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Ness

Share your tips, strategies and tactics - PvP

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Share your PvP strategies and tactics with other players here!

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Shoot my leader please.
I will win if you waste your effort killing my scout that is standing in front of you poking you with his dagger, sure, it's annoying and he looks fragile but what he really wants is to eat your legendary or your rage attack.

 

Please use effort 8+ cards.
That means my 7- cards can go before you once and then I get to act again.

It's not a good idea to let me attack twice in a row.

If I have armour, I really like the idea of you hitting me with your rage, I get more of a benefit when I negate more damage.

You know, when I am about to rage, I tend to use high effort cards, when you hit me again I lose all the effort. It's a great idea to help me out with a love tap.

 

You know if I have a deathwind launcher equipped, I am probably not going to use it, so you should bunch up your guys. Group hug.

 

Bums smoke around barrels, you do too, Flame weapons, that'll keep you warm, stand next to a barrel, please.
Otherwise, chuck that grenade. It's the best 6 effort you can spend in a bum fight.

Wolfy, he's 15 points of pure annoyance. Like I said above, make the most of your rage effort reset.

Snipe if you must.

Do you have a lot of movement cards?
How about you play a game of tag, making your opponent chase you with their high cost weapon cards is funny.

See those power ups?
I reckon you should send your non-leaders to pick them up, since they really don't make the most of them, they're the best at wasting the advantage when your leader could be recovering his health, having reduced effort or more defensive soak.

Melta guns are useless.
Fire them at your opponent when they have no defense.
OR
Fire them first to reduce their defense to zero, then hit them with a big sword. Nah, that's a terrible idea. :P

Plasma guns..... Err, well, Honestly, I don't use them. Except the pistol, that Plasma pistol is actually good.

Overwatch.
Underrated but hard to use, it always catches me by surprise.

As you can see, I have written a lot of the above sarcastically.
They should be self explanatory.

The biggest tip however.
Have fun.
Don't rage in real life. Hug your wolf brothers.

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Biggest mistakes I see frequently in PvP is separating the team, by either:
- charging in with the leader with no supports
- teleporting/rushing with a support to steal a bonus
- keeping the leader too far behind the action

Also, if you can't finish the match for some reason or just want to surrender, instead of going afk, play the highest effort cards you have as movement. It will save someone a lot of time.

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WHO ARE THE BOTS AND HOW TO EAT IT FOR BREAKFAST 

 

Last week Dan Mak Gun decided to put an end to the regular questions from beginners on "How to distinguish a bot from a player in the Arena" and made a detailed guide on this topic. He interviewed other players, and they helped him to make an excellent guide that is highly recommended reading for new recruits.

 

"Often the players who have recently begun to play in the Arena ask the question: "What is a bot, and how can I distinguish them from human players?". The answer is simple: "A Bot it is an AI armed with the current deck of any real player, but dumb as boots". Also, the same AI controls the wolves of scouts and cultists in Survival mode" explains Dan.

 

Previously the bots appeared as a player from a lower leagues. But more recently the bots received a “rating" and became harder to distinguish from a live player. The first step for making such determination is the rating table. If the name of the enemy (as shown on the search page) coincides with his place in the League table, you have a live person. If they not the same — you will play against a bot with that player’s deck.

 

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In summary, the rating number is always relevant, but nicknames of the bots are assigned randomly. This method is only valid for players from the higher League. Below are on the rest of the characteristics of bots.

 

1. The bot makes a move very quickly. He never "thinks" for more than 3-4 seconds. When it has finished moving it instantly rotates its character in the direction of the nearest enemy.

 

2. The bot never skips a move. Even if it is under a Stun effect and will incur a penalty for any action the bot will calmly continue moving. This is your key to success in the fight against bot-clones of top players with very strong decks. A stunned bot with Scout or Power armor is a dead bot. It won’t be hard to defeat even with a relatively weak deck. A Terminator bot is slightly more complicated. If a Terminator bot moves first, he can immediately pick up all the bonuses and kill your squadmates very quickly. The stun tactic works great against such a bot, but you must to watch out for his rage and avoid resetting its effort at the wrong time.

 

3. The priority target for a bot early in the fight is to capture bonuses. It’s trying to get them at any cost and with all its characters. No sane person would send a squadmate to claim a bonus except to prevent it from falling to enemy hands. In order to drag out the fight you only need to position your units to block the bots approaches to the bonuses. A bot usually does not jump or teleport over their or your characters if they are blocking the path to a bonus. If you do not have time to block, you can "take aim" at the bonus. Bots really don't like stand in an area where they can be attacked and usually start mindlessly rushing from one blocked bonus to the other.

 

4. After all bonuses are taken a bot will go on the attack. In 90% of cases a bot will choose to target the enemy with the least health. Usually their goal becomes your squadmate, not your main character. But if your squadmates are out of range and your main character is nearby the bot may target you regardless. In dangerous situations you should send your comrades closer to the bot to draw his attention toward easier prey. Scouts are especially lucky; a wolf summoned next to the bot ensures the safety of the rest of your team at least for one turn.

 

5. A bot often uses valuable cards like Stun or Ambush as movement. Any adequate player will use only them to move in a pinch.

 

6. Bots never intentionally detonate the barrels on the two new arenas. The only exception is when the bot shoots a flamethrower or rocket at your team and the barrels detonate by proximity. Tip: barrels represent strategic value. Unlike a human player a bot doesn't utilize them, so you can lure him into a trap — block or destroy!

