Consul tactics

Antizombie

New member
Hey all,

Just thought i would put up a consul tactics thread here for when you really just want to get that TPK. Post your little tricks here.

Some of mine are:
1) Rex : rex is amazing, i never knew! Use cuddle then thwomp. Poor little hero is weak and imobolized with 2 damage. Don't forget MR. Rex has mob.
2) Mob, use it!
3) when picking tiles avoid large open tiles, make those heroes run!
4) Sometimes it's better to get your kobolds to run away and regroup!
5) Don't forget Dragon Rage and shield wall don't end until the model's next activation.
6) when placing spawn points and treasure, keep them on the inside edges of the board. They may LOOK like they are close together but generally heroes have a harder time getting to them.
7) Near the time starfire comes out try to have as many kobolds out as you can.
8) Dwarf cleaving through your kobolds? Barbarian raging crazily around the board, dive bomb and pacifiy ! It may go away quickly but at least it requires resources to negate.


Just a few nasty tricks. And remember, don't underestimate the power of a large swarm of kobolds!
 

athelu

New member
Flingers - always keep one out to throw smoke out to protect the rest of our hoard. I tend to mob up behind the smoke screen, then charge in on the next activation.

Gougers have reach - helps you maximize your MOB when you have limited squares

all of the dragons are awesome. Send in the whelps first to knockdown those pesky heroes, then pile-on with the others for the swarm bonus. Remember that Wyrmlings have Knockdown too.
 

borg

Administrator
Personally, I am not crazy about Rex, I think he is too slow. When he comes out, if the consul is already winning, he is just the nail on the coffin, but if the consul is in a bad spot, he will just get kitted because of his slow move.

But I think the MVP in SDE goes to the Flingers. Hot Pot and Smke Pot = win.
 

Antizombie

New member
Personally, I am not crazy about Rex, I think he is too slow. When he comes out, if the consul is already winning, he is just the nail on the coffin, but if the consul is in a bad spot, he will just get kitted because of his slow move.

But I think the MVP in SDE goes to the Flingers. Hot Pot and Smke Pot = win.


I have to agree with you in terms of the flingers, they are great. However, i had the same mindset with regards to Rex until i started using the thwomp / cuddle combo. His stats are good enough that with them and mob he can hit the heroes reliably. Once he inflics immobile and weak on a hero it REALLY hurts them. Sure some characters can heal it up for them but that takes resources. Compound the cuddling with a thwomp and you can push them into fire. This means rex has done 2 points of damage and inflicted 3 status effects on a hero. THen if the hero can't get rid of immobile or weak it cripples them.

He IS slow, however if spawned and placed well he can be a real life saver with his reach. Put some cannon fodder in front of him and he is gold. Since dragon rage will also affect him that helps too.

As a hero i used to look at rex as a free treasure. Now i look at him as a target that MUST be destroyed. My gaming group has taken up these rex tactics and i must say he is now feared within our circle.

So give rex some love :) he likes to cuddle.
 

iamfanboy

New member
Personally, I feel more like the Ironscales are the MVPs; using them to bodyguard a spawn point with their aura can make players tear out their hair, and the Druid's AOE has a hard time giving wounds to models under their aura too. Not that Flingers are BAD, mind you, but they play second fiddle in my mind, and once the Heroes get some armor loot under their belts it's kinda hard to set them on fire so I use Flingers as mobbing fodder.


Baby dragons are rapidly becoming my favorite group of monsters; the way they build off of Knockdown is nothing short of a nightmare for heroes and my girl is especially nasty at using them.

Always attack Heroes that have already moved, if you can. Keep 'em knocked down for as long as possible.

Send in the Whelps first, since they get no tangible benefit from attacking knocked down models, but do help their little buddies out; then the Hatchlings. The Wyrmlings should be saved for last. Alternately, sending the Wyrmlings after the lower-armor Heroes like the Ranger or Ember Mage to Pacify can be crippling


One nasty trick I've learned is to accept that your closest spawn point is dead and put out two Hatchlings and two Gougers from it. By the time they off that, you're 9 Wounds closer to your goal of 16-Bit and drawing your first Loot card, preferably with four Spawn Points still intact.


I'd like to propose, however, that there be a moratorium on Consuls using the Rune of Haste - if you draw it, don't use it! It's pretty much game over for the Heroes if you pull it and use it; there's no way they can keep up with the sheer output of Wounds and special effects unless they are using loaded dice.
 

Antizombie

New member
I'd like to propose, however, that there be a moratorium on Consuls using the Rune of Haste - if you draw it, don't use it! It's pretty much game over for the Heroes if you pull it and use it; there's no way they can keep up with the sheer output of Wounds and special effects unless they are using loaded dice.

I don't usually feel bad for the heroes as i am primarily a consul player but that is just mean. I can't believe you drew that. That is HORRID. That is the point where you team chat "ha i just hacked the game!". I suppose the rune of health would really be just as bad :).

I agree with you on the first spawn point tactic though, that is usually what i do too.
 
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