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I have also come up with a sanguin w/ K-bow army. Mine uses summoning back mounted kruggs for support.
Sanguine- 48
w/ K-Bow-30
***War Hatchetkrugg - 40
***Horned Hatchetkrugg - 44
**War Impaler - 43
***Crusader Priest - 44
*Blood Shaman - 34
***Crystal Protector - 17
Total - 298
Domains - Magestone Storm, Gale Storm
The Kruggs are a nasty group and they keep coming back. With 4 damage precision able to be used this army can do alot of damage. All of the kruggs get toughness so it does not hurt me alot but it can destroy an enemy without toughness. Just incase someone brings along BOL I can use Gale storm to stop them. With no range i can us Sanguine as a harraser you can't touch. If you attack him too much he'll blow up and hurt you alot. If I want to heal Sanguine whe he has ghostform I can use the Crystal Protector or Life Drain out of Ghostform. I think this army can do pretty well.
Originally posted by isabee I faced a Sanguine + kbow army recently and was disappointed.
My opponent moved it into position... then I would move out of arc. If I don't fear a Soaring Trix, then a soaring Sanguine is hardly a threat.
At one point, I think my opponent may have wanted Sanguine to explode. They were disappointed. Without a dedicated shockwaver and lacking the ability to DT, I simply ignored Sanguine.
7 clicks of life means it must move, push, the rest to recieve one click of dmg.... for 21+ turns to self explode. This simply did not happen in our 60 minute game. By the time it might have exploded, I had already spread my forces and controlled all the objectives. The blast, IF it could have gone off, would not have hurt more than one or two of my figs.
I think Sanguine + kbow is nice a a soaring combo. But without a dedicated shockwaver (which I personally do not recommend) there are better ways to set off a blast.
Rob :)
The idea though is not to detonate the bow, Isabee.
The idea is too establish board control utilizing the 12 inch range,consistant 4 damage and 11 attack w/arcing fire while the threat of a possible "Kaboom" keeps an opponent from engaging. This ultimately gives the Sanguine player board control and this translates into controlling 2 or more objectives. Atm Sanguine with Kbow is an excellent Stand alone Heavy Hitter, ranged support figure, a critical synergy center piece or distraction for only 78 points. Sangiune w/ Kbow doesn't drop in attack. for 6 clicks until demoralized Sanguine has a 10 attack or 11 for 4 damage, all of them with arcing fire.Nor does Sanguine drop in Defense (a 17 against range at soaring level for several clicks is nothing to scoff at! Not to mention Sanguine can not be based when soaring by most of the figures out there. And most of the figures that can attack him (such as FBU's: Trix,Caldera,Kossak,etc...) do enough damage to getting Sanguine frightfully close to detonating.
One can not simply ignore Sanguine without suffering attrition loss. Sanguine moves 10 inches and shoots 12 inches. Pushing or DT'ing is absolutely necessary for an opponent to effectively ignore Sanguine/Kbow. Unlike Trix who is exactly twice Sanguine/kbow combined cost (78 vs 156) there is 222 points of available support. This is a huge margin to build an effective custom design. Trix also only sports an 8 inch range. There is a big difference between 12 and 8.
In fact, detonating the bow in almost every game I've seen played is not what establishes the victory. That concept is a mere threat, a bonus so to speak, to allow the remainder of the 222 points to claim objectives and maintain position.
With 222 points one can most certainly form a custom design to fit the local meta perfectly. Whther Kymaboom is the craze or Summon archetypes.
And besides, the standard regulation time limit is 50 minutes!
So my advice, Isabee is to not see Sanguine as a Kymaboom concept. Sanguine/Kbow is in a completely different time zone that offers perhaps a little more than a 2 dimensional Kymaboom.
I hope this helps and if anything else, pick Sanguine up off of ebay or trade for one to see what you can come up with.
Sanguine w/kbow is certainly exciting to play with!
I understand the concept is to use Sanguine as more of a soaring shooter than a suicide bomber. And I agree that Sanguine is much better than Trix in that regard with his 12" range and 4 dmg. No one has mentioned it yet, but Sanguine can even target Kosian Shieldtome players (very popular here) and opposing figures b2b with your pieces... whereas Trix cannot. Sanguine + kbow is a nice combo. *bows courteously*
My point is:
Sanguine is simply a static range threat. You claim "One can not simply ignore Sanguine without suffering attrition loss" because of his additional 222 points of support. I assert that I did just that this week when Sanguine had 1122 points of support. ;)
There are two sides to every coin. You may consider a 78 point "centerpiece" spending several turns positioning, pushing (or even better resting) to shoot, resting, then starting over "attrition."
Depending on the point value of the piece I choose to leave in your arc, I may consider it effective "harrassment." ;)
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And besides, the standard regulation time limit is 50 minutes!
I understand this perfectly. My example, though not specified, was from a recent Conquest tournament in which we played 60 minute rounds. Although you've since made it clear you do not want to explode the kbow, my point was to show that if it is a pain to self destruct Sanguine in 60 minute matches, then 50 minute games will prove even more difficult.
Thanks for the insightful thoughts on Sanguine/kbow.
Rob
Originally posted by rappl Yeah- too bad there's no Plasticity in this game. :(
I would like to see that ability in MK also. We do have the equivalent of Incapacitate, except close combat only in Immobilize and those Hive Things with Immobilize and Venom look interesting.
Nice build rappl, I may have to give your army a try.