Hero Academy 2 Unit Vermin
IntroductionDedicated to the strategy boardgames Hero Academy & Hero Academy 2 by.Available on, and.What's new?. All New FREE 'Fast Times at Hero Academy' Campaign!
Available to all players at level 3. Gameplay pass on Council, Warden, and Dark Elf challenge packs to make them more fun and a little simpler to do. New guild leaderboard! See how you ranked against the other guilds last season. Updated guild info popup. Tap on a guild to see how they ranked, who's in the guild, and more. Economy changes: Quest rewards increased, Duel Chest rewards increased, Supply Crate rewards increased!.
R/HeroAcademy: Hero Academy is a game with a delicious mix of Strategy Card & Tactics gameplay. Play on phones, tablets, PC, and Mac. The first game kept on improving and I have no doubt that Vermintide 2 will deliver it as well. With over 500,000 units sold in its first four days.
Crafting costs are reduced and more consistent across the board. Balance Changes to a few Heroes and Spells. Rules & Guidelines▸ All posts must be related to Hero Academy▸ Keep criticism constructive▸ No low effort posts: Submissions to should invite critical thinking and foster meaningful discussion.▸ Follow good Community Resources. The original was so much better. It was like an more exciting chess. It had the whole methodical approach to a chess game, but the wild twist element to it that made it less tedious.
It was still asynchronous, so you could play at your pace, you could really think about your moves and an undo button really made you play your best every turn. You could plan out all your strategies and properly experiment.
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And a lot of mechanics there worked better, that there wasn't this annoying mana element, every player was more versatile, could hit and run, you weren't limited to one attack, and attacking didn't make you petrified. Every player had the same guys for every team, so there wasn't this 'pay-to-win' aspect. It made the game really fair.Hero Acamedy 2 kills all that. It ruined a perfectly good formula. It turned something truly unique to something more generic. There are already games like Heartstone, what made Hero Acamedy shine was that it wasn't as luck-based.
I've been grinding with this game for a while, I did a whole bunch of challenges and duels, and my inventory of cards are still very meager. I mean if we were gonna have cards, and deck building, can we make it easier to get them, so I can build a decent deck. And can we fix some of the wonky mechanics, like the fact that movement and attack is very limited. Survivor zach williams live.
If there was an asynchronous mode for those that prefer that style of game, that would be great too. I'm sorry about the rant, but I was really waiting for this for a couple of years, and got really let down by it. I hope the devs can take what I'm saying into consideration for their future updates.
1) In Hero Academy 1, everyone had the same army composition. This is both a good and bad thing. It's good because you don't need to invest money or time in developing a good army. It's bad because there's no customization, and there's also no point in investing a lot of time into the game once you 'figured' out the nuances and the strategies, and the optimum moves eventually became predictable.2) Hero Academy 1 gave you asynchronous play but it could also take forever; what happened was you would play several games at once in the hopes of other people acting as soon as possible, so you lived only for the 'next turn' as opposed to the entire game. In Hero Academy 2 gaves are relatively fast, and you can concentrate and plan for one game instead of juggling several games concurrently.3) Hero Academy 1 was all about PvP while Hero Academy 2 has some solo player content.4) Hero Academy 1 was flawed in the sense that the number of units you had on the board was for the most part meaningless because you could distribute all your action points to 1 unit. Hero Academy 2 fixed this and there's actually a point to developing board presence. I'm going to go through all your points here:.The good outweighs the bad for me.
And this whole 'figuring out' point applies to HA2 as well. The main difference being, you can recognize the nuances and strategies that other players utilize, but your deck isn't adequately equipped to handle them because you didn't get lucky and unlocked the right cards. I think the balance in the original game easily trumps the customizablity of the sequel.Hero Academy is originaly a game for players to play at their own pace. Not everyone has the time to play the game live. And you can have multiple games at a time, so having about 10-20 games all running at once had its own appeal for me.
And the whole think it through before you submit your turn brings out the best in players. So, you're usually at your A game all the time, and are prone not to make cheap mistake because your misclicked or something. I like the idea of making it easier to play at your best while your opponent is too.The original had challenges as well. And it's not like this sequel improves upon it in anyway. It's still tedious for me, so I don't really consider it a worthwhile addition.
I can hardly call it a proper campain.Having played a bunch of games myself, I disagree with this. I feel you can make you of your multiple units easily, and I have. It was all about versatility. The sequel is way too restrictive, some mechanics are just cumbersome and don't really improve the experience at all. I played the first game and was a major fan, with HA2 they brought the game up by at least one order of magnitude. So much more richness and the card collection and everything. I think its a huge step forward and its an amazingly well put together game.
