are picked, Shurrig chooses who places first.

The SkyWhale v. Maytrix pool of armies is:
* D&D: Honor among Mercs: Honor Guard x4, Etiana, Wastewalker Gage, Zi'Rof, Isamu

* Jack Rygarn: Shadow Recruit: Agent Skahen, Agent T87, Agent Harris, Laglor, Rygarn, Otonashi

* : Omnicrop Repulsors x4, Omegacron, Raelin (RotV), Betacron, Beorn Boltcutter

* : Greenscale Warriors x2, Janos, Bambina, Etiana, Zi'Rof


Maytrix chooses which army to play first or may defer. After armies are picked, SkyWhale chooses who places first.

The Chris Perkins v. ThrasherDarkrai pool of armies is:
* Robin Hood Goes on a French Vacation (With Time-Travel, Naturally): Nottingham Brigand x3, Jeanne D'Arc, Defenders of Orleans, Alder Knights, B-11 Resistance Corp, Nakita Agents

* Wait...Raelin's not a Cron?: Omnicron Repulsors x5, Omegacron, Betacron, Raelin the Kyrie Warrior [RotV]

* Skeletons and Not-Skeletons: Nidhogg, Marro Stingers x4, Marro Warriors

* Etiana and the Tyrran Crew: Honor Guard x4, Etiana, Bambina, Theracus


ThrasherDarkrai chooses which army to play first or may defer. After armies are picked, Chris Perkins chooses who places first.

The BiggaBullfrog v. Cor7770 pool of armies is:
* Army 3: Nottingham Brigand x5, Beakface Rogue x2, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights

* Army III: Roman Legionnaires x3, Mogrimm Forgehammer, Azurite Warlord, Roeden Saren, Bol

* : M-43 Resistance fighters x5, Rendar Fy, Roeden Saren, Marcu

* : Agent Skahen, Krav, Rygarn, Agent T87, Laglor


BiggaBullfrog chooses which army to play first or may defer. After armies are picked, Cor7770 chooses who places first.
 
Map: Cucumber
Glyphs: Valda, Dagmar, Treasure x3

Chris: 5x Omnicron Repulsors, Omegacron, Betacron, Raelin
Thrasher: Nidhogg, Stingers x4, MWs

Which units survived?
3-life Omegacron, 2-life Raelin, Full-life Betacron, 3 Repulsors

General Battle Report/Flow of game (be as detailed or general as you like)
Thrasher opened pure Nidhogg while I went all Omegacron OMs. Omega moved on OM1 to reach 2-height then activated Repulsors only until Nidhogg died. Nidhogg charged in and got a lot of d20 rolls off, but was a little below average, getting 2/11 hits on Necrotic Breath (1 into Omegacron), with the other being into the only repulsor he was engaged with at the time so it denied him the normal attack and heal. For a few turns I was just keeping Nidhogg at 1-2 wounds while he healed, until I had 2 great offensive turns in a row and brought him from 2 wounds to dead in those 2 turns. I had only lost 3 total repulsors by that point so I was in a good state.

I moved Raelin up next, 8 move using Valda to the 5-height that covered the Valda glyph. Back to OMs on Omega, mixing advancing him to height with moving repulsors depending on the turn and how useful moving repulsors were on each turn. Thrasher moved to stingers next, who killed a lot of repulsors but struggled to wound the heroes. Eventually Omega reached the 4-height in the middle and got the T-glyph of his dreams, heroic attack. From that point on he was sending at least 5 attack dice into most things (repulsor for even ground or height) and the stingers really didn't stand a chance. Betacron had reached the middle of the map by this point, but missed his first 2 rolls on stingers. Thrasher then sold out to try and take out Raelin with his last 4 stingers, but they couldn't quite kill her before she died, and Betacron finally hit his 3rd roll to end the game 1/3 on Sentry.

MWs really didn't stand a chance, as I had enough Repulsors (and Beta) to prevent them from spreading out. With the Init glyph I was able to take out 2 of them before they took a turn, and they essentially cloned in the SZ while Omega kept them at 1-2 alive max while I closed in with a ring of my last repulsors/Beta to prevent them from escaping. Eventually I was able to complete the circle around the back of Thrasher's SZ, and then moved Omega further in and finished them off.


How useful were playtesting units' powers and how often did they come into play?
Nidhogg's combo of Necrotic Breath & Healing was the entirely of the early game, so very relevant. He rolled a bit below EV, and got really unlucky that his 1 repulsor Necrotic Breath was the only engaged one to deny an extra kill + heal. He also got pretty unlucky to take 7 wounds across 2 turns (4x 4v4) from Omega mid-Rd2.

