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Foudzing's Scrolls of Truth - Explanation from letters # to B

Foudzing

Online HS Seasons 3 and 7 Champion
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The "FOUDZING'S SCROLLS OF TRUTH" contains 4 different rankings:
- Classic/Legacy: The ranking using points "as printed on card", with official units only.
- VC included: The ranking using points "as printed on card", including also VC units.
- Renegade All-Time: The ranking using Renegade points (which are classic points with a few, but very important, twists). If Renegade ever updates those, it will take updates into account. Those do not include VC units, using Renegade points for VC inclusive tournaments make no sense.
- Renegade Contemporary: The rankings of Contemporary units (units since Herocape rebirth in 2024), in a "Contemporary only" meta. If Renegade ever decides to apply point changes (or any change really) to any of those units, this ranking will take it into account.

"Bruh no delta points rankings?!?"
It's pretty clear now that Delta is gonna be an ever-changing thing, delta-team has chosen the "let's shake the delta meta for a bit" approach rather than small incremental changes approach. I simply will not be able to keep with 40+ ish updates every few months. Also things are much more balanced in delta, so the viability of an unit will be much more dependant on the tournament format. Basically it'll be a ton of work for a benefit close to 0.

"Bruh Y no Marvel?"
Despite having played 300ish tournament games, I have played only one Marvel inclusive event in my whole Heroscape career (RDL Season 2) and I didn't play a single Marvel unit in it. I also helped some others players to prep for some Marvel events, but yeah that's about it on my Heroscape Marvel experience. Marvel events remain extremly sparse and are made so the Marvel units (at least some of them) are like almost sure to be meta and see play, they are not considered "normal" events.

"Bruh you have some units I don't know in there."
Yes I pre-emptively ranked SoV accepted units, as those units have very low chance to change before VC release.

Now some words on how I did those rankings:

Those rankings are made considering an "infinite collection", obviously if you own only 2x Marro Drones and don't want to borrow any, those are not going to be B- tier, but probably lower.

The ranking of an unit is mostly driven by two things: 1-Strengh of the best possible(s) build(s) with that unit, 2- Importance/Value of that unit in this build.
That leads that units you 99% of the time see together like Grimnak/Heavies, Mimring/Arrows etc... will almost always be in the same tier, if not it's that one of the unit is relevant in another higher tiered build. Example: Haduc is B+ not because of his use in the elf wizard build but because he's a solid filler for 4th Mass being Valiant.
Fitting in a lot of "decent" builds, or allowing multiples "decent" builds may make the difference if I'm torn between two tiers, but is mostly irrelevant compared to the other two criterias.
HOWEVER, if there is a big tier gap between an unit and it's other parts, like 3 or more tiers (example: best Dzu-Teh build is probably with Q9 and Raelin) I'll consider that this build is very unlikely to see play in actual tournaments and hance will prefer to rank the lower tier unit (in our example Dzu-Teh) per its overall viability.

In the same reasoning, in the high tiers (S to B+) I rank units with a very high consideration of their place (or spot) in the top/cheese meta, and their ability to win tournaments (not only games) in the cheese format of the ranking (Classic, VCheese, All-Time, Contemporary). I prefer an unit/core that is just good vs mid tier stuff but has balanced to good machups agaisnt top tier stuffn, over something that has super good machups against the mid to bad stuff but is struggling against the top tier stuff.
I have S tiers only for the for the Classic and the VC inclusive rankings for now, the other formats are too recent to be able to subdivide the top meta that well.
In the lower tiers (C+ to F) I value overall viability and ability to not be a absolute deadweight. Also in those tiers I value units that are at least good in some niche usages over units that are bad unless when they get super lucky. For example I prefer Hatamoto that even if most of the time very underwhelming, will be strong in the right army and machup, over Runa with whom you need to be very lucky to make her worth no matter the army she's in, and no matter the army she's up against.