 

7. The bot will never throw grenades, and Scout bots never summon wolves.

 

8. The bot rarely equips weapons and will never equip on the first turn.

 

9. The bot rarely discards, and will only do so when it has no available moves or attacks.

 

10. Bots can strategically take only one action per turn instead of the usual two, but only if a bots character ends its turn with less effort then all of your characters. If even one of your units has less effort than the bot at the end of its first action it will spend both action that turn.

 

 

Thanks to DanMakGun, Skald, DenisFrolov and Wirumir for contributing to this article.

Translated by CobblestoneMDM and DenisFrolov

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TACTICAL FIRESTARTER FOR THE ARENA, BY SEEING

 

Roman Vishnevsky aka Seeing has published a useful detailed guide for his new power armor Arena fight strategy. Tactical Firestarter is based on Е-flamethrowers with the +1 action ability.

 

Pros:

+ 99% chance to destroy any enemy with your main hero in one turn. And 100% chance with 1-2 shots by your squad mates.

+ Simplicity. No need to sit waiting for right moment.

+ Quick rating growth.

+ "We don’t fear the Terminator" wearing maximum armor and getting rage from all possible sources.

+ We’re not afraid of any additional stuns.

+ We don’t have to build up rage or prevent the enemy from building up rage.

+ Fun gameplay with lots of fireworks!

 

Cons:

– You have to search for the perfect position, which is harder to take than normal.

– Simplicity. After a series of easy victories, you may feel strong enough to challenge top players like Denis Frolov or Dan Mark, without thinking everything through carefully.

– And most importantly... Flamethrowers miss. AND FLAMETHROWERS WILL DEFINITELY MISS, mark my words!

 

Required perks:

"Extra Supplies" (+6 cards), "Unity" (+10% for your squad mates), "Promethium Mastery" (+15% from flamethrowers), "Painful Shots" (+2 effort points for each shot), "Slayer" (+3 effort points for armor piercing). The rest, you can choose by yourself. I would advise you to choose "Quick Reload" over "Juggernaut," but I do like to shoot with rage, even though that hardly ever happens. We don’t need the last row of perks at all, as we don’t have any cards with Overwatch.

 

Required cards:

We definitely need 3 Blaze cards, 3 Track Finding cards, at least 2 Ambush cards of the highest level, at least one "Blazing Fury" flamethrower (+1 AP) of any level, 5-6 flamethrowers for reloading (preferable L, E, and manual orders to shoot from when needed). I also suggest picking a Meltagun to neutralise enemy armor when needed. An Epic Meltagun with a blaze will do nicely. It’s a perfect fit for our general fire concept. That’s it. You don’t need any more small arms. You can pick 1 Ragnar’s Bolter if you like, but I wouldn’t recommend it. The remaining cards are movement maneuvers, Supplies, Efforts and Jump Packs.

 

The strategy:

Prior to attacking, you should pick up 1-2 Blazing Fury flamethrowers with +1 AP, but that’s not critical. I recommend having some chain effects in hand (Blaze and Track Finding), 1-2 Ambush cards, and a flamethrower on reload. Basically, your hand needs to refresh at least once (perk Extra Supplies for 6+ cards) before you run out of effort points (including Ambush and "free" flamethrower shots). My hand usually refreshes 2-3 times, triggering over 4 Ambush cards. Blaze cards, apart from quick hand refresh, also help deal a little additional damage.

Ok, so we have a nice hand and flamethrowers equipped. Let’s take up our position: A straight line of 2-3 hexes between you and the enemy main hero. It’s also nice to place your squad mates next to the main hero to deal some additional damage. If the map topology prevents this, use your squad mates, enemy squad mates, and barrels to activate Ambush cards. You need to trigger at least 2 Ambush cards. Flamethrowers can be triggered even from point-blank range. That’s it – now discharge your flame throwers and reload the one with the maximum level.

 

A few useful tips:

- Pick Ray (Ambush + Lascannon with additional effort points) and Ingvar (Ambush) as squad mates.

- Remove Ragnar’s Bolter from the deck.

- Set the Terminator on fire with the armor to put your rage to work as soon as possible and deal a huge amount of extra effort points just in case. Destroy the rest of the enemy’s armor (if there is any) with a Meltagun.

- If you have been stunned and the enemy is close, rush the enemy and set him on fire. Do not skip your turn hoping to wait out the stun. You will definitely collect a lot of effort points, and there is no way to use those without Rage in the Arena anyway.

- You should reserve one shot of your equipped flamethrower before your hand refreshes due to the +6 cards perk, as the new hand can only include Ambush, Track Finding, and Blaze cards.

- In case the flamethrowers do miss a lot (usually they score one miss per three shots) and the enemy main hero’s rage is getting close, you should hit the hero as much as possible prior to rage in order to inflict some effort points later on. Then get out of the firing line and let your squad mates finish the hero off.

- It’s not advised to get effort points with your squad mates. Sometimes you can lose by just 1-2 shots.

- Do not be surprised by the huge amounts of action points involved with this strategy. This is normal.

- You can choose a flamethrower with +5%/+10% rage as the one for reload. It will reload almost every time but will allow you to drop all collected effort points to collect rage during your turn and turn the tables in a seemingly hopeless battle.

- If you happen to come across the player Seeing in battle, please do not use this strategy against its inventor!

 

Contributed by Seeing

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Effort cards.   For God's sake put a low limit on the number of these cards you can deck.

 

pvp is NOT turn based; it is simply won or lost by how many effort cards you have.  

 

 

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On 4/11/2016 at 9:19 AM, Ness said:

Share your PvP strategies and tactics with other players here!

Cheating? How do some players do three or four turns in a row for 40 action points or more?

