View Full Version : Lunar Handmaiden
RolftheRuf
08-20-2006, 07:40 PM
Lunar Handmaiden
Spawn: 6VV
Power: 3
Def./Life: 7/9
Ability: When in a scoring cell, 1 Spawn pt. -- Advance.
This piece is quickly becoming one of my favs and a staple in any Valor warband. Not only does she supply a convenient way to spend an odd spawn point, but she allows a move ahead of the action phase. This is useful any time, but particularly when you are taking your actions second. In addition, with most of the other Advance abilities, you have to depend on rolling blades. With her, it's a sure thing -- an automatic move whenever you need it. I love the Hawk-eyed Instigator, but the Lunar Handmaiden adds a whole different dynamic.
In the shadow of the Scarab Warcharm, this is one slightly overlooked piece that probably shouldn't be.
Charninja
08-20-2006, 07:44 PM
I will gladly agree that her power is definitely ahead of the curve. Problem is, while she has a nice sized rear for her point cost, she just doesn't have the power I feel she needs. I think that is a recurring issue with a lot of monsters. If she had 4 power or was one less V, she'd be nearly everywhere. However, that is just a preliminary gut reaction. If I get her, I will playtest her a bit and go from there.
RolftheRuf
08-20-2006, 08:23 PM
I didn't suggest that she rocks the way the Scarab rocks, only that she was a somewhat overlooked piece, that has a great ability and is costed fairly well. Valor doesn't excel in heavy hitters and I wouldn't reccomend moving her about on her own, she needs to be teamed with someone that will give you decent total dice. If you can roll six or more dice, you are doing okay, which means units with Power 3 or better (assuming you keep them at least paired) meet the requirement. She's not going to be out there for her combat skills, but for her leadership -- directing other units.
Charninja
08-20-2006, 08:35 PM
I didn't suggest that she rocks the way the Scarab rocks, only that she was a somewhat overlooked piece, that has a great ability and is costed fairly well. Valor doesn't excel in heavy hitters and I wouldn't reccomend moving her about on her own, she needs to be teamed with someone that will give you decent total dice. If you can roll six or more dice, you are doing okay, which means units with Power 3 or better (assuming you keep them at least paired) meet the requirement. She's not going to be out there for her combat skills, but for her leadership -- directing other units.
That I will certainly agree with. I admit, it is unfair to compare everything to Warcharm.
Yami_Shaman
08-27-2006, 07:09 AM
she's a pretty powerful piece. This with Pearlthorn Castle can move any character two spaces before combat even starts. Basically if the castle is in front of your guy in the spawn row, you can move him in there. Then if no enemies are on the castle cell, handmaiden moves it another one.
3 or each in a warband would be crazy.BTW she also has really good stats, and a decent power to cost.Definitly worth playing
King_Sephiroth
08-27-2006, 03:29 PM
3 Power is actually really good in terms of power-cost ratio's. Valor has extremely low power-cost ratio's, and just has low power overall. 3 Power makes her friggin' awesome in my book, as the only "small" piece with high power for Valor is Hawk-Eyed.
The Advance ability is just icing on the cake. =)
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