Betacron did end up getting a hit on a Stinger in the late-game, and he did push a few stingers to flank to the left who might otherwise have gone up the middle, but tbh his most useful role was just as a body next to the 5-height that didn't have Raelin preventing a stinger from going there and getting a heighted shot on Omegacron. In terms of 'do I want Beta or 1x more Repulsor', I think it depends on what I'm facing. If I'm facing a pure mele army, I think I want Beta, as I'm gonna get probably ~9 rolls (~2 kills) across Rd 2-4 or so. Against Stingers w/ 5 range he was still kinda useful, but against 6+ range he doesn't feel very helpful and more repulsors would probably be better. In this matchup I probably wanted 1x more repulsor anyways just so I have more ability to track down MWs if they had broken containment in Thrasher's SZ. So, probably want 1x more repulsor more often, but can see the times where Beta is better.


Any additional comments (theme, balance, fun factor with and against)?
Nidhogg is a big-ol ball of variance. Massive offensive potential but high attacks can bring him down fast. Cool unit, but IDK if I want to invest that many points into him. But I could see others wanting to.

Betacron is a kinda-useful tech piece, and cheap enough that he's easy to include. Probably more useful at lower figure counts where you can't fit the extra 1x Repulsor squad.
 
I've been delinquent for the last 3 games, so here's 3 reports in 1, more or less detailed depending on utility of the playtest pieces/ whether my opponent has already posted.

IHA vs Superfrog
Point Total: 510
Map: Tigress
Glyphs: Ulaniva, Lodin

IHA:
Phantom Knights x4, Nidhogg, Isamu

Superfrog:
Microcorp Troopers x3, deathreavers x2, Laglor, Zi'Rof, Marcu Esenwein

Which units survived?
2 PKs, Isamu

General Battle Report/Flow of game (be as detailed or general as you like)
I made a massive mistake OM one, thinking I could greedily develop Hogg to level two before going full PKs. I anticipated that frog might spend an OM or two on rats, allowing me to do so, but was (predictably, in hindsight) mistaken. He went full troopers and was able to blow up Nidhogg fairly quickly as I hurried to develop PKs and force engagements. Nidhogg died without another OM on him, but I'd taken down the majority of the troopers by then. Frog had some gutsy OM placements pay off with big initiative wins, but my PKs were rolling hot enough on attack that it didn't matter. I think Zi'Rof got one OM, but I switched focus to him when I thought I could steal an OM and he died pretty quickly. Marcu betrayed frog on his first turn and allowed me to finish Laglor and set up height attacks on Marcu. The remainder was just cleaning up rats, although they did manage a kill or two and knocked me below a squad of PKs.

How useful were playtesting units' powers and how often did they come into play?
I don't believe either got a chance to use their powers, other than Nidhogg flying to his death.


Any additional comments (theme, balance, fun factor with and against)?

Not a ton of info from this one. Learned the hard way that you've got to be super careful with Nidhogg placement - he's real tempting to focus down if he's out of position, and he goes down pretty quick if he's not healing. Feels appropriately punishing of stupid placement mistakes.



IHA vs Dysole
Point Total: 510
Map: Dredgewood Forest
Glyphs: Wannok, Holdir

IHA:
Knights of Weston x2, Snipers x2, Betacron, Sir Gilbert, Marcu

Superfrog:
Phantom Knights x4, Nidhogg, Isamu

Which units survived?
2 life Nidhogg (after chomping the last knight)

General Battle Report/Flow of game (be as detailed or general as you like)
Not much to add to Dysole's above. I anticipated the Nidhogg rush, but made a mistake round 1 nonetheless. I had OM 3 on knights, and Dysole was playing too safely for me to use it effectively. I should have gone Snipers to ping Nidhogg a little more. Dysole went for a risky dive on her OM3, and got the big initiative switch to get out at the start of round 2. If I had won initiative round 2, I would have collapsed my knights on Nidhogg and tried to fight it out. As it was, Dysole was very intelligently keeping the Hogg on height and away from too many knights, so I instead rushed the SZ with Gilbert and ~3 knights. I left a few OMs on Snipers/Marcu to try and keep Nidhogg from fully healing up as I cleaned up the PKs and Isamu. I think Nidhogg was consistently around 1-4 wounds for much of this phase. By the time I finished off the PKs and Isamu, Nidhogg had killed a couple more knights, all but one of the snipers, betacron, and Marcu. I rushed Nidhogg with my remaining knights + Gilbert, but couldn't quite do the job. Nidhogg was left at 8 wounds a couple of times, but always managed to heal back up. I probably misplayed with an OM on Gilbert at one point, when I was anticipating Dysole would focus my last couple of knights.