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5 hours ago, Unholykiwi said:

Cheating? How do some players do three or four turns in a row for 40 action points or more?

A fully upgraded Ambush gives you 2 action points when attacking from atleast 3 cells away, that way you can have 4 ap when only one procs but 8 ap when 3 of em proc.

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I think the only strategy now is quit unless HeroCraft fixes wolf spam.

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Angar Review

Angar is the oldest arena. It will be 2 years old this spring. Angar looks like a quiet place on the surface, but the silence is often broken by bolter shots, grenade explosions, and the sizzling of Promethium whenever our brethren are training.

Armour type doesn’t make a difference on this map. The map size is 11 by 12 squares. The map has 5 shelters, impenetrable to fire, that are placed symmetrically with respect to the center of the map.

There are 2 Aquilas, one located 7 squares to Valgard’s right, and the other 8 squares to his left. Aquila bonuses give random buffs. The bonuses are unpredictable. The Armour bonus grants 1 unit of armour at the beginning of each turn. The Effort bonus lowers Effort Points by 2 every time a player uses a card. One noteworthy nuance is that if you take the Effort bonus while simultaneously coming under an Overwatch attack, the Effort bonus will proc during that action. The Health bonus restores health at the end of each action. The healing formula is: (restored Health Points)=(accumulated Effort Points)*10, i.e. if you attack with an Ambush, you will get more and more healing after each action. All bonuses last for 15 turns.

Hangar_1.png

 

Valgard’s first turn. It’s not recommended to move Valgard towards the central barrier (the square labeled 1) on turn one if you have more than zero Effort Points. The reason is that the opponent’s left-hand squad mate might have -5 Effort in their opening hand, enabling them to stun your hero on turn two. If your opening hand encourages you to move towards the central barrier for 1 EP (as an example) and you see that the opponent’s left-hand squad mate is playing -5 Effort, it’s recommended that you place your right-hand squad mate in the square labeled 2. Doing this will significantly lower your chances of getting stunned (with two possible exceptions: they’re Ray and they’ve got a Jump Pack in hand, or they’re Harald and they’ve got a teleport in hand), and getting dealt 2 EP is the worst thing that can happen to you. If you don’t have -5 Effort or zero-cost teleports in your opening hand, it’s recommended that you move towards the right-hand-side Aquila (the square labeled 3) on turn one.

 

Hangar_2.png

 

In light of the above, it’s good to have a left-hand squad mate that has a stun in their deck (Yngvar, Harald, or Ray). This solution allows for a number of different possibilities. You can stun your opponent at the beginning of the game, following the scenario described above. Turn one with -5 Effort to square 1, turn two to square 2 with a stun attack. There are also several other interesting solutions. When the opponent is on square 3, if you have a Sprint, Jump Pack, or teleport in your deck, you can move to square 4 with a stun attack. Also, if a squad mate has a stun in hand and an Overwatch weapon (Yngvar or Ray), one interesting solution is to place that squad mate no further than 2 squares away from the Aquila and equipping the Overwatch weapon. This will leave the opponent scratching their head on whether the Overwatch will proc if they take the Aquila. Or they’ll have to expose their squad mate to Overwatch.

 

Hangar_3.png

 

After the changes to squad mates, some wolves have started using Einar in the left-hand position. With a good starting hand, he is placed at square 1 or 2 and equips an E Bolter that deals Effort Points. He accumulates 10 to 12 Effort Points in the process. This isn’t a very good solution, as the opponent will simply expose their right-hand squad mate to Overwatch (zone 3) and easily take the Aquila with his hero.

 

Hangar_4.png

 

 

It’s worth noting that this is a very fast Arena. Angar fights are much quicker than fights in other arenas. This is because of the significant randomness factor :) This place offers very few opportunities to empty your hand and arm yourself with a high-EP Equip weapon. Happy training!

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Defiled Falls Review

The Defiled Falls were added to the game in February 2016. It's the third training arena, and the last one so far. This picturesque area has been turned into a fortified zone, and is littered with vehicle wreckage. But our brethren aren’t there to admire the beauty of nature; they want to hone their combat skills.

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The map is sized 9×19 squares. Despite being larger than its two predecessors, this map doesn’t provide a lot of room for maneuvering. Two passages connect the respawn areas with the central area, which doesn’t offer a lot in the way of maneuvering room either. The central area has two impassable, projectile-blocking fortifications (marked in black) and is surrounded by promethium barrels (marked with circles). Areas that are impassable but can be fired through are marked in gray. Jump Packs and teleporters can be used to cross the impassable squares. Aquilas are located on the western and eastern sides of the central area, at an equal distance of 13 squares from Valgard. Jumping over obstacles does not provide any shortcuts to them.

DefieldFalls_1.png

 

Squad mate positioning (left vs. right) is of no significance on this map. There are only two passages to the central area. While a squad has three soldiers. If you don’t have any Jump Packs/Teleporters in your opening hand, or if you’re playing a Scout, then on turn one, one of your squad mates should discard cards/equip an item or go to point 1 in order to not get in Valgard’s way. If necessary, from that point he can destroy barrels in case the opponent blocks the path to the Aquila. There is another option: your hero gains 1 Effort Point or more on turn one. A squad mate plays -5 Effort on turn one, and clears the path for the main hero on turn two. The squad mate is best placed at point 2. There, he won’t impede Valgard’s movement. Squad mates play an important role on this map in general. They can block the path for enemy soldiers or cordon off Aquilas, but at the same time, they could impede your own movement. Therefore you have to carefully think through the movements of your squad mates. Don’t forget that barrels can be blown up if your hero is trapped, say, at the Aquila, and the opponent has placed a soldier at point 3: you can then use a squad mate to detonate the barrels in area 4 or 5, clearing the path for your hero. If one of your squad mates has -5 Effort in his opening hand, whether you should use this card on turn one depends on the situation. If you’re playing against a Scout, you can block the path towards one of the Aquilas on turn two. Or, if a squad mate has stun and a weapon with Overwatch (Yngvar or Ray), you can place him at point 6 on turn two and equip that weapon. Your opponent will then have to take a risk if they decide to take the Aquila, or use a squad mate to take it. In some other situations, it’s better to take your time and use -5 Effort later, so that you’re able to have two turns in a row.

