Good morning gamers,
Today, we're talking about what heroic actions are available to heroes in MESBG. When I first got started playing SBG back in 2010, there were only three heroics: Heroic Move, Heroic Shoot, and Heroic Combat. These heroics are the only ones available to all heroes, but other heroics have crept up through the intervening years (and when the MESBG rules revamp happened in 2018, the other heroics became specialized and were listed under each profile . . . which was good, because Captains of Rohan being able to out-fight Cave Trolls for two rounds was just silly).
But what heroic actions are out there? And are there traps to any of them that should be avoided? We're going to deep-dive into all of this today as we explore one of the best aspects of the MESBG system. I'll be dropping links throughout the discussion to our previous Heroic Heroes series where I talked about how these heroic actions work and some of the best heroes that could use them back in 2020 - the articles are old, but the lists have held up pretty well over time - and other articles that we've done on heroic actions so you can learn more if you want to. Let's take a look!
Common Heroic Actions: Move, Shoot, and Combat
As has just been stated, every hero in MESBG has access to Heroic Move, Heroic Shoot, and Heroic Combat. At least two of these are incredibly useful heroic actions (whether there's value to calling Heroic Shoot is very much a debatable question) but all three share one thing in common: they all change the cadence of the phase that they're called in. Let's see how they work.
Heroic Move
I mentioned very briefly in the Move Phase post of our how-to-play section of this series that a hero who declares a Heroic Move can either move before the normal priority-player's movement or can call "With Me!" to allow the declaring hero and all friendly models within 6" of the hero to move before the normal priority movement, though the declaring hero has to move first, the friendly models within range have to end their movement within 6" of the declaring hero's final movement, and anyone who can't end within 6" of the declaring hero's final position OR that doesn't want to move within 6" of the declaring hero can't move at all. Heroic Moves are incredibly useful because they can allow you to move first.
Because Heroic Moves alter the cadence of the Move Phase, if both players have heroes who declare Heroic Moves, a roll is made to see which player gets to move first - one player is assigned the values 1-3, while the other is assigned the values 4-6 and a single die is rolled (the Evil player is 1-3 and the Good player is 4-6, but in Matched Play, you'll need to decide which player is which if it's a Good-vs.-Good or Evil-vs.-Evil match). Each player then takes a turn resolving one of their Heroic Moves. You can cancel a Heroic Move declared by an enemy hero by charging them.
For most factions in the game, moving first is really good - cavalry models can get their charge bonuses by moving first, heroes get to pick their matchups instead of having their opponents decided for them, and models that are trying to escape from enemy models with an object that's worth victory points have the opportunity to get in a better position (and even out of reach of an enemy model). Yes, Heroic Moves are awesome.
They're also costly - you'll hear veteran players talk about "Heroic Move-Offs," which is the colloquial term for when both players declare Heroic Moves to see who goes first. In most cases, the side that loses the 50/50 roll is going to have their Heroic Move cancelled, which results in a wasted Might point (hence my caution about counter-calling Heroic Moves with actual Might points back in 2019). For most players, this is just seen as part of doing business, but as the game drags on, wasted Might is felt acutely and this can have a psychological impact on your game play. Blaming dice is all fine and good - and losing priority a ton of turns in a row and NOT winning any of the Heroic Move-Offs can be a real pain - but the choice to counter-call a Heroic Move is a choice that we make, and so before you counter-call a Heroic Move (or even declare the first one), one should always examine the board and see what the ACTUAL risk is of moving second. Sometimes it's fine to move second.