Formats considered:
- For points limit range I'm a bit wider than the other rankings threads, I'm considering 300 to 800 points limits since this is point limits we already saw in events, if an unit is extremly strong (meta) at this kind of points limit, it is considered and will boost the unit a bit. That being said most of the rankings is based around the classic 400-600 points limit.
- Same goes for figure limit, I'm mostly ranking per 16 to 20 figures limit but if something is really good at unusually low (9 to 16) or high (21 to 24) figure limits it will be considered.
- Viability in common squads restrictive formats (singleton, doubleton, RoX, uniques only) IS taken in account, as those formats are very popular, and it may bump an unit a bit.
- Viability in other army restrictions formats (Genwars, Monter Mash etc..) or alternative wincon/rules formats (HoB, Assassinate etc...) IS NOT considered
- Viability in draft formats IS NOT considered as the viability of an unit is directly dependent on the draft pool it's in.
- Viability in formats such as bring 2, pod draft, cut the cake etc.. IS NOT considered, those are basicaly draft formats you just draft armies of parts of armies instead of units.
- Viability in formats where points values don't matter and building a strong army literally doesn't give you any advantage (Reverse draft, reverse the whip) are OBVIOUSLY NOT considered.

Now while some of those formats aren't considered as is, if I think some of the experience or data I got while playing/watching those formats is relevant in a normal point bring 1 setup, this experience will be considered.
Same goes for delta points tournaments, I took some delta points tournaments results and experience in account to make those especially in the mid tiers machups where the delta points are close to normal points.

Scrolls of truth link (be careful when clicking, the truth can sometimes hurt):

Short explanations for every unit will be released over time!
 
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Explanations - #:

- 10th Regiment of Foot: 10th+Raelin is one of the 4 best cores in classic cheese and also extremly solid in VCheese. No absolutely terrible machup, Q9 rats isn't as bad as it looks and they have some great great machups. Without Raelin they struggle vs range. They are the extremly hurt by the renegade points nerfs, so much that their melee machups became hard.
Classic tiering: A+
VC tiering: A+
Renegade points tiering: A-

- 12th Caucasus Rifles: Being a squad of 2 really hurt them, they very expensive per figure for such fragile figures and do not have that great of damage per turn, 6 range isn't incredibly either I would have liked 7 or 8 for such fragile and expensive units.
VC tiering: C+

- 20th Main Volunteers: Something that struck me when playing them is "they good when you don't put order markers on them" lol, which is telling of what I think of those guys. They still are like half decent because they still a ranged common squad but both powers are clunky in my opinion, very easy to play around for a good opponnent. Even with Rygarn to help them with the order markers juggle they not great.
VC tiering: C+

- 4th Massachussets Line: If the tournament organizer chose a low point total and high figure limit, run 4th, they'll not disapoint. Even at 100pts a squad in Renegade points they still very good.
Classic tiering: A
VC tiering: A
Renegade points tiering: A

- 53rd North Carolina Sharptroopers: Squad of 2, low attack, and Steady Aim is a very clunky power to use in practice. I like long range but not to that point.
VC tiering: C+

- 8th Infantry Pathfinder: High damage per turn and synergize super well with Capt. John Varan, but extremly costly per figure making them hard to run even as a sidekick like Varan and 6 of them is 280 points which is a lot.
VC tiering: B-
 
Explanations - A :

- Achillean Gladiatrix: Adding one in a Gladiators build can help with melee machup since you now have range advantage and gets to choose where the fight happens, 40pts for one is extremly costly tho and I'd never get 2 as a supplementary squad of Capuans will always be better.
VC tiering: B-

- Acolarh: Very expensive in normal points, the chance of save is only around 10% which is… not great, a bit better with elf squads than with elf wizards but overall he's really bad.
Classic tiering: C
VC tiering: C
Renegade points tiering: C

- Acolytes of Vorganund: Mid tier melee squad, low/bad stats and not that cheap per figure (around same cost as Heavies/Knights/dwarves per figure), but great bonding targets, Morgoloth grants you the 5 attack a turn you really look for with melee. Summoning the heroes directly in the fight can make for interesting plays, if you force opponent to deal with Morgoloth and he does defend well, opponent can be put in an overwhelmed situation hard to deal with. They tend to die fast so either play a ton of them either get some defensive support.
VC tiering: B

- Admiral EJ-1M: Very expensive and low stats and damage overall, play him when you have like 1 or 2 pirates of a unique squad left it's enough to have a good raiding party turn. Admiral orders is nice little thing but it's not a crazy power either.
Classic tiering: B-
VC tiering: B-
Renegade points tiering: B-
Contemporary tiering: B

- Agent Carr: Basically no synergy, low survavibility, single attack per turn, ranged attacs too weak for him to be considered a ranged figure. Phantom Walk and his attack of 6 melee are his only qualities and it's not great qualities. Rush him in and try to get a key hero with SWORD OF RECKONING 4. Pray to get lucky.
Classic tiering: C
VC tiering: C
Renegade points tiering: C