How useful were playtesting units' powers and how often did they come into play?

Dysole says she healed 12 wounds on Nidhogg, which I believe. Granted, a number of those were calculated allowances to buy me time as I chewed through PKs. Breath felt about average, but there were a couple backbreakers - particularly an otherwise untouchable Knight on Wannok on OM3. Nidhogg being huge, Betacron was unable to do anything except get snacked on.



Any additional comments (theme, balance, fun factor with and against)?

Nidhogg warps the game a crazy amount - but in a fun way. You need to have a plan to throw enough dice to finish him off at some point. Dysole's strategy of hanging back and being content to breathe was one I hadn't used in my two previous games - but very effective against melee, especially on a bumpy map like this one. He feels undying and unstoppable for sure. Betacron didn't have much to do this game, but I'm still a fan. Might be nice if sentry mode worked on big targets like Nidhogg - surely they're easier to take potshots at?




IHA vs Zackando
Point Total: 510
Map: Cucumber
Glyphs: Valda, Dagmar, Treasures x3

IHA:
Knights of Weston x2, Snipers x2, Betacron, Sir Gilbert, Marcu

Superfrog:
Phantom Knights x4, Nidhogg, Isamu

Which units survived?
3 Snipers, 6 Knights, 3 life Gilbert, Betacron, Marcu (conceded with 1 PK and Isamu left)

General Battle Report/Flow of game (be as detailed or general as you like)
Same matchup as my last game. I opened Knights/Snipers/Snipers, as an adjustment in case Nidhogg sat in a position I didn't feel comfortable throwing knights at OM3. Zack went PKs/Hogg/PKs. I was able to get a few clutch snipes on PKs round 1 with heighted Omnicrons, pretty heavily stunting Zack's development. He was forced to run Nidhogg to the back of the SZ on OM2, given I had snipers advanced who could shoot down on OM3. Zack's 2/3 whiffs with 8 dice round 1 were an unfortunate foreshadowing.

Round 2 I went full knights and Zack went full PKs. PKs picked off a few snipers, knights killed a few PKs. I arguably overextended Gilbert without many knights as protection to try and keep PKs off of Valda. Gilbert luckily survived with only a couple of wounds in that exchange. I didn't notice the one opportunity I had for a sentry mode shot, as a PK flew in to smack a sniper in the SZ. C'est la vie. Turns out knights + Gilbert trade pretty well into PKs, especially when the PKs are still whiffing every other defence.

I cleaned up the remaining PKs with minimal losses (got an initiative switch back round 3 which helped) and grabbed a few treasures with Gilbert. Was able to use Valda + a huge dispatch to swarm Nidhogg in the SZ in round 4 and 4 defensive whiffs by the Hogg sealed it.

How useful were playtesting units' powers and how often did they come into play?

Zack went 1/5 on breath, and wasn't able to heal at all. I forgot about the only chance Beta had at a sentry shot (which would have been pretty sweet, and saved a sniper if it hit).



Any additional comments (theme, balance, fun factor with and against)?

I think what this game reinforced for me (other than that rolling shields is good) is just how much of an OM sink Nidhogg is. Zack did the same thing I did in my game against frog, and spent an OM hoping to develop him round 1. He was smarter than me, and didn't throw him in the line of fire, but it was still ultimately a waste that stunted his PK development. Hogg is scary, but I like that if you can get him in your sights with enough dice (4 knights and Gilbert, say) you can be pretty confident you'll be able to blow him up in time. Playing this matchup twice and seeing it play out two totally different ways was cool, and made me confident Hogg will lead to some exciting games.
 
Hopefully everyone is good with their Round 4 scheduling. Let me know if not. I know the OHS system has been down intermittently over the last week or 2. Appreciate the help in playtesting!
 