That said sure there are some things to be improved. Id say now that Ive been playing it daily for a month or so, I'm starting to get very familiar with all the cards/heroes etc, so essentially I think just more cards and more factions would be a way to spice things up and keep things interesting. Also to make sure that some cards doesn't keep ruling the meta no matter what cards get added in expansions. I'd say, the feeling I get when Im buying card packs now, is that I mostly get dupes cause I have all normal and rares already, and most of the rest of them, but thats a symptom to be expected from this kind of game, it needs more cards to thrive in the long run and the devs no doubt knew that before they even wrote the first line of code.I can add to this that I'm a happy paying customer that got the two starter packs and then been having the daily gem pack running for 3-4 weeks. So I've probably dropped somewhere around 50-60 usd on it in total. At this point I think I'm gonna be stockpiling until a new update with cards drops. I think the reason there is so much disappointment is that HA1's fanbase were competetors, not collectors.
HA1 was a near perfect game (minus the tiny bit underpowered Shaolin).Also, you have to keep in mind that projects like this cost a ton of money, and in this shitty economy it's very hard not to switch to the dark side of appealing to the larger, general, generic crowd - to make some money back.I actually enjoy timed moves, because it allows opportunity for mistakes, and that adds an element to the game. HA1 was 100% strategic, and the move you submitted was generally the move you wanted. And I'm pretty sure that asynchronous games would not make this game better - I can say for certain that my moves would probably only change about 10% if I had an hour to think about them; since you never really know what your opponent's deck holds - and alot of games are decided much more on draws than on strategy.More cards, easier to obtain cards, and more balanced cards. Me thinks.
This page uses Javascript - you need it enabled to see the page.Commentsat 2013-09-18 20:38 wrote:OK. Let's see what we got with these new dudes and dudette.
I haven't played too much new inferno, so most of my reasoning for these judgements is from fighting them and reading their in game stats. The menus here help too, but the names are outdated so it gets confusing. I'll try to use the current names. 10 lashes if I forget and use an old name. Here we go.1) Imp.
Those little.s. A magic users bane in large numbers, these things are notorious for depleting enemy mana reserves. So which upgrade is better? Well, their stats are almost identical. The old familiars have more reliable damage (2-3 vs 1-4) (this is more important for heroes that are less likely to use light magic).
The new Vermin have 1 extra movement speed, a great little boost for helping get the first hit. So who got the better ability? They both steal mana from enemy heroes. While Imps simply destroy/throw away the mana, the upgrades pass it on. Old familiars give the mana straight to their hero, and from what I remember, that extra mana is added to the heroes pool regardless of their maximum (this can bring their mana above their max). So what to Vermin do with all that juice? They give it to your casters, and what more, this is an activated ability, which mean you can use it whenever you want.
I'm not sure if its uses are limited, but I know that the Familiars can only steal once, and it happens automatically at the beginning of their first turn.There are 2 important things to keep in mind when desciding which one is more useful.1, the Familiar steals twice as much mana per theft as the Vermin (.25 vs.125 each (rounded)). Thus means it has a much greater impact on the enemy hero. Sure, the Vermin can do it again, but it would have to do it twice to match the amount of mana stolen, and it would likely have suffered casualties before its second theft. It would take longer and is riskier, and gives the enemy hero more opportunity to use their mana before its gone, and it occupies the Vermin so that they aren't fighting.Now we must descide if giving mana to your casters is worth the tradeoff. It really seems like its not. The Inferno on has one caster, the Pit Fiend/Lord. This unit is awesome, but, is very slow.
By the time a Pit Lord has exhausted its mana, it is usually within melee distance of an enemy, and they excel at fighting as well. It can be useful to have them keep using fireballs and meteor showers, but it comes at a price. Remember also that the alternate Pit Fiend upgrade is not a caster like the other 2. If you descide to use Vermin, you must also use Pit Lords to take advantage of the stolen mana.And so, it looks like the Familiar wins. It's pretty close, but Familiars can steal more mana faster, and give it to the person who needs it most, your hero.
Demon lords don't usually have a lot of mana, so stealing/consuming corpses is how they keep it up. Once you get the hellfire ability, the extra mana will become much more useful than extra casting from Pit Lords.Familiar wins.2) Horned Demon: The Inferno tank. Which upgrade is better?
For once I think I'm siding with the upgrade that deviates from the units 'tank' role, mainly because the Inferno has a stronger tank down the line. It's not entirely necessary to use Horned Demons as well.So you've got Horned Overseers and Horned Grunts. Overseers have a little more defense, Grunts have a little more initiative. It's the abilities that make the difference.