- Agent Nora: Bullet Storm is easily dodgeable most of the time, but Nora is still a half decent ranged filler option even if you delete this power with her good stats and disengage.
VC tiering: C+

- Agent Skahen: Great standalone hero that can dish out a ton of damage and which synergies super well with some great support units (Laglor, Raelin). But be careful when making an army around her cause when she blanks on defense, it will be rough.
Classic tiering: B
VC tiering: B
Renegade points tiering: B

- Agrith-Naar: Wyrlwind can still be played around so Agrith-Naar has only one attack and even tho it's a 5 dice one if he miss it, he'll be very sad. So he's not Morgoloth level at all, but Acolytes of Vorganund are cheap enough so that they can afford to play both if needed.
VC tiering: B-

- Air Elemental: Putting 2 or 3 in a Water Kurrok build is a great "middle finger shower" to most melee armies. Even as a filler a Air Elem can have the same use if you are banking on a playing vs an army that has no answer to it (example: Dwarves, Capuans etc...), but very very specific unit that unless specific conditions like that, will be bad.
Classic tiering: B
VC tiering: B
Renegade points tiering: B

- Air Marshall Zed Nesbitt: Okay fly and range is nice but not to that point, Zed cost a ton of point for a very bad offensive output, crash landing is decent but has too much negative sides on it, and I don't see any great use for his skyhook ability for now.
Classic tiering: C+
VC tiering: C+
Renegade points tiering: C+
Contemporary tiering: B-

- Airborne Elite: Sacrificing 110 points to have the chance to either snipe/doing huge damage to a key piece or kite like a boss proven to often be worth. If they don't drop round 1 they are usually not Worth their points especially in "squadscape" but still can be in some instances, like dropping late game in a lategame scramble situation or dropping in a "stare down" situation.
Classic tiering: A-
VC tiering: A-
Renegade points tiering: A-

- Akumaken: For a standalone, melee, single attack hero, he's not that bad, he straight up wins in some lategame situations. Still 110pts for a filler/lategame unit, is too expensive for me.
VC tiering: C+

- Alastair McDirck: Great fighter, great secondary bonding option for Knights (after Gilbert). His ability to snipe a hero or kill 2 members of a unique squads makes him great in low commons formats, especially with Frostclaws. You can play him as a filler for 4th aswell, he's good vs Kravs and has very decent odds to clutch the lategame vs Marros on a init switch or something. But please don't try the solo Q9/Nilf assassination with Alastair that has extremly low odds to work. Overall fits strong hero who fits in a lot of armies
Classic tiering: B+
VC tiering: B+
Renegade points tiering: A-

- Amberhive Protectors: Incredible damage per turn, and super cheap, but as they sacrifice and have super low defense for a melee squad, they drop like flies and you'll run out of them fast even if you run like 20 of them. And the thing is since you need an Insect Hero for the sting, the package is quite expensive and it's hard to play them as a "suicide sidekick" like send them in and let the other core off your army finish the job.
VC tiering: B

- Ana Kharithon: Passive healing great, hopefully the small and medium restriction keep her in check for now as her best targets are Syvarris and Skahen and those are still fragile. But very strong and cancerous potential, in Marvel allowed she already wreck havoc with Silver Surfer or Iron Man.
Classic tiering: B
VC tiering: B
Renegade points tiering: B

- Anubian Wolves: For sure they not great, squad of 3, no bonding, and overall low attack aswell. But imo underrated, move of 6 and defense of 4 makes them very reliable against a lot of range builds around their tier level (Aubriens, Snipers, Drudges..). And in a lot of situations vs melee they can refuse combat and wait out until they get a good roll, or force opponnent to go in in a bad postition, especially vs a melee hero.
Classic tiering: B-
VC tiering: B-
Renegade points tiering: B-

- Arashara Goshiri: A crazy amount of points for a power that while strong, only works half the time... If you miss shifting sands that's just a wasted activation honestly this power could have been a passive one Kuthnak style, she woud feel way less terrible to play. Buuuuuuut she still have good bonding squads (Romans and Band) and can be a half-decent option in higher points has those bonding squads are very cheap per figure.
VC tiering: C+