DefieldFalls_2.png

 

Terminator Armour/Power Armour. This map is convenient for Terminators and Power Armours because of the ability to use Jump Packs/Teleporters. It’s best to move Valgard towards point 1 on his first turn. That way, you’re not showing which Aquila you’re aiming for, while being able to move towards either of them. If you have a UC Jump Pack or R Teleport in your opening hand, don’t move your squad mate 4 squares to point 2. That way, you’d block the square that your hero must jump to. Additionally, you have to calculate your squad mates’ Effort Points. Let’s say Valgard has made a 1 Effort Point move, and will use his UC Jump Pack (to jump to point 2) for 3 EP next turn. If on turn one, you move a squad mate to point 3 for 4 EP, then after Valgard’s jump your squad mate will have to dump cards or use a Jump Pack/Teleport. A 5 EP turn one from the squad mate is better in this situation. Barrels are used the same way here as on Outpost. A Terminator’s squad can detonate barrels next to a hero that has the Bestial Frenzy perk and armor equipped, thereby increasing the hero’s rage. A Power Armour squad with the Leader of the Pack perk will detonate barrels next to squad mates, also building up Valgard’s rage. Using cards with Overwatch is more efficient on this map than on others. If Valgard is armed with Ragnar’s Bolter and is at point 4 (for example), he blocks the passage completely. You can only use the other passage to get past the Overwatch. Additionally, this map presents additional problems when using Power Armour’s Tactical Firestarter tactic. It’s harder to find a spot on this map from which to attack the opponent with handheld flamers, meaning that barrels or squad mates often have to be picked as targets in order to trigger Ambushes.

DefieldFalls_3.png

 

Scout Armour. This map is perhaps the most challenging for a Scout. Not having Jump Packs/Teleporters severely limit a Scout’s ability to move around this map. But Wolves can get a lot done :) Summoning a Wolf on turn one is particularly handy with a turn-one Sprint, e.g. to point 1 while summoning a Wolf to point 2. A leveled-up Wolf can then take either of the Aquilas in one turn. Otherwise, he can only take one, while only blocking the path to the other one. Therefore it’s more efficient to summon the wolf on turn two. A Wolf can be summoned across an obstacle; it can be used to block opposing units or, of course, to deal/remove Effort Points. Grenades are especially effective on this map. Narrow passages force the opponent to clump up, making it quite problematic to skirt a grenade’s damage area. It’s particularly hard for a scout with the Snipe perk (although nobody plays with this perk anymore these days), as certain points on the map can’t be attacked from 4 squares away. Such as, for example, the Aquila locations. Attacking an Aquila square with Ambush is only possible from a three-square distance, at points 3 and 4. Just like on Outpost, the barrels here are an advantage for a Scout with the Cunning perk. They are an extra target to attack with a Rage weapon or an ordinary one with chain effects, in order to refresh your hand and increase your own Rage.

DefieldFalls_4.png

 

Also like Outpost, this arena allows lingering in the respawn area in order to equip items/armor or dump cards. In case you have a really disappointing opening hand, you can place your squad mates at points 1 and 2, thus blocking off the opponent’s path toward Valgard. The squad mates can fire at all approach paths from those points. Valgard should be at point 3. In this position, he cannot be attacked with long-range weapons (including those with a 5-square range) from the central area or the passages. There’s also a point on the map that can’t be directly attacked with Ambush. It is point 4. If you place your hero here, the opponent will have to spend a shot on the barrels or squad mates in order to trigger the Ambushes. An exception is a Flamer attack. If the opponent is at point 5 (or on the other side), they’ll damage your hero with a Flamer and activate Ambushes upon destroying the promethium barrels. But it’s just as inconvenient for a Power Armour with the Extra Supplies perk, since the Ambushes they gain upon refreshing their hand will no longer be possible to activate in the same way.

DefieldFalls_5.png

 

Happy training!

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Imperium Outpost Review

 

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Imperium Outpost is a battleground that was added to the game in December 2015. Judging by the blood stains and bolter shells, it was the site of a gory battle even before our training began. Outpost blended into the game well and was met with a lot of enthusiasm from our brother-wolves.

The map is sized 12×12 squares. The north and south of the map have two impassable, but only partially projectile-blocking areas. The west and east have two impassable and projectile-blocking areas. The partially projectile-blocking obstacles are marked in gray, while the completely projectile-blocking ones are marked in black. The obstacles don’t affect movement using Jump Packs and Teleporters. The first Aquila is located directly in front of Valgard, at a distance of 10 squares across the obstacle, or 12 squares if the obstacle must be circumvented. The second Aquila is located to the right, 8 squares away across the obstacle or 16 squares away around it. The map also has a large number of promethium barrels (marked with circles). This provides additional opportunities and tactical solutions.

