So far I have shown you the Heroes, the Spawning Points and the Treasure Chests from the Super Dungeon Explore basic game boxed set. All that remains is to showcase the monsters. I'll begin with the weakest first - Kobold Flingers and Kobold Gougers.
Kobold Flingers are Minions of the Consul. There are four Flingers in the boxed set but I'm only showing two of them. I decided to paint half of my Kobolds with red skin (Foundry Madder Red 60) and half with grey skin (Foundry Granite 31).
Many young Kobolds emerge from their warrens having learned how to hunt bats and other denizens with nothing more than a strip of drakegut and a pouch full of stones. Deadly accurate, these Flingers as they are known as, launch small clay pots of flaming lamp oil or inky smoke bombs to conceal their movement.
Flingers really are incredibly weak. They have an Armour value of 0 and only 1 Wound, meaning any hit will kill them. But they do have a few things going for them. First up, they are fairly good at ranged combat. Their slings have a range of 6 squares, which isn't too bad. They come with a variety of ammo types - ordinary rocks, Smoke Pots (which surrounds a target with Smoke, blocking line of sight) and Hot Pots (which can set a target on fire).
Their one other advantage, which is common to all Kobolds, is the Mob ability. This adds +1 Blue Attack die to the model's attack for every other model with Mob in melee with the target, up to +3 Blue Attack dice. I have used this ability to deadly affect by surrounding a Hero with Kobolds and killing the Hero in a flurry of attacks.
Kobold Gougers are also Minions of the Consul. The boxed set comes with six Gougers but I'm only showing two in these photos - one of each colour.
Kobolds are not big on courage as lone fighters. Their snarling growls are meagre and their weapons blunt and rusted. The Gouger's long spears can effectively add weight to their kin's attacks by stabbing at the desperately flailing heroes.
Gougers share identical stats with the Flingers, making them just as weak. They should be used just like the Flingers - from afar. Their spears have a reach of 2 squares, meaning they don't have to stand next to a Hero to attack them. Best leave that to the Ironscales and Knuckleheads (whom I'll review next time), who do specialise in close quarter melee combat.
As I said before, all Kobolds have the Mob ability, and this applies to the Gougers. In a one on one fight with any Hero, the Kobold will almost certainly lose. However, if they can gang up on a Hero, they can do some considerable harm. Flingers and Gougers have an Attack value of 2 blue dice. By making full use of the Mob rule you can boost this to 5 blue Attack dice. This amount of dice can hurt most Heroes. Kobolds remind me of zombies. Individually they are weak but the more there are, the stronger they become. Their prime role is as cannon fodder, but if used wisely they can be surprisingly effective.
Kobold Flingers are Minions of the Consul. There are four Flingers in the boxed set but I'm only showing two of them. I decided to paint half of my Kobolds with red skin (Foundry Madder Red 60) and half with grey skin (Foundry Granite 31).
Many young Kobolds emerge from their warrens having learned how to hunt bats and other denizens with nothing more than a strip of drakegut and a pouch full of stones. Deadly accurate, these Flingers as they are known as, launch small clay pots of flaming lamp oil or inky smoke bombs to conceal their movement.
Flingers really are incredibly weak. They have an Armour value of 0 and only 1 Wound, meaning any hit will kill them. But they do have a few things going for them. First up, they are fairly good at ranged combat. Their slings have a range of 6 squares, which isn't too bad. They come with a variety of ammo types - ordinary rocks, Smoke Pots (which surrounds a target with Smoke, blocking line of sight) and Hot Pots (which can set a target on fire).
Their one other advantage, which is common to all Kobolds, is the Mob ability. This adds +1 Blue Attack die to the model's attack for every other model with Mob in melee with the target, up to +3 Blue Attack dice. I have used this ability to deadly affect by surrounding a Hero with Kobolds and killing the Hero in a flurry of attacks.
Kobold Gougers are also Minions of the Consul. The boxed set comes with six Gougers but I'm only showing two in these photos - one of each colour.
Kobolds are not big on courage as lone fighters. Their snarling growls are meagre and their weapons blunt and rusted. The Gouger's long spears can effectively add weight to their kin's attacks by stabbing at the desperately flailing heroes.
Gougers share identical stats with the Flingers, making them just as weak. They should be used just like the Flingers - from afar. Their spears have a reach of 2 squares, meaning they don't have to stand next to a Hero to attack them. Best leave that to the Ironscales and Knuckleheads (whom I'll review next time), who do specialise in close quarter melee combat.
As I said before, all Kobolds have the Mob ability, and this applies to the Gougers. In a one on one fight with any Hero, the Kobold will almost certainly lose. However, if they can gang up on a Hero, they can do some considerable harm. Flingers and Gougers have an Attack value of 2 blue dice. By making full use of the Mob rule you can boost this to 5 blue Attack dice. This amount of dice can hurt most Heroes. Kobolds remind me of zombies. Individually they are weak but the more there are, the stronger they become. Their prime role is as cannon fodder, but if used wisely they can be surprisingly effective.