- Arkmer: Staple in the elf wizard build, Arkmer is also not that bad as a standalone or with just Kyntela as a +2 def equipment. But I disagree with people making him a B+ or better and like a great standalone option, Arkmer will struggle into most range things, and even vs melee things he's quite variancey, he can like suceed engagement strike and negate attack or he can like fail his engagement strike and straight up die. Also even if 4 dice attack (5 with height) is high you can still miss it and when it happens it's very bad.
Classic tiering: B
VC tiering: B
Renegade points tiering: B

- Arktos: Incredible synergy web guy, best hero choice for Varks, a turn of boosted Greyspears attacks can make a game and if opponent kill one Greyspears, Arktos replace him and it's even worse. As opposed to Vikings Champs, his 5 attack range 6 make it so your opponnent will have to kill himn, then you put the spirit on Marros, or Kravs, or Borgs and enjoy life.
VC tiering: A-

- Armoc Vipers: Low combat stats, quite expensive per figure and no power besides bonding, they obviously not top tier, BUT still 4 activations and "non-kitable" move value, honestly kinda underrated. They get access to better bonding option in VC with Azurite and Zorgross, much better fit for them.
Classic tiering: B-
VC tiering: B
Renegade points tiering: B-

-Arrow Gruts: Multi-purpose squad that allows plenty of builds, strongest one being with Mimring and Raelin, it turns out you don't need that many defense to block correctly when you so cheap and have 6 move disengage. They can also play as immobile damage dealers with Swogs, they have a myriad of synergies and playstyle and they can often adapt to the opposing army or situation they are in.
Classic tiering: A
VC tiering: A
Renegade points tiering: A

- Arthur of Sherwood: As a standalone a bit expensive for 70 points, and does not fit super well in a Nottigham Brigand build, but still an interesting option.
VC tiering: C+

- Ashi-Dulu: Standalone Grimnak, good vs melee common squads, but not Hydra/Kaemon good at all and hance not good enough to justify sacrificing 115 pts especially considering his lack of versatility.
VC tiering: B-

- Ashigaru Harquebus: Probably one of the most underrated common squad. 4 men ranged wait then fire squad, same move range and damage as 4th and 10th, for even cheaper. Like 5x Harqs +Raelin is only 380 pts, in comparison 5x 4th is 350 but will have much fewer options to fill the rest of the points with. The 1 defense would be a problem, but Raelin covers that very well, you can argue that you can go for Raelin and they become very fragile which yes is definitely a weakness of them but going for Raelin while under ennemy fire is always a big gamble that's why she is so good.
Classic tiering: A-
VC tiering: A-
Renegade points tiering: A

- Ashigarus Yaris: In a lot of formats they just terrible, 5 move 1 range 1 defense just auto-lose vs many many stuff. But in formats where the Kato+Raelin+Harqs+Yaris (at least 2x each) army is playable it will be very strong into melee and Yaris are a big reason of that.
Classic tiering: B-
VC tiering: B-
Renegade points tiering: B-

- Asterios: Strong fighter but harder to play than what he looks like at first glance, often stuck at playing lategame in which he isn't that great.
VC tiering: B+

- Ataraxis the Starlich: The 5 spaces aura and and the "free" development from Necrotizing Wormhole are nice, but 160 points is way too much for that. Nanobot Soulcage is in my opinion a very overrated and overall weak power, there is't really a point to resurect Ataraxis over and over as she's a very Weak fighter with low survavibility, also your opponnent get to decide when he's bringing her back in which makes the orders markers very hard to setup and also Ataraxis can be pounded on in the very same turn she revives.
VC tiering: C

- Atlaga the Kyrie Warrior: Underrated hero, having a 25% shot of straight up winning agaisnt a big portion of armies is a great tool to have, completely worth the early devlopment loss. And even vs the armies where you don't have this option, he's not that bad of a single space filler, with Fly and range and good synergy with Raelin.
Classic tiering: A-
VC tiering: A-
Renegade points tiering: B+

- Aubriens Archers: Good kiting abilites and they can go on a rampage with some good Frenzy rolls, but will struggle into most top tier stuff as they not good vs high defense and high activations melee, so most top tier melee things ,and they decent into wait then fire but not good enough into top top tiers wait then fire builds in normal points.
Classic tiering: B
VC tiering: B
Renegade points tiering: B

- Augamo: Very beefy and strong juggernaut, great with Talingul, but be careful he doesn't get stuck in a situation where he's getting kited on with the opponnent waiting for the defense whiff, 4 lives is very few.
VC tiering: B+