 

Outpost_1.png

 

Squad mate placement is not critically important in this arena. The only recommendation to give here is that a squad mate that has a Jump Pack or Teleporter in his deck should be placed to Valgard’s right. If Valgard doesn’t have Jump Packs/Teleporters in his opening hand (or it’s perilous to use them), that squad mate can move to point 1 (preferably with -5 Effort) and, on turn two, jump over the obstacle in the center to point 2 and take the Aquila on the right. The left-hand squad mate’s movement directly towards the first Aquila (path 3) is highly questionable. If you begin to move along this path, your opponent will, depending on their hand, do one of two things: either reconsider jumping across the obstacle, or take the Aquila and jump over the obstacle in the opposite direction. In both cases, the squad mate is essentially out of combat, or will have to spend Jump Packs/Teleporters to return to the combat zone. It’s preferable to move the left-hand squad mate towards the center of the map (point 4). If your left-hand squad mate has Stun in his deck (this is desirable, based on squad mate positioning on Outpost) and gets -5 Effort in his opening deck, don’t hastily use it on turn one. You’ll need it later to have a 0 EP turn and Stun your opponent on the following turn.

 

Outpost_2.png

 

Terminator Armour and Power Armour. This map presents a large variety of opportunities for Terminator or Power Armour. First of all, the possibility of using Jump Packs/Teleporters efficiently. With these cards in the opening hand, Valgard’s most common first move is to point 1. From there, he can jump over the central obstacle and take the right-hand Aquila on his next turn. With an E Jump Pack or E Teleport, it can be done in one move. With just a UC Jump Pack or an R Teleport, Valgard moves to point 2 and then takes the Aquila. If such a move is perilous (for example, a Scout has summoned a Wolf, or the opponent has had an Effort turn and you’re in danger of getting Stunned or gaining EP), it’s preferable to move toward the top Aquila. If you have an E Jump Pack/Teleport in hand, point 3 is the preferable one to move to. From that spot, you can jump over the obstacle to point 4 while remaining out of range of the majority of your opponent’s weapons (except for laser guns). It’s best to only move along path 5 if you didn’t get a very good opening hand. Besides, this arena is very convenient for Terminators because of the promethium barrels. They can be used to build up the hero’s Rage. The hero or a squad mate will detonate the barrels when Valgard with the Bestial Frenzy perk and armor equipped is standing next to them. This way, he gains Rage as his defense is lowered. Re-equipping shield armor is recommended after completing this maneuver. This is especially convenient to do when Valgard has taken an Aquila; if you got the armor bonus, you won’t need the shield, and with the health bonus, you’ll recover the missing HP very quickly. A Power Armour with the Leader of the Pack perk also needs the barrels. They should be detonated when a squad mate or mates are near them. Damage from each barrel increases Valgard’s rage by 10%.

 

Outpost_3.png

 

Scout Armour. A Scout can’t jump over obstacles. However, a Scout has WOLVES!!! A Wolf can take an Aquila targeted by the enemy hero. A Wolf can be used to deal EP to the enemy hero, which comes in especially handy if he has taken the top Aquila (from your perspective). It’s handy to summon a Wolf on turn one, having first moved to point 1; the Wolf is summoned to point 2. From that point, the Wolf can take either Aquila in two 5-square moves. If the Wolf isn’t leveled up, it can at least block the path to the Aquila. The top Aquila is the nearer one for a Scout, but if the opponent has targeted it and can’t be stopped, the Scout can attempt to take the right-side Aquila. In order to do that, it’s recommended to detonate the two central barrels (zone 3) with a shot from a squad mate, shortening the path to 14 squares. In view of the above, detonating barrels next to a Terminator is not recommended, but you can do it when he’s standing in the square with the Aquila and you’re planning to attack him with a 5-square-range weapon on your next turn (sniper rifles, Ragnar’s Bolter, Emperor’s Tear). If your hero is at point 4, the square with the Aquila can be attacked with a long-range weapon. The barrels are also handy for a Scout that has the Cunning perk. They are an extra target to attack with a Rage weapon or an ordinary one with chain effects, in order to refresh your hand and increase your own Rage.

 

Outpost_4.png

 

Combat on this map is not as fast as it is on Hangar. Here, you can hang around in your own safe area and equip items/armor, or dump cards. Your opponent is likely to take the Aquilas if you do that. If your opening hand is very bad, you can block the path to Valgard with your squad mates, by placing them at points 1 and 2. This is especially efficient against a Scout opponent. They’ll have to either eliminate your squad mates or take detours across the entire map. You can also “hide” behind an obstacle to defend against a melee Terminator. If your hero is at point 3 (for example), his squad mates should be placed at points 4 and 5, protecting your hero from melee attacks.

 

Outpost_5.png

 

Happy training!!

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can anyone post a nice deck for scout with the cunning ability? I've seen it a couple of times in the arena, i just want to alter it a bit for PVE ;-)

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it only works with a stacked deck. dev toolkit ftw

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Review of the New Einar.
 

The player’s squad mates didn’t undergo any significant changes after the Necron update. They did receive two additional levels, but their tactics so far remain the same. With their ultimate level, your squad mates will increase their maximum health: Yngvar – to 1900 HP; Ray, Einar and Kai – to 2000 HP; and Harald – to 2370 HP. Killing your squad mates in the PvP Arena is now a much harder task, though still manageable. It is also important to note that the ambush squad mate tactics have been rendered ineffective. Now there is only one Ambush card in the deck, and enemy health has been increased.

We’ll start our review series with Einar:

His starting deck has remained unchanged. While there is no Effort card in it, Einar already begins with Spring and Jumppack. Moreover, he gets a pretty good (for a starter) Uncommon bolter item with Overwatch, three charges and forced discard, as well as a pistol that can be used to reload it. That’s a pretty good starting loadout!