Map: Cucumber

Glyphs: 3 Treasures, Dagmar, Valda

Xiegfried: 3x 10th, Jeanne, Alder Knights, Defenders of Orleans, Tandros

Dysole: 10x Tombstone Gunslinger, Leslie "Coyote" Cane, Josie Whistlestop, Cal the Smuggler, Raelin RotV

Which units survived? 3 10th, 1 Alder, 3 Defenders, full-life Tandros, full-life Jeanne, 3 Gunslingers, Isamu

General Battle Report/Flow of game (be as detailed or general as you like)
Cal decided to peace out round one, then Dysole led with Raelin and got her on a level 4 perch. I led 10th for the first two full rounds and tried to take Raelin down quickly, but largely failed to do much of anything until Josie and the Gunslingers were able to thin out a good chunk of my 10th. I had a very strong series of attacks that took down Raelin and Josie, wiping Dysole's first OM on Josie in the process. Dysole unfortunately missed all of her Quickdraw rolls, which easily could've swayed the game if one or two had triggered. From there I swapped over to Jeanne and brought up the Alders and Defenders, who got some very lucky rolls to take down Leslie before he could put in some work. One of Dysole's Gunslingers took down one of my Alders, after which my Defenders and Alder took down Cal and some more Gunslingers. Dysole conceded with 3 Gunslingers and Isamu left.

How useful were playtesting units' powers and how often did they come into play?
Jeanne carried the back half of the game for me and I got one Oath roll off. The Defenders made some small use of A Brother's Call, but my positioning wasn't the greatest to make full use of it. Leslie got one Opportunist attack in, but died before he could do any real work.

Any additional comments (theme, balance, fun factor with and against)?
Although the Gunslingers are limited to 2 activations, the Outlaw faction is really interesting with Josie and now Leslie giving the army a bit more firepower. If I wasn't able to crack Raelin, I would have had a very hard time coming back from the first half of the game.

Jeanne's faction has once again done a lot of work for me and successfully brought me back from a losing game against a ranged army for the second time. The faction's ability to (relatively) safely advance a melee pod is really cool, and I think it all feels pretty solid with the inability for Alders to save one another and with the Defenders at 3 attack.
 
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Point Total: 520
Map: Cucumber
Glyphs: Valda, Dagmar

Drake Army: Omnicron Snipers x3, deathreavers x3, Betacron, Arkmer
SRD Army: Knights of Weston x5, Sir Gilbert, Johnny Shotgun Sullivan

Which units survived?

Gilbert: 4/6 lives left
Johnny: full life
1 squad of knights

General Battle Report/Flow of game (be as detailed or general as you like)
Fun battle that was more competitive than both Drake and I were expecting with Betacron and snipers into a pretty cheesy knights build. I opened knights and slowly advanced through round 1 while Drake opened rats locking down both glyphs and then switched to Snipers to take pot shots on turn 3 getting 1 kill on a knight. Round 2 continued the slow roll while Drake took shots from height with snipers. Turn 2, I got a huge 4 symbol roll with Gilbert allowing me to move 4 knights around the rat screen and get 4 attacks into Snipers getting 3 kills. From there, the knights had the high ground and slowly marched forward while Snipers took shots up from their start zone. Drake built the rat screen around his remaining 6 snipers, Beta and Arkmer. Betacron went 3/6 on Sentry’s and it took a while to chew through 12 rats, but ultimately the knights were too much. A couple rolls go differently in the end game and things might have gone south for my knights.

How useful were playtesting units' powers and how often did they come into play?
Betacron: Beta was the only playtesting unit in this game. I really love the theme of this unit, and he fits in perfectly with a snipers/rats army that wants to pod up. He rolled above average at 3/6 Sentry’s, but it still didn’t feel oppressive. Interesting decision points into knights since there were up to 8 knights moving within his range per turn. Despite rolling much better than expected, Beta only slightly outperformed his point value. I think dropping the D20 requirement or increasing range on his sentry would be reasonable at the current price point.

PS – after reading the card more carefully, I think Beta could have taken a Sentry shot on both the Dispatch and the regular knight movement since it says once per turn and those are distinct turns by the wording of the bonding power. However, his Sentry is also negated if he is engaged and we didn’t follow this rule either so probably comes out to a similar number of Sentry shots. Guess that is what happens when you try to play new units early in the morning.

Any additional comments (theme, balance, fun factor with and against)?
Fun game with Drake. Love the addition of a sentry soulborg unit thematically.
 
Point Total: 520
Map: Cucumber
Glyphs: Valda, Dagmar

SirH Army: Jeanne, Prince, Tandros, Alder, Defenders, Marcu, Ebon
Shurrig Army: M43's X4, Roeden, Soontir, Kira, Rendar

Which units survived?
Kira (2L)

General Battle Report/Flow of game (be as detailed or general as you like)
While close by the end...this was an abysmal game overall for the Jeanne army. Ebon laid an egg and only managed to kill 1 M43 before all dying (and they got 5-6 attacks off). I then led Tandros who promptly took 4 wounds in 2 attacks and Prince who took 2 wounds...all killing only 2 more M43. So, I was in an uphill battle of major proportions. Luckily, some careful positioning next to jungle and Alder's helped maintain good defense while I developed through the Dagmar side of the map and attempted to hold one side of the position near the level 5 height. I was able to get Tandros up there to plink shots down on M43 and Prince buffed by Alders to help kill others. I had incremental gains throughout, but continued to take wounds and damage which kept my gameplan limited. Eventually Alders fell, and I had to be more aggressive. It somewhat paid off, but the endgame wasn't looking good with Rendar perched on the other lvl5 height. Luckily I was able to do enough damage to leave several wounded heroes for Marcu to cleanup...and he almost pulled off an insane comeback.