- Avernus: Wave of Flame is nice but it's often not Worth taking the disengage hits for it, which makes Avernus a bit of a snowbally unit where the first wave foe flame rolls of the turn is very important for him to get going without losing too many lives too fast in the process. Obviously best in a Talingul build.
VC tiering: B

- Axegrinders of the Burning Forge: Decent melee bonding squad but in my opinion sightly overrated. You are often stuck in situations where you have the choice between a bonding turn and a non-bonding turn, and both options suck. Yes huge damage vs big guys but most top armies playing big guys have small guys protecting the big guys, which highly mitigate dwarves main strengh. They can still do it on a great init switch but it's not a hardcounter at all. Still 5 activations, cheap per figure and decent stats, gud.
Classic tiering: A-
VC tiering: A-
Renegade points tiering: A

- Axentia: Expensive investment but can really wreck havoc in opponnent's army, and do not really care about Raelin, also relatively easy to play: just SEND HER IN. She tends to die a bit too fast vs top tier armies tho.
VC tiering: B

- Azazel the Kyrie Warrior: In my opinion overrated unit, because the way he wins is impressive, like comeback 4 or 5 times, but when you actually count the damage he deals, it's not that high, it's just that the way he deals it is impressive. When played as a standalone he struggles against high commons high damage builds, he needs the bonding to unleash it's full potential and be able to attack as soon as he comes back but Death Knights aren't great.
VC tiering: B

- Azurite Warlord: Good fighter, decent alternative for Romans, probably the best option for Armocs in competition with Zorgross.
VC tiering: B+
 
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Explanations - B :
- B-11 Resistance Corps: Very strong and stable (low variance) ranged unique squad, but not quite Vcheese viable.
VC tiering: A-

- Bahadur: Strong fighter, beefy and solid offensively, but way less useful and versatile as Arktos.
VC tiering: B

- Banshees of Durgeth Swamp: Way too expensive and fragile for a melee squad, due to this they lose even vs most squads they are supposed to counter (Minions, Warforged Soldiers etc...). They lose both vs strong expensive squads, because they can only kill 1 a turn, and vs cheap squads because they too fragile and expensive.
VC tiering: C-

- Beakface Rogue: Honestly very decent filler as a 1-off or 2-off in a Nottingham Brigands build.
VC tiering: C+

- Beakface Sneaks: They looks like decent range counters but even tho they have 5 defense vs ranged attacks, the development of only 2 guys if they don't attack is very rough, they have to go in to get the 4 men development, and if they go in well they have 2 defense… Honestly I don't see a squad were I am like "oh yeah Sneaks are GREAT into them!", they are good into Blastatrons without Gladiatrons but that's about it LOL, and I see many sqauds into which Sneaks are utterly terrible.
VC tiering: C

- Beorn Boltcutter: Tough to rank as this guy is very special and has few games played, clunky guy to use, for now only decent targets are Vulcanmech Incendiborgs and Omegacron, you have to use 1 turn for the bonus, and will probably never find the time to take this turn again, so it's really a one time thing if you play this guy without dwarves, not really worth. A mixed dwarf/soulborg build with Beorn never really worked, Omegacron east too much points for what he does and with Borgs the bonus is easy to remove. Maybe with Borgs and Raelin it gets more interesting, it needs more experimentation.
VC tiering: C+

- Black Wyrmling: My general opinion on Wyrmlings is they aren't great, they are sightly overrated, cause yes their attacks/powers have high chance to go through but they only 2 activations a turn and they are quite expensive for such fragile figures. Black is the most overrated of the 4, Red will be better except in very specific machups. But it's still an interesting piece in some more restrictive formats it can target specific threats (for example Kravs).
Classic tiering: B
VC tiering: B
Renegade points tiering: B

- Blade Gruts: 10 points per figure, exceptionnal mobility 4 figures 6 move disengage they control the board like any other. And they have a huge amount of synergies that completely covers their at first sight weak 2/2 stats, when in game you realize that if you let them set up those guys often roll 4 in attack and 5 in defense. Top tier in some points/figures total.
Classic tiering: A
VC tiering: A
Renegade points tiering: A

- Blastatrons: While it will most likely crush a lower tier army, the gladblast combo has lot bad machups in the top meta (deathreavers, wait then fire, dragons) that makes them unreliable to play in cheese, also they need 20+ figure limit formats to get that 3xglads 2xblasts setup.
Classic tiering: A-
VC tiering: A-
Renegade points tiering: A