The two additional levels offer you four new cards to choose from:

1. The AVALANCHE VER 10 bolt pistol item with Overwatch that grants bonus cards to the user. Nothing too special: more often than not, it can be used to reload the EINARS CRAFTED Epic bolter. When equipped, it will be effective only when combined with Overwatch Effort +5. If you want to upgrade this weapon, it’s essential to bring it closer the standard issue Uncommon bolter. Add 1 more charge and forced discard. With these upgrades, it falls behind the standard issue bolter in terms of range, but will require fewer Effort Points to fire.

2. BLACK INFERNO inferno pistol. An excellent new card. This inferno pistol lets you destroy enemy armour for as little as 6 Effort Points. Even better, firing this weapon grants Einar 1 more card. During the second-to-last level, this card perfectly augments any tactic.

3. HESH VARIANT K2 chainsword. The perfect card for Survival Mode and the campaign, granting Einar more armour.

4. VIGILANCE manoeuvre. This manoeuvre increases the damage you deal while in Overwatch. So naturally, it’s best suited for Einar using the Overwatch tactic in the Arena. This manoeuvre can also help you go through your deck much faster, which is also pretty important.
 

Let us consider two tactics for Einar:
 

Option 1. Versatile squad mate with hard-hitting Overwatch. The preferred card layout is shown in screenshot #1. The main cards in this deck are the Epic bolter item (similar to Ragnar’s Bolter) and Overwatch Effort. An ambush attack with EINARS CRAFTED hits hard, since Einar can increase the victim’s Effort Points by 12. As for the Level 5 cards, the player will have to face a difficult choice. Effort will make Einar faster, but Ambush will make him much more of a threat. This is exactly why Einar cannot have a second Ambush card in the deck. If he did, it would make him a relentless terror scout and power-armour. The choice for Level 2 cards is quite ambiguous. Both Uncommon Jumppack and Overwatch Effort 5 are pretty good. The Level 4 cards for Einar are Stun Grenade and Flamethrower. If Einar is going to assist a Heavy squad mate, Flamethrower would be the best, since this will give you the option to damage Valgard in order to activate his Rage faster. Also, Flamethrower works well

with a power-armoured squad mate who gains Rage from squad mate damage. You can damage your second squad mate to increase the Rage bar of your power-armoured marine. In any other case, you’ll be better off with the Grenade. 
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Option 2. A squad mate geared out to stun enemies works well with a power-armour with the Leader Of The Pack perk. The preferred card layout is shown in screenshot #2. Important cards: ANTIOCH VARIANT Epic plasma gun with the Stun effect. For a power-armoured squad mate, a good choice would be to take the Rare combi-plasma with Burn for Level 3 and a similar Epic combi-plasma for Level 7. As a result, he will have two cards that inflict burns, all the better raise the power-armoured squad mate’s Rage bar. If an Ambush attack is in order, he will have several powerful cards, including the plasma gun, which inflicts Stun. This tactic is very rarely seen, even though Stun has grown increasingly more important than ever before. This is because the ANTIOCH VARIANT Epic plasma gun inflicts only 3 units of Stun Meanwhile, other squad mates already have chain-stun options for 6 Effort Points. In order to make this tactic more popular, Stun has to be increased to 4 units. The grenade-or-flamethrower Level 4 dilemma works the same way here as in Option 1.
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Result: Einar has received minimal buffs. However, he was already pretty good before, so he received no critical new cards for his deck. Einar is very good at the PvP arena, but not so effective in Survival. It’s best to take other squad mates into the Halls of Sorrow. 

 

Reviewing the New Yngvar
 

Just like with Einar, Yngvar’s starting deck hasn’t changed. Yngvar’s main starting weapons are his sniper rifles. One item with 100% accuracy, and one order. The deck is pretty decent at the very start of the game.

 

Yngvar’s new cards:

1. EFFORT order. A pretty popular card, what can I say. Makes Yngvar run and shoot even faster. Even though Effort can only be upgraded to Level 2 and reduces Effort Points by 4, this is more than enough. This effort easily nullifies the cost of Sprint and Run. The new card brings him up to snuff with Ray, who can also have two Effort cards in the deck.

2. INFILTRATION manoeuvre. Reduces the accuracy of enemy attack by 30%. This card is good for PvE. In the Halls of Sorrow and the campaign, you can sacrifice some Effort and take this manoeuvre. Granted, Yngvar, just like Einar, is not the best survivalist out there.

3. YNGVARS FINEST sniper rifle item. This sniper rifle has Overwatch and makes the target lose an Action Point.

4. HARNESS CUTTER grav-pistol. This grav-pistol ignores armour and stuns the target for 2 Effort Points. The grav-pistol only causes a small stun, but it’s very useful.