Overseers can explode. Well, not really, they basically cast fireball on themselves, hurting everything except themselves in the 3x3 damage radius. This can be useful, but since they're usually tanks, sitting close to your other units, iv almost never used it effectively, and have seen the AI use it foolishly several times.The Grunt got a much better ability. 'Leap', allows them to jump as far as twice their movement range and land on an enemy unit, inflicting greater damage than usual (+10% per tile covered), but is then more vulnerable to damage (can't tell if its just the retaliation or until their next turn).
Anyway, this is great, cause it allows Grunts to actually make it to the fight before its over. In many cases, they can actually tank on the front line, stealing enemy units retaliations, giving your Imps, stallions and devils a few free hits over time. This ability can even kill crucial stacks like shooters or block them off. And so the Grunt clearly stands out from the Overseer.Horned Grunt wins.3) Hell hound: A normal melee unit, before upgraded. You've got the Cerberus or the Firehound.
Again, almost identical. Firehound gets 1 extra defense, Cerberus gets +1-1 damage.
They both have 'no enemy retaliation' and '3 headed attack'. The Firehound, however, gets one more awesome ability. 'Fire Breath', just like dragons.
Firehounds can spray damage across an impressive area, and effectively rush shooters and casters under guard, damaging anything near its head when it attacks.Firehound wins.4) Succubi: Inferno's only shooter. Which upgrade is better?
This is a strange one. I try to not let a single ability tip the scales, but sometimes it does. This is a really close call, so ill be as objective as possible. So, Mistress or Seducer? They both kick ass in very different ways, and which one is better will depend on your hero. The old school mistress is like a normal shooter, except she gets 'chain shot', a ranged attack that behaves like 'chain lighting'.
She also has 'Ranged retaliation', which allows her to retaliate to ranged attacks with a chain shot. This makes them deadly shooters. So what did the seducer get?Seducers trade the chain shot ability for an ability called 'seduce', which is basically a weaker version the Puppet master spell, but even if it works for only 1 turn, its worth it. It's not foolproof though, and does have a problem that I haven't seen mentioned. Basically, the effect of 'seduce' depends on the power of the target, relative to the power of the stack of Seducers (I'm guessing its calculated as a combo to unit tier and quantity).
Basically, the stronger the target stack is, the shorter the effect, and if the stack is too powerful, it will not work at all. And of coarse, each seducer stack can only use this ability once.So, while it is certainly a great advantage to turn one of their stacks against them, it is important to look at the above details. Think about how you normally use puppet master. Target their strongest stack, both taking it away from them, and unleashing it on them. The seducer can't really do this (unless their power is that great, in which shooting would almost be better). I mentioned before that this would depend on your hero, and here's why. If your demon lord has dark magic (which is the only magic school they can use effectively under normal circumstances (their odds of getting light magic are very low) and frenzy/puppet master, that will work much better that the seducers ability.
Sure, its great to manipulate even more units, but because of its limitations, the normal spells are just better, and having mistresses with chain shot pays off more. This is even more true if you have the 'archery' perk. So now we have to descide, whos really better. Well, the seducer is only better if you have no dark magic, or if your facing inferno troops, since the chain shot does not spread to demonic units. The mistress is simply more deadly most of the time. She can chain shot every attack, and the seducer can only seduce once.Mistress wins (unless you are facing inferno/have no dark magic).5) Hell chargers: evil unicorns?? This is an assault unit, a fast heavy hitter with moderate endurance.
Let's look at the upgrades. Nightmare or Hell stallions? They both kick ass. Stats are close, Stallions do I bit more damage and have 1 less initiative. How bout abilities?
They both have a chance to inflict fear, which works like bash, knocking ATB to zero, and it also makes them run away, which is great for getting tanks out of the way. Here's the difference. Nightmares have a 'fright aura' which penalizes all adjacent enemies with -3 morale. This is a great bonus, especially if the enemy has low morale to begin with. The Hell stallion trades the fright aura for a 'searing aura', which inflicts fire damage to all adjacent enemies at the beginning of each of their turns (damage = 10x # of Stallions). This is also awesome, and coupled with the stallions greater damage, this makes them deadlier.Hell Stallion wins6) Pit Fiend: Inferno tank/caster.
This is another of my favorite units, right up there with the vampire and golem. Pit Fiends are powerful units, lots of damage, lots of HP, great casting ability, limited only by speed (they are slooooowww).So which upgrade is better? Let's see.Pit Lord or Pit Spawn? They are quite different, and both kick ass.
