Arashara should be at least B, if not B+. She is GREAT at distrupting opponent's placement of figures, such as Raelin, and putting yours in a good place.
I echo this. Arashara can kill Raelin in a turn by surrounding her with squaddies while placing your Raelin on her perch. Plus all the other shifts she can do. The d20 can be her Achilles Heel, but she has pretty good odds of pulling off a few key shifting sands.
I think Myrrdin is more a B as well, though no higher. D20 boosts are hard to nail down a real value to. I haven't played any other figure enough to guess ranking yet.
I played Arashara quite a bit and she is solid, but she only sporadically really shifts a battle. I'd put her at B.
Ulfrid can be a total beast. I'd say A-, personally.
Havech Eradicators are crazy solid if you use them mostly as melee, with only important ranged attacks. I'd say B+ for them.
Just for fun I'll throw my hat into the ring as to how I feel about the new figures power rankings.
Vulcanmech Incendiborgs: They don't have any glaring weakness, although 4 move is slow there 10 threat range is passable for a range squad. with there special attack they can be successful in the squad heavy meta game. Redundant allows them to hold on to height or impotent chock points for the rest of your army.
Skeletons of Annellintia: There survivability with Reanimation and there mobility with Undead Legion means they have a shoot versus almost anyone, there reliance on there cheerleader and there weak stats means they could fall to armies a lot weaker then themselves.
Arashara Goshiri: If you allow your opponent to get through 16 or sometimes 20 Romans or Greeks to attack her then your playing them wrong, although she still fears assassin figures like Phantom Knights or Airborne Elites. Her value is lowered if your not playing with glyphs, but a 50 50 shoot each turn of potentially turning any game around can't be undervalued, her 4 attack comes in handy more then one might think.
Havech Eradicators: They can deal a lot of damage very fast, to the opponent or yourself. If you have to play them prominently as a melee squad then your basically playing with the horned skulls but for 15 more points, and those occasionally ranged attacks can backfire to often for them to be ranked higher. Though They really can shine in the hands of skilled player who know how to use them.
Myrddin: the only figure that I have not played multiple games with so his rank is more theory scapeing the anything. With his low defense and potentially high variance self wounding special power he can perform poorly quite easily, his solid special attack and game changing power counter balance that earning him a average B.
Martial La Hire: A nice stand alone hero that will usually kill around his points unless the dice are particularly hot or cold.
Deathstrike Thrall: They will rarely kill there points, but they do allow the Preyboods to kill there points worth and beyond more often. Versus hero heavy armies they can be lethal, it's a shame that the meta game is squad heavy.
Skull Demon: Helps push the Deathknights closer to competitiveness, they still are fairly fragile especially with the Deathknights having a difficult time screening for them like other higher men melee squads can do for there Cheerleader.
Command Courier: Although fun in causal games, a large point investment for order marker flexibility with a vulnerability to special attacks does not cut it for me.
Elaria the Pale: Another fun figure in casual games that helps out some underused figures, her susceptibility to heroes and lack of multiple attacks per order maker hurts her more then her other powers help her.
Last edited by infectedsloth; August 31st, 2012 at 03:35 PM.
Havech Eradicators rock! At Islandscape July 21st, Gurei-Ornery, a Maryland player, won it all with Havech Eradicators x3, Tulbakra, and Marro Warriors, going 5-0, with a point total of over 1300! After this showing, they should be either an A- or B+. And they also give Tulbakra a huge boost, because you want to use them as meele whenever possible.
They're perfect for reverse the whip because players who haphazardly shoot from range will find this strategy to be their undoing.
I have a preliminary draft of updated rankings done, but if there any other testers who want to chime in, please do so.
Redundant Systems seems far better than 4 life, and the same mechanic under different names should lead to a unique squad renaissance.
I agree with the guy who said you need a lot of them. Just don't take them if you're using cumulative partial scoring.
If he were a Warlord, he'd be perfect.
The "simple, ordinary things" you do do tactically are at risk of being ignored while trying to set her up to shine. I will play her again, as the Romans are faves, but I suspect she is most comparable to a unit such as Kee-Mo-Shi or Sudema.
You're paying the extra points (over Brutes) for the opportunity to attack at range while charging into melee, while not costing 140+ due to the roughly 30% chance of a unit dying while doing so.
Comparable to Heirloom. Better explosion attack and, paired with Kee-Mo-Shi or Runa, should have plenty of opportunities to trade wounds for deaths/Mindshackles/Moon Frenzys/Enslaves . . .
He scares me as is, but I could see giving him Finn's Spirit and/or pairing him with Taelord.
If I knew my opponent was fielding a Hydra . . .
I'd use 1 or 2 of these guys with the Brutes to deal with Minions/Sentinals and unique squads.
Command Courier: Although fun in causal games, a large point investment for order marker flexibility with a vulnerability to special attacks dose not cut it for me.
I didn't get these guys either.
Elaria the Pale: Another fun figure in casual games that helps out some underused figures, her susceptibility to heros and lack of multiple attacks per order maker hurts her more then her other powers help her.
Only if you can't afford Myrddin.
Martial La Hire: solid B. Probably the best cleanup melee figure in the game for his points, but no bonding or other synergy to speak of.
Myrrdin: a C+/B- in tournament play, where his abilities may be difficult to use consistently from game to game.
Havech Eradicators: a B or B+ in tournament play. They have the potential to fare much better in casual play, where one game with great luck is all they need.
Vulcanmech Incendiborgs: B+ or A-. They're slow, so it can be difficult for them to get height, but when they do it's a sight to behold. Paired with Raelin and a good screen, they could be highly effective. Thankfully, they're no Q9.
Command Courier: C+/B-. These guys give a bump to some great figures that rarely see tournament play, and they can last a surprisingly long time in the end game with a bit of luck. Unfortunately, OM flexibility is not the most valuable asset in most tournament-worthy armies.
Skull Demon: C+/B-. The Skull Demons make the Death Knights into a more competitive build against melee armies, but unfortunately they still have no answer for the range that dominates the tournament scene.
Only 2 of the games were reverse the whip!
Hey Dok, any idea when the power rankings for the newest wave will be ready?