 

Yngvar has two possible ways to develop further:

Option 1. High damage output squad mate. This is Yngvar’s old tactic, which was significantly nerfed over time and has fallen out of use. First of all: he now has only one Ambush. Second: sniper rifle items have very high accuracy, but it’s still not 100%. With a single Ambush, Yngvar can, at most, cause 990 damage and then drop out of combat for the rest of the fight. This would require him to equip the sniper rifle in advance, and not miss. Low chance of success, and low effectiveness. If you want to bring this tactic back into the game, giving Yngvar a second Ambush would be a perfect way to do so. Since he currently has too many sniper rifle items, the Ambush should replace the TRI-PLEX DELTA Level 4 item. This would preclude your ability to use the second Ambush with the LUCIUS PATTN DELTA shotgun. Otherwise, using this shotgun with two Ambushes would deal very high damage and put a lot of Effort Points on the enemy.
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Option 2. A squad mate geared for stunning enemies with a variety of options to distribute Effort Points to the opponent. At the moment, this is the most successful Yngvar tactic in PvP. With this tactic, he is fast, can stun the enemy, and can spread the Effort Points around. To this end, Yngvar has three different cards available, one of which is a Level 4 shotgun item. When using this tactic, Yngvar acts as a great competition to Ray in the Arena. He too now has two Effort cards. With the new HARNESS CUTTER grav-pistol, Yngvar becomes better than Ray in terms of stunning enemies, but still loses in movement since Ray has jumppacks in his deck. As a power-armour squad mate, Yngvar is better than Ray.
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Review of the New Ray
 

From the very start, Ray was the Main Mate of the game: originally, he was the only one able to stun, as well as having a choice at Level 7 between a rocket launcher with stun or a lasgun that deals out Effort Points. However, after Yngvar and Harald were the next two squad mates to gain stun, Ray stopped being The Mate and got significantly nerfed. Still, as time has passed, he got some of his abilities back and some more upgraded, bringing him back in line with other squad mates. Let us review what he can do after the Necron update:

Starting deck: Has effort and sprint. Has one grenade. Has a one-shot meltagun to take down armour. His main attack weapon is an Uncommon plasma gun item with Overwatch and forced discard, with a plasma pistol for a reload. Ray’s start is not too bad: he’s quick, and he has all the cards he needs.

With the new levels, he gets the following cards:

1. Epic jumppack. Upgrades to level 2 and accordingly, costs 5 Effort Points.

2. LAND MINE MK7 contact mine. A new type of weapon in the game. Any fighter that steps on the mine loses an Action Point. Can be a highly effective weapon in certain situations, but its cost of 8 Effort Points is very high.

3. RAYS FINEST rocket launcher. Has an ability that forces the target to discard 3 cards. This rocket launcher has pretty low accuracy: a measly 70%. But when it hits the target, it’s very useful. PvP fights often result in situations when you want your opponent to suddenly lose all the Ambushes he has amassed. The rocket launcher works wonders for that.

4. MORTIDO grav-gun. Pierces target’s armour and grants Ray a bonus action. A card that is no less useful. Since Ray is usually deployed without any Ambushes, being able to attack the enemy three times in one turn is always beneficial.

 

Fully levelled Ray:

Option 1. A squad mate geared for stun. Has two Efforts, and an Epic jumppack for 5 Effort Points. This makes him very quick and able to leap over obstacles. He can dish out Effort Points to targets using his Level 6 card, the RAYS TRUSTED chainsword. The Level 3 card choice poses a dilemma: both the Uncommon jumppack and the EP-dealing WOLFS FELLOW plasma gun are equally good. Just take whichever you think is more useful.

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Option 2. An ambushing squad mate. This tactic is almost never encountered in the Arena. Why? The lack of Ambushes. With just a single Ambush, he cannot deal too much damage. A second Ambush would come in very handy. With this change, players would get a very interesting choice between attacking with the starting plasma gun and two Ambushes or using the rocket launcher.
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Option 3. Squad mate geared out for the Halls of Sorrow. Ray has always been a decent choice for Survival Mode. That’s still the case now. He has two grenades. He has an AoE weapon that dishes out Effort Points. He can also get armour if he attacks with the Level 4 HESH PATTERN T7 chainsword card. Moreover, he can stun a group of enemies with a grenade launcher, or attack their respawn with grenade launchers and lasguns with Ambush. Once the Ambush/stun is used up, you can make him equip the starting plasma gun with Overwatch.

Overall, Ray has been buffed significantly. All of his new cards are useful. If he also receives a second Ambush, his Option 2 tactic will get more than enough time to shine.

 

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Review of the New Harald
 

Harald has always been one of the best squad mates both for Arena and Survival. Let us review the latest changes.

Harald’s starting deck is the same as always. A decent shield for 2 armour. No efforts or sprints. A combi-melta to shred armour. Starts as a very versatile squad mate on attack. Harald has a storm bolter item that can fire for 7 Effort Points, and two close combat cards with assault (+75 damage when fully upgraded). The new levels give us the following cards:

1. TERRAN UNIT MK2 teleport. Upgrades only to level 2, costs 6 Effort Points, but still incredibly useful.

2. HARALDS SHIELD storm shield. Another new item type added during the Necron update. An area-of-effect shield. When used, Harald and all allies within a range of 2 squares each gain 1 point of armour. This card is useful in the campaign and in Survival Mode.

3. FIRESTORM rocket launcher. Each shot snags Harald two more cards. Strangely, this card is an order. The first rocket launcher/order combination to appear in the game.

4. INVINCIBLE thunder hammer. Apart from destroying armour as usual, this card also increases the target’s Effort Points by 2. Another card that dishes out Effort Points. Also, it’s an order, unlike the spear item.
 

