View Full Version : Card Rankings: Common Range
Creationist
11-22-2009, 05:49 PM
Im going to use this thread for ranking how certain types of cards stand among each other, starting with common range.
Ranged attacks are one of the most effective and safe ways to fight in any situation, due to the distance apart.
Commons in this game have a great influence in this game, being over half of your deck.
This game makes range less powerful than others, since if a range unit can attack a melee unit, then that melee unit can attack the ranged unit within one turn. Now on to the rankings-
1. Pheonix Elf Archers
The point of range is all about not having to go to hand-to-hand. The extra space of range the elves have is enough to give it at least two attacks before a melee unit gets one. This could be the difference between life and death.
2. Guild Dwarf Spearmen-
These guys are the first unit that is capable at being successful at all ranges. Their boost to attack during hand-to-hand gives them the #2 spot.
3. Tundra Orc Shamans-
These guys are bulky when compared to other ranged units. They only have 44% chance to hit, but when they do, they hit for 2. This puts them ahead of the next unit.
4. Cave Goblin Slingers-
The cheapest ranged common in the game so far. These units have a 50% chance to hit (6% higher than shamans) but that difference isnt enough to make up for the difference between 1 and 2 hits.
*Note- These rankings are based on theory and in no cases are absolute fact.
Takanuva
11-22-2009, 06:19 PM
1-Spearmen
2-Archers
3-Slingers
4-Shamans
My 2 cents
Grungebob
11-22-2009, 07:36 PM
1-Spearmen
2-Archers
3-Shamans
4-Slingers
Dwarven Defender
11-23-2009, 07:07 PM
1. Spearmen
2. Archers
3.Shamans
4. Slingers
mrbistro
11-23-2009, 07:47 PM
Spearmen (too versatile to not be my favorites)
Archers (extra range is a plus)
Slingers (weak, but gloriously cheap)
Shaman (fun, but random)
I can't decide if I like the elf or dwarf better. I like Dwarf because of the extra dice, I really like rolling dice. The elf is good because of the distance he can attack from. The range advantage may actually be better than the attack bonus, but man its fun to roll dice. You don't need many either like in Heroscape. One or two will do it, but you still have to be prepared to roll a lot in case of champions.
On the other hand the Orc and Goblin aren't bad either. Being able to summon for free is great because you can save up for champions or just not burn cards at the end of your turn. The Orc Shaman is the only ranged common unit with 2 life and the only one who always rolls 2 dice, so he can't be overlooked either.
I can't decide.
All in all it seems to be a really well balanced game. :)
Quintaton16
11-23-2009, 10:15 PM
All in all it seems to be a really well balanced game. :)
Well that's the idea, isn't it? Good job designers!
It really depends on what you're attacking. Against one life commons, Shamans are by far the worst, but then again two life means they give up fewer cards per attack. I think Spearmen are the best against ranged units since they have the extra option, but Archers are much better versus Melee-ers because they are the only unit in the game so far that can attack any unit from outside its threat range. That is huge.
J-Unit94
11-24-2009, 04:02 PM
1. Archers (extra range is amazing)
2. Spearmen (versatile and powerful, just not as powerful as the Archers
3. Slingers (cheap and better then shamans)
4. Shamans (probably one of the weaker units in this game, just way to inconsistent to be good)
I'd rank them:
Spearmen - these guys are great. In the games I've played so far ranged units have a tendency to to have the los cut off by walls or other units. The spearmen seem to me to be more of a melee unit with a ranged option that helps them get around this.
Archers - as opposed to the shamen/slingers, these guys can actually hit something, the +1 range is nice too
Shamen - when they hit, they hit hard enough to do some damage, which is more than I can say for the slingers.
Slingers - (see above).
Jexik
11-29-2009, 10:35 PM
The Archers and Spearmen are both really good. I summon the Spearmen pretty much whenever I get one.
Shaman are really weird. Everyone seems to hate them, but on paper they seem rather strong. They're the only ranged common with 2 wounds, and they average .88 wounds per attack, which is better than the others. (Or .44 if they 'waste' damage on 1-wound figures, which is where I think the distaste comes from). Maybe their best uses are to hunt down the enemy summoners and champions, or to blast through walls?
I haven't seen it yet, but I'm sure they'd be excellent in a mirror match against another Tundra Orc's Smashers!
The Archers and Spearmen are both really good. I summon the Spearmen pretty much whenever I get one.
Shaman are really weird. Everyone seems to hate them, but on paper they seem rather strong. They're the only ranged common with 2 wounds, and they average .88 wounds per attack, which is better than the others. (Or .44 if they 'waste' damage on 1-wound figures, which is where I think the distaste comes from). Maybe their best uses are to hunt down the enemy summoners and champions, or to blast through walls?
I haven't seen it yet, but I'm sure they'd be excellent in a mirror match against another Tundra Orc's Smashers!
I just screwed my opponent who was playing with the orcs. He had several Shamans on the board and I played a Goblin Invincibility, meaning he could only hit me if he rolled two 6s. It was pretty exploitative of their weakness.
Sujoah
12-15-2009, 04:17 PM
I would have to say:
1. Spearman
2. Shaman/Archer
3. Slinger
I only say that Archers and Shamans are tied, because if and opponent's Unit is behind a wall, they are almost garunteed to kill your archer next. But at the beginning, the archers do pretty well.
XCoconutMonkey06x
12-15-2009, 04:35 PM
I prefer:
1)Spearmen - Their versatility is just too good to pass up
2)Archers - It's all about the range with these guys
3)Slingers - I'd rather have the 1 hit on a 4 then 2 hits needing 3's of the Shaman. I rarely seem to have my Shaman's hit. That 2nd dice always seems to be a 2.
4)Shaman - as above
mrkurtb
12-15-2009, 06:07 PM
My preferences are a bit different from most:
1) Spearmen: Okay nothing new here. Defenders line 'em up and the Spearmen knock 'em down.
2) Shaman: The potential of 2 range-dealt wounds can really hem Fancy Prince Elien in.
3) Slingers: I just like that they fit in with the rest of the gobbo horde. Throw in a some swift strike (extra move), some rage (extra attacks), some gang green (extra attack value), 0 summoning cost, and a general lack of respect makes it especially sweet whenever these guys can deliver.
4) Archers: If the orc player is playing smart and sufficiently aggressive, the added range usually isn't much of a factor.
mrbistro
12-16-2009, 01:08 AM
It's true that CoconutMonkey's shaman can't hit, but that's only because he hasn't learned how to roll for them yet.
XCoconutMonkey06x
12-16-2009, 07:38 AM
It's true that CoconutMonkey's shaman can't hit, but that's only because he hasn't learned how to roll for them yet.
A thousand curses on you, Bistro!!! ;) In all the games that I've played with him, I've hit a grand total of twice! I have sucumbed to now using him as a meat shield. But I'm not surprised. I mean, I'm the guy who had 2 Smashers on Oldin and wif'd on both of their attacks :(
killercactus
01-25-2010, 04:32 PM
Spearmen
Archers
Shaman
Slingers
I actually like the Shaman - 2 attack and 2 life on a ranged unit is nothing to laugh at. Reinforcements is really nice to get them and the Smashers out, too....
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