- Bloodburst Thrall: By far the best of the Thralls, just for the 4 defense, rupture is also nice to have and engorge while situationnal can be key in the right situation. So the best Thrall army will be constitued mostly of those guys, that's said Thrall are still bad and those guys will still massively struggly into range.
VC tiering: C

- Blue Wyrmling: The worst of the Wyrmlings, but not by a huge margin. 4 attack makes those guys kinda interesting to put in a Wyrmling build if you need some way to deal big damage to large/huge Heroes, but 5 move really make this assassination play hard and 35pts a piece is a lot of investment. The Lightning attack is pretty bad and a plain downgrade from White's Ice Shards.
Classic tiering: B-
VC tiering: B-
Renegade points tiering: B-

- Bok-Bur-Na: Very expensive for such a fragile melee hero, also being a support unit for fragile melee unique squad is not a great role to fulfill in Heroscape. When BBN is in the fight he can do some damage with a bit of luck, but nothing crazy either.
Classic tiering: C+
VC tiering: C+
Renegade points tiering: C+
Contemporary tiering: C+

- Bol: Takes the Wannok wound very well, and if not, can get some free turns to MAYBE get a bit of damage done, ankle shank has also much more chance to trigger than Otonashi's Attack the Wild. Overall a much better deal than Otonashi as long as you are not running some kind of Skahen build.
VC tiering: B

- Boreos: Extremly annoying unit to play against as melee, great piece in a Talingul Construct build, moves Talingul for free and disrupt opponnent very well,c an set up a key hero to bashed by another construct (Lilja, Iron Golem etc..)
VC tiering: B+

- Bramcephys: Decent in low commons environment, he will struggle to be worth his cost in an environment with a lot of cheap commons.
VC tiering: B-

- Brandis Skyhunter: Overall a terrible guy, 3/3 stats are terrible. Sky Watcher working only while not engaged will force you to disengage continuously to get it and will often force you to give up height. And even when you have it it's nothing crazy, a single attack of 5 is Nothing crazy as a turn. Archer's Glory would be great if the rest of the card wasn't utterly terrible like first you need to kill a unique hero to activate it, good luck with that, and secondly even when you get it (real Heroscape achievement) congratz you got yourself a second attack of 3 wooo! Way overcosted.
Classic tiering: C
VC tiering: C
Renegade points tiering: C

- Brave Arrow: Decent single space 50pts filler, concealment is nice and tracking allows him to get in the fight fast and catch things, then it's often a dice game, but with 4 attack 4 lifes 3 defense he often has the sightly better odds. With Mohicans he's good to have especially vs heroes he will get in the fight fast and greatly help Mohicans deal with those thanks to his 4 attack and his attack boost.
Classic tiering: B
VC tiering: B
Renegade points tiering: B+

- Braxas: Extremly high damage per turn with Greenscales but weakness to other King builds prevent her from being meta in cheese formats. Large squads machups (Hounds, Frostclaws) aren't that as bad as they look as long as Braxas has Greenscales with her.
Classic tiering: A-
VC tiering: A-
Renegade points tiering: A

- Breach: Good juggernaut, more versatile than what he looks like at first glance, good option in a Talingul build, as a standalone a bit costly but still usable.
VC tiering: B

- Brimstone: "Please do not attack me for 4 turns while I recharge", very meh dragon and extremly costly for what he does (only 20pts less than Moltenclaw is kinda hilarious). That's said he still has bonding and if you play it well he's still somewhat usable with Greenscales, just go melee Xenithrax style and use the special once every 3~4 turns, not thaaaaat bad. Alone, he's bad, but he can do some shenanigans like running around and when he's LOADED, BOOOOM IN THE STARTZONE, more funny than effective but can still catch of guard or just win the game on a good roll.
VC tiering: C+

- Brontos: Great duelist, loves to SMACK heroes, but complete lack of synergy, single attack per turn and no disengage makes him extremly clunky to play in high common squads environnement.
Classic tiering: C+
VC tiering: C+
Renegade points tiering: C+

- Brunak: Some niche use with Ornak, and even as standalone there's some fun stuff to do with hin but overall to expensive for what he offers. Low offensive output, low life count and no disengage means he is extremly easy to block and deny for any competent player.
VC tiering: C+

