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The Book of Vorid Glide Strikers

The Book of Vorid Glide Strikers
Age of Annihilation - Rising Tide - "Wing Commander Tuck Harrigan and Vorid Glide Strikers"

full

Basic Side Army Card
Spoiler Alert!


Character Bio: “VICTORY ON WINGS! Glide Strikers Swoop in to Save the Day!”

- Headline from the Westdam Tribune

When the Vorids first took to the skies, it changed Noxdorman warfare forever. At the forefront of that technological revolution were the elite Glide Strikers. Deploying behind enemy lines from the first prototype battleblimps, these intrepid soldiers secured three cycles of dominance for the Cynodont Hegemony.

Though Vorid technology has since moved on to even more advanced contraptions, the Glide Strikers still favor highly modified versions of their original wingsuits, maneuvering in them like a second skin. Those who have had the privilege to fight beside them call their aerial acrobatics nothing short of extraordinary. Those who fight against them rarely live long enough to call them anything at all.



GLIDER LANDING
Vorid Glide Strikers do not start the game on the battlefield. Before revealing an Order Marker on Vorid Glide Strikers, you may place one Vorid Glide Striker from this card that has not been destroyed on an empty space. You cannot place that figure adjacent to other figures, or on Glyphs. The placed figure cannot move normally on their first turn.

EVASIVE 1
When a Vorid Glide Striker rolls defense dice against an attacking figure who is not adjacent, add 1 defense die to the defending Glide Striker.


_________________________________________________________________
-Rulings and Clarifications-
N/A​
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received

  • AIR MARSHALL ZED NESBITT: Skyhook
    As Medium Vorids, Vorid Glide Strikers may be moved by Air Marshall Zed Nesbitt's SKYHOOK.

  • BRAVE ARROW: Scout Melee Attack Enhancement
    As Scouts, Vorid Glide Strikers may benefit from Brave Arrow's SCOUT MELEE ATTACK ENHANCEMENT Attack bonus.

  • TANUKI TRICKSTERS: Tanuki Aruki
    As Medium Vorids, Vorid Glide Strikers may be moved by Tanuki Tricksters' TANUKI ARUKI.

  • VENOC WARLORD: Scout Leadership
    As Scouts, Vorid Glide Strikers may benefit from Venoc Warlord's SCOUT LEADERSHIP Movement bonus.

Synergy Benefits Offered


C3V & SoV Synergies:
Spoiler Alert!


_________________________________________________________________

-Heroscapers Community Contributions-

Power Rankings
- TBD​

Unit Strategy Review
- TBD​

Images

AoA Concept Art
Spoiler Alert!

1739562486542-png.73178
 
Last edited by a moderator:
Am I understanding this correctly?

It will take 4 activations of this squad with no losses to get up to 4 attacks of 2 (+probable height)?
 
Am I understanding this correctly?

It will take 4 activations of this squad with no losses to get up to 4 attacks of 2 (+probable height)?
Yes. The NGC version of this card has a much lower point value IIRC.
 
I don't tend to think of them as a four-man squad that will have four attacks on one order marker. Rather, they can be treated as four individual assassination attempts (a quiver with four arrows, if you will). Unlike the Airborne Elite, the strike will happen when you want it to, and you will be guaranteed four activations with this card, even if it ends up being only one figure each turn. Personally, I consider it a pretty unique take on unique squads. Your winged assassin can appear anywhere and immediately attack, causing a sudden problem that your opponent will likely want to deal with before it magnifies with additional activations. Assuming you have opportunity to place them on height, each unit's first turn should grant them 3 attack and 4 defense (taking Evasive 1 into account).

Now, getting them to consistently wound something is a different matter.
 
You can also try to set up for an initiative switch, drop one on OM3 when you're down in initiative with the initiative glyph, then try to drop another one the next round on OM1.
 
In comparison with the Airborne, there's another advantage! If my understanding is correct the glide strikers are guaranteed to enter the battlefield, while the Airborne are not. I think that means you cannot end a game with them not activating. That could make the glide strikers pretty devastating in the endgame when your opponent only has a few figs left.
 
They're only guaranteed if you put Order Markers on them, but yes, they are a lot safer than the airborne.
 
Without help, the VGS are best when they get to take advantage of an initiative switch or as late-game cleanup.

They're an interesting choice of recipient for Finn the Viking Champion's "Warrior's Attack Spirit" as well.
 
Great miniatures, and what I fear will be the worst units in Rising Tide. I'd like to see someone use them well and prove me wrong! I'd much rather have Tuck Harrigan at 60 points.
 
Worth noting there is an imminent FAQ/Ruling Clarification on if Glider Landing can be triggered before rolling for Tuck Harrigan's Glide In 13 power and moving the Order Marker used for the Glide Striker's landing to Tuck for him to take the turn.

Current community consensus is divided, awaiting official ruling. If allowed, this would be worth writing down as a synergy option with Tuck.
 
These guys are growing on me. I'm starting to see some of the value in bringing them for tournament play, but it's 90% as a clean-up unit. Sadly does not fulfill my dreams of having them lead the charge, but they do seem to be pretty decent at the end of the day. Especially in Contemporary's limited range sandbox.

Need to get more games in with them, but they are in one of my pods for the current OST season. Sadly they were not played in round one, but I'm hoping to deploy all four in one game at least once by end of the season.
 
Yeah my plan for them is a clean up end game unit in a Shooting Scout enhanced list, with Venoc Warlord making extra fast Mohicans and Zetacron leading the charge and these guys dropping in after attrition has taken its toll.
 
Could be a discrepancy in the prepainted scheme. I'd have to look at the actual sculpt to see if one of the feet looks more artificial than the other, but it certainly looks like they painted them the same.
 
Could be a discrepancy in the prepainted scheme. I'd have to look at the actual sculpt to see if one of the feet looks more artificial than the other, but it certainly looks like they painted them the same.
Mine should arrive this week, so I guess I'll check the physical mini soon.
 
Mine just arrived painted. The fox mini does indeed have both legs painted black like the image, although the detail on the mini's right leg (the one in the air) lends it to being mechanical below the greave. I assume this was done to save on painting complexity/number of paint colors.
 
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