Harald’s standing after full upgrade:

Option 1. A heavy weapons squad mate. An unpopular tactic in the Arena, since the stun from the HARALDS ANVIL rocket launcher was nerfed. The previous update dropped it from 5 Effort Points down to 3 EP now. Dealing enough damage to the enemy with just one Ambush is impossible. He would do well to gain a second Ambush instead of the Level 3 ASGAL PATTN T10 storm cannon. Still, while gaining a second ambush in the deck would be good but not crucial, increasing the rocket launcher stun would be essential. Also, with this tactic, Harald has two heavy flamethrowers which he can use for both attacking the enemy and damaging his commander for a sudden increase of the Rage meter.
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Option 2. A close-quarters fighter geared for stun. The most popular PvP Harald tactic. He’s quick, and has two teleports. Also, he has THE LONG FANG power spear and the INVINCIBLE thunder hammer that deals Effort Points to the target. And, of course, chain stunning. At Level 4, the HARALDS RAM thunder hammer with forced discard would be very useful for him.
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Option 3. Squad mate geared out for the Halls of Sorrow. In the campaign or the Halls, Harald can be used with the first two tactics, but in my opinion, a heavy-weapons squad mate would be much more useful. He has excellent armour and the largest health pool of all squad mates. The new HARALDS SHIELD storm shield will be a boon to the team in this game mode.
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To sum it up, Harald received a decent buff, but his heavy weapons tactic is in need of some adjustment. Still, he remains one of the best squad mates in Survival Mode.

 

Review of the New Kai
 

In the past, Kai could have been used as a squad mate to a Heavy with Ambushes. Also, Kai was a pretty nice companion to a power-armoured squad mate who gains Rage from squad mate damage. There was a lot of synergy with his AGRIPINAA STD ISSUE incendiary grenade. Immediately after the Necrons update, Kai turned out to be very weak He became incredibly slow compared to other squad mates, and the developers introduced some pretty much expected changes to his cards. Let us review Kai’s present standing.

Kai’s starting deck: One sprint, one blaze. No effort cards to begin with. A combi-melta to remove armour. His main starting weapon is a flamethrower item that’s good at the start, with a hand flamethrower as a reload.

 

Kai’s new cards:

1. STUN manoeuvre. One of the most useful cards in the PvP game mode. After the recent changes, this card has been moved to Level 7. As a result, the STUN manoeuvre now upgrades up to level 3 and can stun enemies for 5 Effort Points. On the other hand, the MAGMA EMITTER multi-melta has been moved to Level 8 and had its accuracy increased to 84%.

2. Epic JUMP PAK. Like many other squad mates, Kai has gained the ability to move up to 5 squares. Upgrades to level 2 and costs 5 Effort Points.

3. SINGULATOR combi-grav. Pierces target’s armour and grants Kai two cards on shot. Mostly useful for PvE mode and in Kai’s old tactic.

4. KAIS BLAZER hand flamethrower item. One of the main cards for the Arena.

Moreover, some of Kai’s cards have been adjusted: the EFFORT -5 card was moved from Level 2 to 1, and HELIOS GIBRID MK3 multi-melta took its place back in Level 2. This change improved Kai’s mobility. You can now equip him with both Effort and the Uncommon jumppack.

 

Kai’s main development routes:

Option 1. Flamethrower squad mate for a Heavy. Kai has always been a useful squad mate for a Heavy. In particular, a Heavy geared for ambush, but just fine with a Heavy geared for close combat. The most recent patch changed this tactic and made it more diverse. He has the wonderful KAIS BLAZER hand flamethrower item as a Level 9 card. It is important to note that this flamethrower does not have the Blaze effect and thus will not bring any overflow damage to Valgard. Moreover, this hand flamethrower costs only 5 Effort Points, while the old Level 6 flamethrower item card costs 8 EP. I’ll explain how to use it. If the Heavy got a lot of Effort Points from a power-armoured enemy, or the Heavy himself used up the ambushes but failed to kill the main opposing hero, Kai can save the game with this item. Simply make him attack Valgard with the flamethrower and cause Rage, which usually comes very unexpected for the opponent. In order to do that, Kai simply follows his boss without gaining too many Effort Points. If there is no need to make such an attack, Kai may be very effective in stunning the opponent and forcing him to discard cards with his KAIS CRAFTED and JUNOS PATTERN T1 chainsaw axes. This can be very useful effect against enemies with Ambush cards in their deck. With the new selections, we have a pretty hard dilemma at Level 8. The Epic jumppack and MAGMA EMITTER multi-melta are equally useful. The player will have a difficult choice to make between a 5-square jump, or the only card that can dish out Effort Points.
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Option 2. Flamethrower carrier for a power-armoured squad mate with the Leader Of The Pack perk. Very similar to Option 1, with one change. At Level 4, you have to choose the AGRIPINAA STD ISSUE frag grenade with Blaze. Hitting squad mates with this grenade makes the power-armoured fighter gain 80% of his Rage meter over three of affected squad mates’ turns: 20% from the blast and 60% from Blaze. Moreover, Kai can use flamethrowers, including those with Blaze to attack the second squad mate with the same goal: increasing the Rage meter.
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Option 3. The old flamethrower squad mate layout. This is an evolution of Kai’s old tactic. He uses the Level 6 flamethrower item card to inflict damage to the Heavy or other squad mate. In this option, using Ambush is better than the bolt pistol with stun. This will make it possible to attack your hero more effectively and provoke Rage even when the Rage meter still requires a lot more damage to top it out.
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Option 4. Survival Mode squad mate. In my opinion, Kai is the best squad mate for the Halls of Sorrow. He has two grenades, an unusual Level 3 shield card, and flamethrowers. During the last few waves, he does a perfect job at making a whole group of enemies lose their armour.

In addition to all of the above, Kai can combine elements of several tactics. For example, you can change the first two tactics by taking Ambush instead of the stun gun. This lets you attack Valgard from Ambush using your hand flamethrowers instead of the medium ones used in Option 3.

You gets you an additional ambush attack against the enemy.

Conclusion: After the adjustment, Kai became a solid squad mate. I take him to the Arena when I play as a Heavy. Moreover, he has always remained one of the most efficient troops for the campaign or in Survival Mode.
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