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Formation 1:
The Ub-Khan/Harka formation provides heavy duty melee damage. If they die use the curader priest to launch them back into action for one last massive burst of damage.
Formation 2: This 13 points of fodder figures are used to sheiled the crusader priest. Leave them set up as a small wall to protect him from ranged attacks...if something gets too close double time one of them to tie up the threat.
Wandering Mochoch and the WHK are very fast ramming attackers, launch them into the fray early on and start dealing out the pain. If they die summon them back with the priest!
* Werewolf another summonable melee powerhouse, surge or double time to get him beefy
*** Crusader Priest the summoner/revenanter. He is the backbone of the army, use him to keep your army on the board, and don't forget to rev your opponents deceased!
** Zombie Centaur another fast mounted unit. Use his quickness and 8 move when your short on actions or simply dart him across the board 16 inches if you have the action. Decent melee stats, very surgeable, great for dishing out shake off and highly mobile.
I like this army because of the balance of high damage, auto damage, and good ranged damage with pierce (i.e. BOL). It also has room for some small but effective harassers.
Details:
Against a Snow's fuser rifle, I have the CP to block LOF and heal nim as needed. I don't care if nim misses with BOL too much as he can be healed and he needs to take damage to move into summon.
Both Mooch (mooch keeps a 10 attack and 4 damage on a surge!) and the Wraith are movement demons and are good for deep penetration (get your minds out of the gutter) as needed to hit opposing revenant pieces. Also they can be used to take down a kaboom player's bow because they can be resummoned. Wraith is a good range counter and I would use hindering terrain.
The wyvern is my midboard harasser/broom (it cleans up after everyone else is done). Flight keeps it from moving fast, but it makes up for it what the high defense and venom. Mooch can ram/surge for 5 clicks and the wyvern can mop up afterward.
Both the gobo and flea are top notch harassers that can cheaply hold tokens and base important figures so that mooch or the wraith get a shot at them.
The CP is mostly there to block LOF, but can heal in a pinch. Also, she is a target for those people who feel they need to get healers at all costs. She is definitely expendableand can be another cheap harasser if the situation calls for it.
Nim and the BOL are the ranged component. Excellent against Kaboom! Do you shockwave your boom boom on turn 1 and have it detonated, or do you allow me to BOL your shockwave piece? either way, I win. Both nim and the wraith are magic immune which makes them good against another BOL player. Also, nim has that all important summon ability and can bring back any mage spawn in my army.
As you can see this is not a swarm army, and would likely be somewhat vulnerable to that type. However, I might use constructed towers as terrain as that I could hide nim against a swarm army. In this case, I would sacrifice summon ability for BOL damage.
I'm not even concerned about soaring as there are so few figures that can do it. Also, they have to come down to claim objectives and this army is mobile enough to avoid most soaring ranged threats as it cleans up the nonflyers.
Wraith- She was my figure, so she can't go. She is the beatstick, maintaining a high attack and damage, and is Summonable. She can shoot if needed as well.
Nim- The engine that keeps the Spawn coming. His job is to get to Summon, and Summon whenever he can. Plus he can shoot to defend himself.
Mooch- Secondary attacker, and suto-damage.
Kyma- Try not to use Kaboom right away, waiting for them to kill you. Do as much damage as you can with that 8" range before going down. If you are afraid of a capture, then send a WHK or Mooch to bodyguard. It they take Boom damage, so what? Just Summon him back when he dies.
WHK- Tertiary attacker, and auto-damage.
Shade- Summonable harasser.
CP- Healing for Nim. Due to action problems, only move her if you really need to.
Great, I'm down with the flu, a little late on checking in again
and part of the field has already jumped the gun :D
I admire your enthusiasm though :)
Part B : Constructing your Army will now begin (though it already has) ;)
Rules :
- Each army must be build with figures from this Pool.
- Your OWN figure MUST be part of your army
- Each army may use up to 1 Relic
- Army + Relic may cost no more than 300 pts
- EXPLAIN why you think your army will beat your opponents
IMPORTANT :
Only armies posted AFTER this post will be taken into consideration (as a matter of keeping things grouped together)
Make sure to put a DOLLAR SIGN -$- after YOUR figure in your army list so that I and everybody else can CHECK if you are using your own fig.
Those who have already posted their army :
thank you very much for your good work , could you be so kind to REPOST your post AFTER this message, so we have all armies in good order.
Thanks.
Now get to work and get that grey matter stuff in action ... ;)
Success everybody and may the best army win.
Khan Rava : Will spend most of his time Bounding about and doing his thing. Couple of things to remember in this build.
He can bound into the 24” Dome of anti-range protection afforded by Stormwall as the ranged action is given before he was inside the umbrella.
