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The Book of Air Marshall Zed Nesbitt

When moving other Vorids with Skyhook, can you change the position of passengers adjacent to Zed, to get a couple more hexes of movement? For example, taking a passenger on the right of Zed, moving Zed, and then replacing the passenger now to an adjacent position on his left. This would in effect give two more hexes of movement to the passenger.
 
When moving other Vorids with Skyhook, can you change the position of passengers adjacent to Zed, to get a couple more hexes of movement?
So yes and no. Zed only grabs people he passed over, not figures he's adjacent to at the start- it doesn't work like Carry. But once he stops moving, yes, you can choose any space adjacent to him to drop the passengers.
 
Ah, yes; good. I'd prefer that once carried he doesn't have to pass over them again if being continuously moved between turns, but its not written that way.
 
Does Zed automatically get the Height advantage when making a distance attack, even when on the same level as the target? I would say yes, but I'm sure someone will say no...
 
Does Zed automatically get the Height advantage when making a distance attack, even when on the same level as the target? I would say yes, but I'm sure someone will say no...
While thematically it would make sense, the card doesn't mention anything of the sort. It would be treated the same as any flying unit (who you would think always has height advantage, but doesn't).
 
That would be an awesome ability. “This character always has height advantage against a unit on the same level as it”
 
I really want this guy to have a Vorrid Common squad to bond with so he can shuttle the ones that aren't activated on their turn out to the middle of the board.
 
I assume you mean a 3-4 figure squad and not the forthcoming Tanuki Tricksters?
The Tricksters don't bond with him. I'd like a 3-4 figure squad that bonds with him. I think it would be really cool if he could be shuttling them, or other Vorids, around on the map without wasting his turn. He could shuttle the figures you didn't activate and move them around while the figures you did activate can still move/attack.
I wouldn't mind another hero either that boosts Vorid movement. I haven't played with Zed yet, but he seems like he really needs some help. 5 move feels painfully slow when you have to pass over a figure in order to pick them up.
 
An uncommon Vorid steampunk fighter plane with an air support ability to bond with flying champions would be pretty neat and thematic for Zed.

I'm thinking of decorating Zed's base with 6mm scale terrain and buildings to give forced perspective of him being high up.
 
I stand by my blimp hype but... this guy just has not worked for me. :cry:
I love the sculpt. Super cool and unique. The wings on the side make him a bit annoying to place on the board, but besides that, I'm happy with him.
I even love the special powers! Skyhook and Crash Landing are both interesting and useful.

HOWEVER.

That statline is not up to snuff. Not at all. I would like to see him get +1 across the board. 5 move is insufficient for a double-spaced figure, especially one that relies on flying over allies to use his ability. 6 range is nice but not enough to keep away from enemies. 3 attack is generally fine, but not if that's the only thing you get to do on your turn. 3 defense is average, which is not good enough for a 140pt figure. 6 life is better than average, but not enough for a figure that hurts itself and draws so much aggro.

I've played 3 games with the guy.

Game 1: I achieved the dream of Crash Landing in the middle of SIX zombies. However, I roll a single skull, and they all successfully block. So what's plan B? Simple, he doesn't have one. Without stealth flying, he couldn't even attempt another crash landing next round without incurring 6 leaving engagement attacks. Needless to say, he never made it out of that zombie pile.

Game 2: I get Zed up on a high point, but the dice aren't with him. The first squad of Marro Drones that approach kill him in a single turn. Can't really blame him for that, but still.

Game 3: By far his best showing, I used him against the Dreadgul Raiders and Valguard. He actually manages to kill a couple raiders! I also really like that he can help Decker get into position. But alas, his army still loses by a very wide margin.



Have you guys had any luck with the blimp? I guess he could be ok as a cleanup figure, kiting enemies with range and flying, and using Crash Landing once they get too close. 140pts is very expensive for cleanup though, and I hate to have to ignore Skyhook like that. Maybe he'll be better once the Tanuki Tricksters come out, but to be frank, I see them as replacing him more than working with him. They already have 6 move phantom walk, so Skyhook isn't that important for their development, and they can help Decker move into position (along with your Ninja Heroes!) while still getting to Nage Waza and 2 ranged attacks. I don't think there's a possible scenario where I would rather take Zed over 3 (THREE) squads of Tanukis, and that makes me sad.
 