Marcu killed Rendar (1w), Roeden (1w), Soontir (full), 1w on Kira...almost pulling off the comeback win if it weren't for Kira winning the last initiative and going 3/4 on my blank defense (with 3 life left) to end the game.

How useful were playtesting units' powers and how often did they come into play?
Jeanne - Extremely useful. Because of the map and development I was trying to get against range, I had to develop her more than I wanted....but most other maps and matchups would likely require less activations on her. Being able to send in Tandros and Prince together was amazing, and then the Alders after them to protect them was just really really good setup. I needed them to survive a little longer, but the early damage I took in development made it difficult. I think Range will be a tough matchup for this army core...but it still did pretty well. The biggest issue I had was that I entirely forgot about her Loyal Enhancement the whole game, which I know would have made the difference in some very specific situations with her positioning with Alders, Defenders and Prince.

Alders - They never got to use their saving ability because Shurrig opted to just attack them directly and not trigger their ability. That was smart, but it also forced him to soak attacks into the Alder while my other units ran around doing things.

Defenders - These were frustrating. They never did anything, got engaged 1x and got 1 attack off. I think part of that is the nature of this army core fighting range and it's easy to keep distance and stay unengaged to avoid Brother's Call, but what was frustrating was that the 3att felt no good. That is, I never felt incentivized to develop them because I felt like I had better attack potential in the Tandros/Prince pairing...whereas I really would have like a squad like the Defenders to help carry the load a bit, but 3att just isn't good enough.

Any additional comments (theme, balance, fun factor with and against)?
Jeanne is turning out to be a really fun army core that brings in a lot of cool synergies.
Alder I think are fine not to save each other, so that's a good change.
Defenders need their 4attack back. I know the concern was that they're too good at 4att, but I think that should be balanced by increasing their price. This army core needs the defenders to be a solid strike force that can help supplement the heroes...but we should have to pay for them a bit more. 3att just isn't enough to give this army core enough attack output to gain an edge.
 
Round 4

520 Points
Map: Cucumber
Glyphs: Valda, Dagmar

Shurrig’s Army- M-43 Resistance fighters x4, Rendar Fy, Roeden Saren, Soontir Van, Kira Jax
Sir Heroscape’s Army - Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tandros Kreel, Marcu Esenwein

Which units survived?
2-life Kira Jax

General Battle Report/Flow of game (be as detailed or general as you like)
Sir H led Ebon and I led M-43’s. The rolls seemed to be on my side from the jump, and after round 2 or 3 Sir H had only killed a squad of M-43’s whereas I had cleared the Ebon, put 4 wounds on Tandros and 2 wounds on Prince al’Kahora. Once he got the Alder Knights in play he was able to survive more attacks and even the score a bit, but I soon killed a Knight and Prince and was able to get my heroes into position for what was a pretty close endgame. Marcu came in and started clearing out my heroes once Tandros, Jeanne, and the rest of the Ebon were gone, and had Sir Heroscape won the last initiative he could very well have clawed back a win. Instead, Kira rolled 3/4 skulls on a half life Marcu on the first turn, closing the game out.


How useful were playtesting units' powers and how often did they come into play?
Roeden was pretty interesting but he saw most of his value when he was getting attacks of 5 from height. There was one turn though where he rolled 1/1 three times in one turn, which was very necessary for killing an Ebon. Overall, I think he’s in a decent position, I could see him getting a decrease of 5-10 points but otherwise I enjoyed how he played.

Alder Knights definitely saw more use and were an absolute pain to chew through in this game. Good showing for them.

Defenders saw zero play this game.

Jeanne did her job, but we realized afterwards that we had not been using her loyal enhancement ability. Had this been caught earlier it very well could have swung the game back in Sir H’s favor.


Any additional comments (theme, balance, fun factor with and against)?

No additional notes, pretty hard to judge how effective Defenders would have been in this game as they only got one measly attack up into an M-43 before dying.
 