- Brute Gruts: Extremly cheap, good defense and disengage to close in effectively, gigantic damage except vs very specific things like high defense heroes. Their only weakness is their 5 move so they can get kited but even vs ranged stuff one init switch and the thing that tried to kite just get obliterated, to limit kiting against them they work best as ambushers to protect your range.
VC tiering: A+

- Buccaneers of Tortuga: Slow and low defense isn't usually a good recipe but D20 save against range, being cheap per figure and huge damage with init on turn 1 makes those guys very interesting and not that far from top tier melee squads.
VC tiering: B

- Bugbear Basher: Expendable Rabble and Attack enhancement are two great power that works well together and makes Bugbear Basher a staple in a Goblin Slashers build (can even run 2 of them) with other Goblins he's way too clunky to use.
VC tiering: B
 
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Explanations - C :
- Call the Smuggler: Very weird guy, Phase Teleport can like come out perfectly or completely throw you out, Quickdraw 11 is very nice to have for such a figure that likes to keep the distance.
VC tiering: C+

- Calibrax the Kyrie Warrior: Ranged double attack of 3 with fly is very nice, but 4 lifes 3 defense is extremly fragile for 130 points and 5 range isn't quite enough to feel safe while shooting. Calibrax will need a lot of things going his way to be worth his big investment. The Healing is interesting but as all active healings, it is quite diffficult to pull-off effectively.
VC tiering: C+

- Capt. John Varan: Best unique soldier hero to use in a Pathfinder build, he'll transport them while protecting them well and may unleash a big Battle Valor turn while doing all that. As filler he's very decent, underrated, I 100% take him other Johnny and James just for the increased survavibility and the potential big turns while wounded.
VC tiering: B

- Capuan Gladiators: Steamroller (Caupans, Spartacus, Crixu) is a very straightforward and quite strong build, not that far from top tier stuff, can really crush some armies, struggle into most of the top tier stuff, due too too many figs and/or too high firepower cracking through their 4 defense, but can be a power house in lower figures formats.
Classic tiering: B+
VC tiering: B+
Renegade points tiering: B+

- Cathar Spearmen: Braced Spear 16 is obviously a super strong power that makes them really annoying to play against for melee, nothing worse than dying on your turn after your move and wasting a whole activation. But even in machups where Braced Spears isn't that strong, they basically have 4/2/3/4, 2 range means they get range advantage vs melee which in conjonction to braced spears is just obnioxous, and versus range 4 move 2 range is not that bad, it's decent threat range, most stuff will have trouble kiting them effectively, and 3/4 are just great great stats, due to this, they can take on things like 10th or even dragons. Overall extremly solid squad, more versatile than what people think, top tier common squad, great with figures that forces opponnent to go towards you (Q9, Kravs…)
- VC tiering: A+

- Chardris: Decent shooter in the wizard build, you want to play 2 to 3 shooters in a wizard build so Chardris will be often in. He's in competition with Jordhawn, some machups he will be better than Jordhawn, some he will be worse, they split those pretty much in half.
Classic tiering: B-
VC tiering: B-
Renegade points tiering: B-


- Charos: Absolute tank, but slow, no disengage and single attack per turn means a good player will most of the time be able to exploit his weaknesses, Charos + Greenies is a decent mid tier melee build not that bad but 4 activations is less than 5 and greenies being weak outside of the aura make it so the build has trouble on controlling the map correctly, really like tight maps. Adding a long range guy to cover this weakness can be a good idea.
Classic tiering: B
VC tiering: B
Renegade points tiering: B

- Chen Tang: I'm gonna be honest I never played to saw this guy played, but it seem not great for the cost. Whirlwind we all know it's easy to play aroudn and the palm thing, I'm meh on it, limit to small or medium really make this power kinda irrelevant, like most small or medium guys will be dead by the time the palm wounds really add up.
VC tiering: C+

- Clawfoot Interceptor: Decent filler in the lower tiers, Dive bomb could really do some damage. The combo witch Sneaks is fun but implies playing them with sneaks, who are bad. Too bad the carry power is limited to Raptorians.
VC tiering: B-

- Clayton Pierce: The cowboys are more of a fun build than a strong one, they don't have the beefyness to really hold up vs good melee and vs range they will have some trouble making good use of shootout. And even if the shootout turn is good, the others are kinda bad so they works best as a side-core with Something else, especially good where common spam is limited.
VC tiering: B-

