Resonate

Aphotic

New member
Hadross as a whole seems really janky. Lots and lots of rules and interactions. Resonate seems a little god mode in that it buffs everything in Hadross against specific targets.
 

Vagrant Benthos

New member
Sadly I haven't gotten to play yet, but my thinking is that Resonate is powerful. My plan is to just be aware what it can do and just plan to deal with it. Also don't forget you can shed it with an interact action. Another thing, a Hadross cannot make use of Resonate if said Hadross is dead.

No having said that I'm very glad Hadross is my faction of choice. ;)
 

CasterKiller

New member
I didn't know you could shake off Resonate. Hmmm... seems less terrifying now, although still scary. I'm not sure what's worse; having more rank 1 infantry models that can lead to there being more Resonate tokens on the field to add to attacks against less important models, or having more rank 2 infantry models, so there are less Resonate tokens out, but the attacks against those Resonated models hurt that much more. I don't own any Rank 2 infantry (yet), so what do you guys think?
 

Swan

New member
You have Hadross, but no Rank 2 infantry? The starter Box set comes with Sevridan Gutters, and they are Rank 2.

While I like the Sevridan, and they have all sort of fun tricks, I find that Deepmen are brutal on the field with the addition of their Defensive Expertise.
 

CasterKiller

New member
Oh no, sorry, I have Nasier. I didn't go for the Fel Hammer option (stupid on my part). When I do get them, I'm wondering what will be more damaging.
 

jackfrost

New member
Resonate is a brutal ability. On its own it does nothing and for deepmem its okay because it keeps them alive so long but the real beauty is on sveridan.


I have started making chains of activated sveridans. Ill dp action first and squosh enemies back into my lines passing them over and over again until they are behind my army.

Do ot to an already activated leader or specialist and proceed to pund him to scrap at your leasure safely behind your lines while the enemy must now activate badly.


SSveridans are the best infantry in the game.
 

crazedloon

New member
Resonance is a little too good. The fact that you can take an interact action to remove resonance is irrelevant because if you are taking full activations to remove it you are doing nothing to the hadross player. You can do nothing because interact takes your action and often you will be BtB with gutters which take your move. Removing resonate from your force is also no problem for hadross because they have so many large area burst resonance producers (the bannerman, gutters)

The only potential balance could come from a clarification of who you can actually remove resonance from when you take the interact, if a single model for instance can remove resonance from multiple models and themselves. Or if they reduce the cost to remove resonance to a maneuver which balances out hadross relative slowness by pinning resonate models in one area to negate hit and run (not that gutters have a problem with that already)
 
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Mezegis

New member
Resonate is good, but through careful interact and assist actions, you can still kill Hadross easily enough. Yes, they can easily make you resonated, but this is why you use magic or will attacks to hurt them. If they have the friar as their leader, all the better because you don't have to deal with Torvash or Oorath's trainings.

Hadross are one of the tougher battles, because they can punish a bad play better than other armies, and like Shael Han, if you just smash the armies together and see what happens, you will lose to them.
 

jackfrost

New member
And wherr are tou getting enough magical attacks to attrition a haddross army well?

The vast majority of attacks in the game are melee and this is exactly where hadross wants to be.

And the utter punishment from gutter friar training is something i think you are under estimating.

I almost never fail to res people with deepmen so my sveridans always get mastery to hit.

My sveridans will fail 1 squish ability in 4 and and will cause you to take 3 command checks per4 attacks that cause wounds that ignore resresilience?

Its about consistency. Causing the highest number of wounds possible to the infantry early on, combined with squishes pulling your specialists and leaders behind my lines where taxi crabs rip them to sshreds is ball busting.

Its not unbeatable but its pretty close. Once i get that big squid monster and start pulling your leaders out of command range of their troops its going to be insane.

lastly id love it if people tool more magic vs my sveridans. The entire army has magical backlash defense on the 1,2,3 so even the work around you propose will hurt you.
 