I could write up a full report but Xiegfried covered all the main points. I don't think any changes are needed to either Jeanne or Coyote at this point although I've yet to really see Coyote do anything in a game.

~Dysole, informationally
 
Point Total: 520
Map: Cucumber
Glyphs: Valda, Dagmar

Oween Army: Jeanne D'Arc, Prince al'Kahora, The Alder Knights, Defenders of Orleans, Sir Dupuis, Krav Maga Agents, Isamu

Ry Army: Zombies of Morindan x4, Nidhogg, Swaysil

Which units survived?
Jeanne 1/4, Prince 1/5, Dupuis 1/6 3x Defenders, 1x Alder
4x Zombies, Full life Swaysil

General Battle Report/Flow of game (be as detailed or general as you like)
(Poorly played) Krav opening into Zombies. Zombies advance take both glyphs with minimal casualties. Zombies took high ground. Jeanne turtled in SZ to keep all knight pieces connected. Nidhogg flew into SZ and got killed doing minimal damage. Zombies struggled to get kills after Nidhogg went down.

How useful were playtesting units' powers and how often did they come into play?
Jeanne - Double hero activations with Prince and Dupuis were great, and made short work of the Hogg. OM Flexibility and keeping her safe were crucial

Alders - Clutch block on a Hogg 5/6 attack on Jeanne. Game saving.

Hogg - 1/10 on breaths, no soul siphon

Defenders - Cleave occurred only once but threat of it was strong, don't think the movement bonus was used in this game.

Any additional comments (theme, balance, fun factor with and against)?
Tough dilemma to deal with the Alder Knights before having to try to kill Jeanne. Playing into range would have made it more difficult to keep those two units safe. I felt like in the melee matchup the best play was for me to wait for other melee too come to me which I did not enjoy. Ry had some tough dice: 62/108 = 57% attack dice (me) VS 24/58 = 41% attack dice (ry) and only hit 1 Hogg breath. Those dice include the 5/6 attack on Jeanne that was nullified by Alder. First time playing Jeanne and all of these units and my favorite part of it was using Sir Dupuis and Prince al'Kahora. Overall enjoyed the OM flexibility but not the Alder knight adjacency bonus. It felt like I had to stay attached to too many disparate components. Not sure if this was the case only for this army or in general since again this is a sample size of 1.
 
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Congrats to @ryguy266 and @youngoween earning the byes. And thanks to everyone for playing the season. Been fun and very useful!

Optional Figure Modifications

If you and your opponent BOTH agree to play with these change, please do so to maximize information output. Completely at both player's discretion.

Spoiler Alert!


The Quarterfinals are on Shroud of Torin. (Wannok, Dagmar, Treasure x3)

The Srd717 (3-1) v. superfrog (3-1) pool of armies is:
* : Honor Guard x4, Etiana, Quaz, Wastewalker Gage, Bol, Otanashi​
* : Armoc Vipers x5, Azurite Warlord, Leslie 'Coyote' Cane​
* : Greenscales x3, Maekor, Leslie Cane, Roeden Saren, Raelin (RotV)​
* : Microcorp Troopers x3, deathreavers x2, Laglor, Zi'Rof, Marcu Esenwein​
superfrog chooses which army to play first or may defer. After armies are picked, Srd717 chooses who places first.

The I Hate Atlaga (3-1) v. Xiegfried (3-1) pool of armies is:
* Hoggtied: Phantom Knights x4, Nidhogg, Isamu​
* Sir Snipes-a-lot: Knights of Weston x2, Omnicron Snipers x2, Sir Gilbert, Betacron, Marcu Esenwein​
* The Prime Mariedian: M-43 Resistance Fighters x4, B-11 Resistance Corps, Roeden Saren, Soontir Van, Isamu​
* Redcoats & Revolutionaries: 10th Regiment x3, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights​
I Hate Atlaga chooses which army to play first or may defer. After armies are picked, Xiegfried chooses who places first.
 
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I will echo kevindola that this event has been great and we've learned a lot. All of your feedback helps C3V keep going!
 