Since you asked, I've proxied the official Zed for the Renegade scenario #9 Volarek's Arrival (see my commentary on that game on my thread Playing The Renegade Free Online Scenarios in General Discussion) but in general I've been very disapointed with all the Vorrids, except for the Tanuki (big anime fan here too). They gave this group a serious backstory of heroism, but then reduced their cards down to the status of 'funny animals.' I can't get of them to work well on the table top. The bears are great, but these guys are weak tea.

And if anyone, Zed should be their heavy hitter. Before his card came out long ago, both Anitar and I made our own customs for Zed which were much more poweful.

I have to say that Zed did very well in that, my only game so far with his new official card. This was because the scenario Is all about occupying a central bunch of victory hexes in the center of the board, which made a perfect target for Crash Landing, which worked fine that time. Volarek Vorrids even won the game! But I don't expect that to continue. Of course, you don't have to make an all Vorrid army. My Tanuki worked well with the Molten Crustaceans the first time I tried their new card, moving one enemy into a lava hex made from their dead. But again, this is a long shot, the next time I tried it it failed utterly.

I was very much looking forward to The Blimp, but now I don't even plan to buy it. One of the good thing about having proxy played the AOA cards ever since Haslab failed, is that I could see what is worth having the official figures for in an army! Besides reviving the game in general, the thing I admire most about Renegade is their furnishing all the new cards for printing out on their site. I've already spent too much on AOA figures.
 
Since you asked, I've proxied the official Zed for the Renegade scenario #9 Volarek's Arrival (see my commentary on that game on my thread Playing The Renegade Free Online Scenarios in General Discussion) but in general I've been very disapointed with all the Vorrids, except for the Tanuki (big anime fan here too). They gave this group a serious backstory of heroism, but then reduced their cards down to the status of 'funny animals.' I can't get of them to work well on the table top. The bears are great, but these guys are weak tea.
Decker and Tuck are both quite good, I think. Only the one game played with Decker so far, but I'm excited to get more out of him. But yeah, Zed and the Vorid Glide Strikers are a couple of my favorite AoA figures in terms of sculpts and design, but their stats really let them down.

I was very much looking forward to The Blimp, but now I don't even plan to buy it. One of the good thing about having proxy played the AOA cards ever since Haslab failed, is that I could see what is worth having the official figures for in an army! Besides reviving the game in general, the thing I admire most about Renegade is their furnishing all the new cards for printing out on their site. I've already spent too much on AOA figures.

I'm a total completionist collector, so I'll be getting them all, and I'm gonna continue to try to use them in my armies, even if they aren't super successful. Perhaps I'll experiment with some balance tweaks to get Zed worthy of that 140pts.
 
The Tricksters don't bond with him. I'd like a 3-4 figure squad that bonds with him. I think it would be really cool if he could be shuttling them, or other Vorids, around on the map without wasting his turn. He could shuttle the figures you didn't activate and move them around while the figures you did activate can still move/attack.
I wouldn't mind another hero either that boosts Vorid movement. I haven't played with Zed yet, but he seems like he really needs some help. 5 move feels painfully slow when you have to pass over a figure in order to pick them up.
There's got to be something that bonds with Vorid Champions coming down the line, as every unique hero they've released for the general has that class. The Frostclaws would have been great as a Volarak unit bonding with all those furry Champions.
 
There's got to be something that bonds with Vorid Champions coming down the line, as every unique hero they've released for the general has that class. The Frostclaws would have been great as a Volarak unit bonding with all those furry Champions.
That was the initial intention.
frostclaw_paladins_754818_original.jpg


Let's hope there is a nice Vorid squad or common hero that can step in to this role.
 
There's got to be something that bonds with Vorid Champions coming down the line, as every unique hero they've released for the general has that class. The Frostclaws would have been great as a Volarak unit bonding with all those furry Champions.
Some good news, the devs teased that the Vorid champions will get a bonding squad down the line. It was mentioned in the most recent developer panel.

Can’t wait to play them at full power!
 
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