Mezegis

New member
As with the Shael Han thread, theorycrafting in a vacuum means we can punch/counterpunch to our hearts content. Severidian are good, I won't dispute that, and there is a reason Hadross won Adepticon's Wrath tournament. It sounds like your opponents are playing into your armies strengths, that alone will spell their downfall.
 

jackfrost

New member
Well im only telling you whats happening in our games, not theory crafting.

We all started at the same time and were all veteran mini gamers so i dont have an advantage.

I lost brutally a few games while i was trying to figure it out and it went from that the wiping the table more often than not.

Still the game is balanced because in the games i wipe them i still lose sometimes because of scenario. Though the attrition capability of hadross is massive, the scenario ability of the army is lower than others and it makes for a well balanced game.
 

Teskal

New member
It looks like that Hadross is a good beginner faction. Making it easier to win till you know the tricky parts of the game.
 

Certs

New member
Well im only telling you whats happening in our games, not theory crafting.

This. Seeing a difference in gaming experiences is good to have for perspective. :)

Here, in my group, my Hadross have so far gone undefeated (Current list: Ooroth leading Bannerman with 6 deepmen and Friar with 7 gutters, 2 sharks, 2 crabs, Ilva, Oracle, and 2 callers). We got all 5 factions but my most regular opponents are usually either Shael Han or Teknes. I sorta luck out there because both of them tend to use abilities that require close proximity or base contact within their formations in order to work and that helps my own strength of Will debuffs/attacks and the threat of the oracle nuke.

Still, I'm happy with my Hadross's streak so far as it's at least felt fairly close and has left me with wins against my friends that I don't feel bad about. Most of my games do tend to be close, but I am usually able to just out-attrition my opponents whenever they make a concerted effort to block me from my objectives, which is basically what I force them into with objective placement because I know I can win those fights more often than not.

Currently, my friends rarely bother trying to rinse off Resonance since it's usually easy to anticipate and counter.

When most of the opposing force is already Resonate (usually by early round 2 after engaging), I try to give my specialists priority in the activation queue, using their ranged attacks to hopefully pick off an opposing leader/specialist or two before they get around to activating. Then, if an enemy group does try to rinse off resonate, I'll activate Bannerman or the Gutters immediately afterwards to re-resonate all of them fairly reliably when needed. My Oracle nuke tends to either be either the first or last activation in my turn (or, preferably, the last and then the first) because of how that works out.

What I think tends to be more of an issue in our games, and should maybe be the subject of another thread, is the perceived importance of having access to ranged attacks as many of our games usually feature a bit of a shoot-out between leaders/specialists over the line of infantry between them. Because of that, I'm also not really a fan that minis of the same height don't block LoF for each other.
 

Mezegis

New member
Interesting, because in my group, I’ve never seen that Hadross win. Now they have only been skirmishes since we don’t play with unpainted stuff, but in every case the opponent has grabbed all the objectives in Round 1 and 2, then focused on assassinating a leader or two to drop them the last few morale needed to win. The sharks and sevridian are powerful, but since they are rank 2, their morale totals are lower, and feel those objective hits even worse. I totally see how they can be powerful, but my experiences on the table have them losing right when they start building up steam.
 

jackfrost

New member
Yep in every single game i win or lose its usually very tight with me having 3 moral over my opponent from killing more of their army amd them having made up that difference with objectives.

Last night i shifted the nasier greathorn into my back lines and pinned it in with sveridans. Then next turn killed it with a taxi crab.

My opponent was taken completely by surprise and simply couldnt do anything about it.

we havent gotten to the over use of ranged attacks yet since im just bot aeeing how thats going to be as effective as setting up sick levels of crushing waves off if EPHRAMAKEEEEEEE... ahem... sorry.

Yeah im not winning all my games but when i lose its because my army couldnt stop every single little objective run as well as everyone else can.

We have no cheap runners and many of our objectives require leaders to go do stuff while other factions get objectives that basic lvl1 infantry can take.
 

Teskal

New member
With other words, if Hadross wins to often, the enemies have not found the correct tactics against Hadross.
 
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