- Command Courrier: Terrible terrible guys, the problem with these guys is simple but very problematic, they cost way too much, they are supposed to be like annoyers, blockers, to take damage insteasd of other parts of your army, but like a 35pts the life, you might aswell just play more DPS guys… and like just moving 1 guy up isn't doing enough work in terms of controlling the board. Also you need to put oms on them, so if you play only like 3 or 4 (which is already a whopping 140pts) putting oms on them can be your downfall if they miss couples of pseudo vaishes and disappear with your order markers on them, and like it's just move one guy somewhere… the reward often isn't worth the risk so you paid 140pts for nothing.
VC tiering: F

- Concan the Kyrie Warrior: After being very clunky and basically unusable for 20 years, Concan finally got a great pairing with Ordo Borealis, the combo is slow and your opponnent can dodge it if he wants to but it can really forbid a whole area of the map as 3 attacks of 4 at 7 range is huge damage, and once Ordo are dead if the game is close Concan can make use of his fly and good stats for some clean up dutties.
VC tiering: B+

- Cormin the Dark: So a good thing about this guy he's that he's so weak defensively that he often dies before he stabs you in the back. Facade could be nice he had some kind of bonding with a squad but like if you control the whole board with a defense squad (let's say deathreavers) you'll not abuse that board control (you put a lot of efforts getting) by putting oms omde m Cormin for a single attack of 5 per turn… Well he has bonding with nottimgham brigands I guess it's Something.
VC tiering: C

- Cornelius Breech: Mutiny is a very clunky power, when playing pirates the squads are the high priority targets anyway, adn they are not the sturdiest lol, having Mutiny triggering in the perfect time to heal is just too much of a hassle, first assault is decent power for a high life hero like that, making him a half decently "statball" for 80, but nothing crazy.
VC tiering: C+

- Corvor the tainted one: Summoning this guy in the opponnent startzone with acolytes is always a fun moment, Corvor is also surpsringly beefy vs squads with low attack. But Corvor has some massive weaknesses: aura of corruption being only 2 range and only a 15+, being 4 move, and aura affecting your own figures also sucks when playing him with Acolytes, sometimes making it hard to hit both with Corvor and Acolytes in the meantime, what you really need to do with a melee army. He's not that bad, but he's no Morgoloth, especially for 175pts.
VC tiering: B-

- Count Raymond: Speedy Cathars is an underrated build, 3/4 are great stats and and 5 move 2 range is near impossible to kite, if opponnent doesn't have strong blockers (deathreavers) or very speficic ranged things (Kravs) he's in for a bad time. And for that build Raymond is at least as good as Marcus Decimus Gallus, MDG aura is bonkers vs melee but you playing Cathars so you probably good vs melee already, s just because has better stats and hance is sightly better lategame Raymond is usually the choice.
VC tiering: A-

- Crixus: Not that great as a standalone Crixus is a powerhouse and a staple in the Gladiators Steamroller build, the triple Spartacus boost really does wonders on him making +1 move really cover his weakness of sometimes being kited, and the +1 def really diminishes his blankings pobability and really helps One Shield defense shien. The +1 attack is less significant but it's stil great to hit that hero for 7. Crixus leads the charge and his hard to ignore and allows Capuans to flow in.
Classic tiering: B+
VC tiering: B+
Renegade points tiering: B+

- Cyrpt Guardian: Extremly beefy if opponent doesn't have the right tools to deal with them they can slowly but surely whittling down an army. that's said they only manage that vs low stats guys really, vs high stats guys the auto shield often isn't enough and they have trouble getting damage in. Interesting combo with Braxas but it's no Braxas-Greenies, unfortunately they don't help Sudema much she's still terrible.
VC tiering: C+

- Cxurg'gyath: A very subtle mixture of bad stats, bad powers, bad synergy and super high point cost.
VC tiering: F

- Cyprien Esenwein: Overrated Hero, cool in casual games and stuff but against a good opponent who will stay grouped agaisnt him, Cyprien will have hard time to regen correctly and to dish out his damage over the course of the game like he's used to in casual games on big maps. You can try to use him with like Goblins Cutters and have Cyprien go in, and retreat to heal but if you do that you basically attacking half the time and it's not great unless in very specific circumstances. While still a decent hero, Cyprien struggle agasint good tiers commons agaisnt whom he'll need both a hot d20 and good defense rolls to carry his weight.
Classic tiering: B
VC tiering: B
Renegade points tiering: B
 
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