The Pit Lord improves on the Fiends Casting ability, adding more mana and the 'meteor shower' spell, making them deadly ranged units. Then, when the enemy closes is, the Pit Lord is a more than capable fighter. It's Vorpal Sword ability always kills +1 unit with each attack (1 more than usual, with a minimum of 1 kill). This is very effective against high tier units, and makes the Pit Lord an extremely deadly unit.The Pit Spawn sacrifices all casting ability in exchange for much better combat stats (including +20 HP), and replaces the vorpal sword with the blade of slaughter, which adds +2 damage per unit in the stack that it attacks. (Attacking a stack of 50 units will add 100 damage), this works best against lower tier units.
On top of that, spawns also get 50% magic proof.So, this is a tough call. Probly the toughest yet, for any unit. Either one is a great choice, and depends on other choices.
If you opted for Vermin rather than Familiars, their ability goes to waste with Pit Spawns. It depends on your enemies.
Magic resistant? More or less high or low tier units. There are so many variables that on a technical level, its a draw.Pit Lord/Spawn. Draw.7) Devil: Bobby Bouche, little girls are the devil!!So which one is better? Archdevil or arch demon? This is another tough call.Archdevils have 1 more speed and initiative than arch demons.
Arch demons have a bit more attack, defense, and HP. It's pretty close, so what about abilities? They both fly/teleport, and each has one additional ability. The old Archdevil can summon Pit Lords to replace fallen ones, up to and including the amount that entered the battle (they cannot summon more than you started with). Within this parameter, the number of Pit Lords summoned is twice the number of Archdevils who use the ability (the info doesn't specify, but I think this works on Pit Spawns as well, but still summons Pit Lords as replacements (this is what happened when I fought Biara in the campaign)). The summoned stack is treated like a gated one, and does not count toward your army.
If all your other, real units die, the summoned Pit Lords will vanish with any gated creatures that remain. This is an awesome ability, and drives enemies to great frustration, as they often try to kill Pit Lords quickly to prevent them from casting. So what about Arch Demons?Arch demons trade summoning Pit Lords for the ability to 'teleport other'. Any unit, friend or for, that is within the Arch Demons movement range, can be instantly teleported to the nearest possible tile to the Arch demon that used the ability. You can use this to snatch enemy shooters or casters away from their tanks, or to recover your foreword units, like Cerberi, to give them more.chances to kill.
This is a great ability. Both upgrades have great abilities. I personally prefer to be able to summon Pit Lords, but teleporting other has so many uses, I'm gonna have to call this a draw as well. Kind of anti climactic, but hey, its how it is.Devil. Draw.That's the list.
I'm less familiar with inferno than other factions, so if anyone has anythingto add, please do. Thanks.at 2007-07-31 17:26 wrote:Familiars (drain enemy heros mana, gives to you), Quasits (drain enemy heros mana, gives to spellcasters) and Pit Lord (get mana as quasits are alive=) is a sure support tactic combination:devil/demon:at 2007-07-27 22:27 wrote:Thanks Wraith. I didn't realise that they were there (I tend to only look at CH).Pit Spawn will be deadly against lower tier creatures (except Dungeon ones perhaps?).
Coupled with the Arch Demon's Summon Other you could get them right in the thick of it (bit like with the Horned Leaper's aptly named Leap). Upgrades are some of the better ones, as they actually tackle some of Inferno's weaknesses (in my opinion).at 2007-07-27 17:31 wrote:@aalgralmost every new ability have explained in AOH.at 2007-07-27 15:46 wrote:Where do you find out what the new upgrades (TOTE) abilities are? I know there was a link somewhere before but I can't find it anywhere!at 2007-07-27 15:23 wrote:i just realized how.ing good pit spawns axe of slaugher is,it is perferct against level1-4 creatures,also it work higher level creatures,but they growth is too lowat 2007-07-24 22:28 wrote:Heck yeah.at 2007-07-24 22:01 wrote:'Hellmare?!
Really?:disagree:'hehe I just love how they mixed the past names. Hellcharger could outdate Duracell in notime:Dat 2007-07-24 20:25 wrote:Wow!They've done some seriously good job with the new Horned Leaper and Pit Spawn.they look so beautifully insane =$at 2007-07-19 12:10 wrote:im am haven fan too for the griffin empireat 2007-07-19 10:37 wrote:vulnevia at 2007-07-19 05:52 wrote:gah, the succubus temptress couldn't tempt me to do anything =CYou know, they could be whomever you want.at 2007-07-19 10:23 wrote:Hellmare?!