The Horus Heresy: Legions: Difference between revisions
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*'''Emperor's Children''': Fulgrim Perfect Boys. Their main skill is "Perfection" which activates if you spend the rest of your Energy on that card it triggers some special effect (drawing a card, for instance). | *'''Emperor's Children''': Fulgrim Perfect Boys. Their main skill is "Perfection" which activates if you spend the rest of your Energy on that card it triggers some special effect (drawing a card, for instance). | ||
===IV Legion: [[Iron Warriors]]=== | |||
*'''Iron Warriors''': Using Siege, an ability to "prepare" for one turn, and allowing you to use it whenever you want. | *'''Iron Warriors''': Using Siege, an ability to "prepare" for one turn, and allowing you to use it whenever you want. | ||
===V Legion: [[White Scars]]=== | |||
NOT YET RELEASED | NOT YET RELEASED | ||
===VI Legion: [[Space Wolves]]=== | |||
NOT YET RELEASED | NOT YET RELEASED | ||
===VII Legion: [[Imperial Fists]]=== | |||
NOT YET RELEASED | NOT YET RELEASED | ||
===VIII Legion: [[Night Lords]]=== | |||
*'''Night Lords''': Terror for the bully boys. It serves to not take damage when the enemy has less attack than you do. Also able to debuff enemy attack power and make enemies unable to attack for a turn. Lots of flank, conditional fast, and stealth | *'''Night Lords''': Terror for the bully boys. It serves to not take damage when the enemy has less attack than you do. Also able to debuff enemy attack power and make enemies unable to attack for a turn. Lots of flank, conditional fast, and stealth | ||
===IX Legion: [[Blood Angels]]=== | |||
NOT YET RELEASED | NOT YET RELEASED | ||
===X Legion: [[Iron Hands]]=== | |||
*'''Iron Hands''': Focused on Relentless cards, which activate at the start of each turn. | *'''Iron Hands''': Focused on Relentless cards, which activate at the start of each turn. | ||
===XII Legion: [[World Eaters]]=== | |||
*'''World Eaters''': | *'''World Eaters''': | ||
===XIII Legion: [[Ultramarines]]=== | |||
NOT YET RELEASED | NOT YET RELEASED | ||
===XIV Legion: [[Death Guard]]=== | |||
*'''Death Guard''': Mortarion's own boys. They focus on poison (kills enemies in the following turn), high health front line troops, and healing themselves. Also have a lot of troops with backlash- abilities that trigger on destruction of the troop.Deathshroud is an 8/8 troop whose backlash ability spawns another Deathshroud! | *'''Death Guard''': Mortarion's own boys. They focus on poison (kills enemies in the following turn), high health front line troops, and healing themselves. Also have a lot of troops with backlash- abilities that trigger on destruction of the troop.Deathshroud is an 8/8 troop whose backlash ability spawns another Deathshroud! | ||
===XV Legion: [[Thousand Sons]]=== | |||
NOT YET RELEASED | NOT YET RELEASED | ||
===XVI Legion: [[Luna Wolves]]/[[Sons of Horus]]=== | |||
*'''Sons of Horus''': The Warmasters own, and the first deck you get with Loken as its center Warlord. Tons of drop pods and direct damage. Also good at gaining card advantage. | *'''Sons of Horus''': The Warmasters own, and the first deck you get with Loken as its center Warlord. Tons of drop pods and direct damage. Also good at gaining card advantage. | ||
===XVII Legion: [[Word Bearers]]=== | |||
NOT YET RELEASED (but soon) | NOT YET RELEASED (but soon) | ||
===XVIII Legion: [[Salamanders]]=== | |||
*'''Salamanders''': Vulkan's own boys, Focused on fire (mostly attacking multiple enemies), "Survive" (which allows it to survive when it should have been destroyed), and Sacrifice (very Salamanders, as when they die attacking an enemy, an effect is triggered). Lack fast or flank units and only have 2 direct damage tactics, both of which only do 2 damage per target. Rely heavily on troops and board presence to win. Can struggle to take the board back if they lose it. | *'''Salamanders''': Vulkan's own boys, Focused on fire (mostly attacking multiple enemies), "Survive" (which allows it to survive when it should have been destroyed), and Sacrifice (very Salamanders, as when they die attacking an enemy, an effect is triggered). Lack fast or flank units and only have 2 direct damage tactics, both of which only do 2 damage per target. Rely heavily on troops and board presence to win. Can struggle to take the board back if they lose it. | ||
===XIX Legion: [[Raven Guard]]=== | |||
*'''Raven Guard''': Corax flighties. Focused on Stealth (making the unit untargetable), Sneak Attack (causing damage on attack without taking it back), and their own special skill "Sentence" (additonal damage caused to a unit that is marked as sentenced). | *'''Raven Guard''': Corax flighties. Focused on Stealth (making the unit untargetable), Sneak Attack (causing damage on attack without taking it back), and their own special skill "Sentence" (additonal damage caused to a unit that is marked as sentenced). | ||
===XX Legion: [[Alpha Legion]]=== | |||
*'''Alpha Legion''': Alpharius' Alpharius. They have special tactics like Orders, that target enemy units and forcing them to use certain abilities. | *'''Alpha Legion''': Alpharius' Alpharius. They have special tactics like Orders, that target enemy units and forcing them to use certain abilities. | ||
Revision as of 10:19, 11 February 2019
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This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it. |
Horus Heresy: Legions is a card game for mobile released by Everguild. The card game focus in each of the 30K Space Marine Legions and their conflict through the Age of Darkness (though you have a few Imperial Army Commanders, Mechanicum and Deamons in here). The card game can be surprisingly strategic, and not as RNG focused as say, Hearthstone. The game uses a basic resource called energy, with a max of 10 per turn.