Point Total: 520
Map: Shroud of Torin
Glyphs: Wannok, Dagmar

IHA Army: Nidhogg, Phantom Knights x4, Isamu

Xiegfried Army: 10th Regiment x3, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights

Which units survived?
Isamu, 6 PKs, Nidhogg (3 life)
Xiegfried conceded with 1 10th, 1-life Tandros and Jeanne

General Battle Report/Flow of game (be as detailed or general as you like)
I led PKs, Xiegfried led 10th. PKs traded well for two rounds, thanks in part to garbage defense for Xiegfried, and a Dagmar assisted init switch round 2. Tandros took two wounds from Wannok as well. I brought Nidhogg out round 3, while the last squad of 10th was still somewhat tied up with PKs. Nidhogg's wings are a massive pain on any map with castle walls (at least online, I haven't seen the actual mini) - completely blocked me off from 2/3 treasure glyphs in this case. I grabbed a Heroic Rune from the middle though as I picked off the last of the 10th. Xiegfried switched to Jeanne but I was able to isolate the Defenders and heal through most of their damage. I hit a big breath on both Alders that pretty well sealed it. Once Defenders started dropping, the Jeanne pod just didn't throw enough dice to cut through soul siphon.

How useful were playtesting units' powers and how often did they come into play?
Jeanne - Jeanne took just about every order marker once Hogg engaged, but to no avail. Tandros and the spread out Defenders just weren't enough dice, even with double activations. I don't think her aura got any use.

Alders - Didn't throw any saves, did I think 1 wound to Nidhogg and then died to breath.

Hogg - 5/12 on breath - good rolling, including a few clutch ones on 10th and then the Alders. Refrained from using breath a number of times when I risked killing my next snack. Probably healed 4-5 wounds with soul siphon?

Defenders - Fought Nidhogg, so no chances to cleave and weren't able to use a Brother's call either. Did impact my positioning with Hogg a little, though

Any additional comments (theme, balance, fun factor with and against)?
Not the best data - initiative, breath, and the 10th's defence all helped me out a ton, but another example of Hogg just brutalizing armies that don't throw enough dice to burst him down. Things could have gone differently if the 10th were able to get another good turn of WTF into him, but Tandros + a couple Defenders just wasn't enough.

I guess one could call the absolute pain in the neck fitting Hogg anywhere is a thematic plus?
 
Yeah, not much else to add to IHA's report. I thought I positioned and developed my 10th well enough, but made some mistakes in the endgame while I floundered trying to stop the bleeding from Nidhogg. I ended that game with a 14% defense roll, which didn't help matters much.
 
The Semifinals are on Contrast. (Zawit x2, Treasure x4)

NOTE: For this round, Zawit's power's will ALWAYS take place before Lava Field
NOTE 2: For reference, Nidhogg does NOT fit on spaces with the treasure glyphs by the battlements.


The Youngoween (4-0) v. superfrog (4-1) pool of armies is:
* Wizards 101: Ulginesh, Johrdawn, Chardris, San Tiim, Arkmer, Kyntela Gwyn, Marcu Esenwein
* The Whole Hogg: Zombies of Morindan x4, Nidhogg, Swaysil
* : Greenscales x3, Maekor, Leslie Cane, Roeden Saren, Raelin (RotV)
* : Microcorp Troopers x3, deathreavers x2, Laglor, Zi'Rof, Marcu Esenwein
Youngoween chooses which army to play first or may defer. After armies are picked, superfrog chooses who places first.

The ryguy266 (3-1) v. I Hate Atlaga (4-1) pool of armies is:
* Went to the Store for Cheese, Came Back with Butter: San Tiim, Etiana, Raelin (RotV), Janos, Laglor, Deathreavers x1
* The Next Mika Connour: Jeanne D'Arc, Prince al'Kahora, The Alder Knights, Defenders of Orleans, Sir Dupuis, Krav Maga Agents, Isamu
* Hoggtied: Phantom Knights x4, Nidhogg, Isamu
* Sir Snipes-a-lot: Knights of Weston x2, Omnicron Snipers x2, Sir Gilbert, Betacron, Marcu Esenwein
ryguy266 chooses which army to play first or may defer. After armies are picked, I Hate Atlaga chooses who places first.


Optional Figure Modifications

If you and your opponent BOTH agree to play with these change, please do so to maximize information output. Completely at both player's discretion.

Spoiler Alert!
 
and then there were two!

Please note, 2 changes to Nidhogg that the player may option for use in this final game:

Optional Figure Modifications

If you and your opponent BOTH agree to play with these change, please do so to maximize information output. Completely at both player's discretion.

Spoiler Alert!


The Finals are on Contrast.

(Zawit x2, Treasure x4)

NOTE: For this round, Zawit's power's will ALWAYS take place before Lava Field
NOTE 2: For reference, Nidhogg does NOT fit on spaces with the treasure glyphs by the battlements.