Warlords
Warlords are your center characters of the game, with each possessing special abilities that differentiate them from each other. Each faction have their own unique commanders, and the Legions getting their own Primarchs.
Legions
Each legion have their own "shitck" as it should be, and some special abilities. So far Everguild released the following Legions:
I Legion: Dark Angels
NOT YET RELEASED
III Legion: Emperor's Children
- Emperor's Children: Fulgrim Perfect Boys. Their main skill is "Perfection" which activates if you spend the rest of your Energy on that card it triggers some special effect (drawing a card, for instance).
IV Legion: Iron Warriors
- Iron Warriors: Using Siege, an ability to "prepare" for one turn, and allowing you to use it whenever you want.
V Legion: White Scars
NOT YET RELEASED
VI Legion: Space Wolves
NOT YET RELEASED
VII Legion: Imperial Fists
NOT YET RELEASED
VIII Legion: Night Lords
- Night Lords: Terror for the bully boys. It serves to not take damage when the enemy has less attack than you do. Also able to debuff enemy attack power and make enemies unable to attack for a turn. Lots of flank, conditional fast, and stealth
IX Legion: Blood Angels
NOT YET RELEASED
X Legion: Iron Hands
- Iron Hands: Focused on Relentless cards, which activate at the start of each turn.
XII Legion: World Eaters
- World Eaters:
XIII Legion: Ultramarines
NOT YET RELEASED
XIV Legion: Death Guard
- Death Guard: Mortarion's own boys. They focus on poison (kills enemies in the following turn), high health front line troops, and healing themselves. Also have a lot of troops with backlash- abilities that trigger on destruction of the troop.Deathshroud is an 8/8 troop whose backlash ability spawns another Deathshroud!
XV Legion: Thousand Sons
NOT YET RELEASED
XVI Legion: Luna Wolves/Sons of Horus
- Sons of Horus: The Warmasters own, and the first deck you get with Loken as its center Warlord. Tons of drop pods and direct damage. Also good at gaining card advantage.
XVII Legion: Word Bearers
NOT YET RELEASED (but soon)
XVIII Legion: Salamanders
- Salamanders: Vulkan's own boys, Focused on fire (mostly attacking multiple enemies), "Survive" (which allows it to survive when it should have been destroyed), and Sacrifice (very Salamanders, as when they die attacking an enemy, an effect is triggered). Lack fast or flank units and only have 2 direct damage tactics, both of which only do 2 damage per target. Rely heavily on troops and board presence to win. Can struggle to take the board back if they lose it.
XIX Legion: Raven Guard
- Raven Guard: Corax flighties. Focused on Stealth (making the unit untargetable), Sneak Attack (causing damage on attack without taking it back), and their own special skill "Sentence" (additonal damage caused to a unit that is marked as sentenced).
XX Legion: Alpha Legion
- Alpha Legion: Alpharius' Alpharius. They have special tactics like Orders, that target enemy units and forcing them to use certain abilities.
Getting Started and Getting Cards
The game provide a few ways for getting cards. First, the currencies are gold and gems. Gems only come from crates (card packs), while gold can be purchased in the store. You can also get tickets for Events, which are focused on pre constructed decks used against each other.
Most of the games rewards are the "crates" that can give you gold, gems and obivously, cards. The few ways you can earn them:
- Doing the Daily Mission which can be done in both Practice and Ranked modes by winning games.
- Challenge, also daily, usually dictating some specific kind of unit, deck or type of action that you have do it many times (like hitting an enemy Warlord with your own). If you do it enough times, you can get a better crate.
- Free Crate that shows up each 6 hours (though its obviously not as good as the other crates, it can give some good rewards).
- Events Wins. For every two wins, you can get a better crate with better rewards while doing Events.