The Youngoween (5-0) v. I Hate Atlaga (5-1) pool of armies is:
* Wizards 101: Ulginesh, Johrdawn, Chardris, San Tiim, Arkmer, Kyntela Gwyn, Marcu Esenwein​
* The Whole Hogg: Zombies of Morindan x4, Nidhogg, Swaysil​
* Hoggtied: Phantom Knights x4, Nidhogg, Isamu​
* Sir Snipes-a-lot: Knights of Weston x2, Omnicron Snipers x2, Sir Gilbert, Betacron, Marcu Esenwein​
I Hate Atlaga chooses which army to play first or may defer. After armies are picked, Youngoween chooses who places first.
 
Please note, 2 changes to Nidhogg that the player may option for use in this final game:

Optional Figure Modifications

If you and your opponent BOTH agree to play with these change, please do so to maximize information output. Completely at both player's discretion.
  • Nidhogg. Life = 10
  • Nidhogg. Siphon Soul only activates when destroying a unique (non-undead) hero

So I'll admit that I have been somewhat derelict in posting feedback on my final two games earlier in the playtesting tournament. I recently saw these changes to Nidhogg, however, and felt the need to comment. Simply put, these proposed changes are not only completely athematic, they also don't really fix what's supposedly the underlying problem with Nidhogg. Changing Siphon Soul doesn't really make Nidhogg less swingy a figure; instead, it removes a critical factor in what made Nidhogg so fun for me to pilot - and face - throughout the playtesting tournament.

One critical problem with Heroscape's previous big, imposing 180+ units is that they never feel dangerous enough for their sculpts. Just sticking to C3V, for example, Axentia is inconsistent - she often explodes before she gets to do anything, and using her effectively often means holding back from throwing her into a crowd, which follows not at all from the left-side text on her card - and the closest equivalent to Nidhogg, Bramcephys, rarely dominates a game's play patterns despite his size and imposing sculpt. Nidhogg is different. Nidhogg just *feels* right, *feels* like the one-man army implied by his sculpt, and that's primarily down to the way Siphon Soul functions. Because of the sustain Siphon Soul provides, the best way to fight him is to either bring a big beefy unit of your own (Marutuk, Heracles, etc.) or to pepper him with more shots than he can realistically heal off. You can't just hit him a little and then leave him alone for a while, because then Nidhogg can heal back up and dominate the endgame.

The upshot is this: games with and against Nidhogg play out exactly as you think they would from his sculpt, culminating in either a bunch of dudes trying to carefully out-maneuver and gang up on him or in Kaiju fights. Nidhogg's the gigantic monster on the other side of the board, and once he hits the field, he warps the game around himself (exactly like, say, a gigantic monster); his power set demands constant attention from both his opponent and controller. For the first time, in other words, C3V created a huge Heroscape figure that really felt like a one-man army, and feeling is, in fact, critically important for a game like Heroscape, which, at its core, is about genre-defying fights where you smash all your toys together and see what happens. Nidhogg is game-warping, and he should be, because both the sculpt and the concept demand it.

Have there been games this tournament where Nidhogg has single-handedly crushed an army? Yes. Have there been games where Nidhogg flames out and does nothing? Also yes. But changing Siphon Soul is absolutely the wrong decision, because it removes the drain tanking capabilities that make Nidhogg so unique and which make for interesting decisions over the course of the game (do I breath and lose out on a Siphon because my only viable breath goes over the only adjacent enemy, or do I go for the big hit knowing I'll only kill one thing this turn when I'm surrounded)? Heroscape doesn't really HAVE a drain tank outside of Cyprien, and Nidhogg has a vastly different offensive (and size) profile. It makes virtually no sense to me to remove the power that makes Nidhogg feel like a playable raid boss (independent of how well he actually does) in favor of Breath of Decay, the actual source of Nidhogg's consistency issues. If Nidhogg's powerlevel or consistency are issues, there are so many other ways to change that without killing the feel of the figure; and feel is extremely crucial for Nidhogg because of how striking his sculpt is.

(Besides that, I also feel that the Siphon Soul change kills the power without actually saying so. If Siphon Soul functioned in the way it will function in this final match for the entire tournament, it would not have activated a single time in any of my games. At that point, why even still include Siphon Soul on the card? Moreover, the Siphon Soul change is one that attempts to transform Nidhogg into a weird pseudo-assassin, a decision I feel it is only possible to make if you haven't actually placed his sculpt on a Heroscape board and realized how Nidhogg's basically a skeletal dragon kaiju. But the bottom line is that Siphon Soul is incredibly important to how Nidhogg plays - and I loved playing Nidhogg even when I lost with him, in large part because I recognized how my opponents had to completely rethink how they moved their figures on the board because of Nidhogg - and C3V is going in the wrong direction by making the power all but irrelevant).
 
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