He can attack every turn as long as HH has Leadership :D
Ubkhan : A nasty figure with a big hit that can also make use of HH and his Leadership, when you get close (which you will) he is an awesome figure with his sub-faction ability making him really hot. Stays close to Rava and protects him from those nasty DTs
Horned Hunter carrying Stormwall : HH is a solid figure with a less than impressive attack value. Using Stormwall on him makes him an expensive support figure and possibly the Achilles Heel. In his favour though he holds Leadership for five clicks and can be healed from any Stormwall Clicks by the Shaman to be used as a latecomer to the melee, with Ram and a high movement value making him also a potential game-winner in this particular “draft” .
Blood Shaman : Magic Healing and Hex is a decent combination on the flying Orc, giving a little bit of control over the “random dice” factor, as well as a useful tool for fixing flagging figures. Timing will be paramount with this being used in conjunction with Stormwall and the Suicide Orc (Ubkhan)
Podo and Flea : Strategic fodder, as always. Although in this brave new world they can pich objectives if I've managed to keep them alive ;)
Not a high number of figures, but quality is the order of the day here not quantity. Having the option of ranged combat whilst denying it your opponent is a huge bonus that can be used to take out some of the enemy before they can get into close quarters.
Horned Hunter, Rava and Shaman (soaring) have built in Ram defence and ramming Ubkhan is not too smart ;).
Quietly confident that this would perform well against anything coming from this pool of figures, Kaboom being my only real concern.
Upon seeing a Kaboom set-up I would keep the Shaman well away from its effective range and try to use Rava to kill Nim away from my figures by using the leadership trick and well placed arrows :D.
The main cliche, summon army at its best, perhaps? You have range support via Mortar Altem, blasting an impressive 28" with bombardment. The Meat comes with wraith, moch, and the werewolves. The single skeleton adds a figure that can claim objectives as well as help in gangup and perhaps even land a good weapon master hit.
If your wondering about the last 3...well they do their duty. First action, double-time them together, puttng them into a nice forcemarch of 11. Just keep them away from big bad guys until time is near the end, then park them in a triangle formation on an objective! Just remember to double time nim from the start, so he's put into his summon click.
The only thing I regret is not having a leadership unit so i can mortar every turn, but thats acceptable considering the points were well spent.
The reason this army deserves #1 is because its pure focus on summon. It has a nice variety of support as well. Plus, you can't deny the power of a 13 point formation :)
Peace,
-Warlord Farchyld
just a kaboom army with the figures that i usually use in most armies...
set off the bow, rava and the wraith clean up, deathsinger brings back their dead guys to kill the rest of their guys, blood shaman heals and hexes, podo wins the game(cuz he's like that)...i also could have used a *gobo but i always use podo, not gonna change now...
This army is highly mobile - something I strive for during design. Three high speed flight units allow you to use blocking terrain to your advantage - both stopping ranged and making surging for the opponent more difficult. The Bladesmith/Possessed/Wyvern trio are enough to overwhelm the strongest of foes. Mochooch and his tough brother give free doubletime units to deal with Kyma+Bow strategies - the kicker is they can be resummoned once the Bow goes off. It's actually the mini summon engine that keeps this going. Recursive yak riders, wyvern and shade will be plenty annoying even for armies that boast toughness. Flea and Podo can be used to tag objectives whenever the Crusader Priest doesn't have anything to do. Also, the Shade, Flea and Podo can stop Rava from bounding after they doubletime to base him.
Wraith- She was my figure, so she can't go. She is the beatstick, maintaining a high attack and damage, and is Summonable. She can shoot if needed as well.
Nim- The engine that keeps the Spawn coming. His job is to get to Summon, and Summon whenever he can. Plus he can shoot to defend himself.
Mooch- Secondary attacker, and suto-damage.
Kyma- Try not to use Kaboom right away, waiting for them to kill you. Do as much damage as you can with that 8" range before going down. If you are afraid of a capture, then send a WHK or Mooch to bodyguard. It they take Boom damage, so what? Just Summon him back when he dies.
WHK- Tertiary attacker, and auto-damage.
Shade- Summonable harasser.
CP- Healing for Nim. Due to action problems, only move her if you really need to.
I like this army because of the balance of high damage, auto damage, and good ranged damage with pierce (i.e. BOL). It also has room for some small but effective harassers.
Details:
Against a Snow's fuser rifle, I have the CP to block LOF and heal nim as needed. I don't care if nim misses with BOL too much as he can be healed and he needs to take damage to move into summon.
Both Mooch (mooch keeps a 10 attack and 4 damage on a surge!) and the Wraith are movement demons and are good for deep penetration (get your minds out of the gutter) as needed to hit opposing revenant pieces. Also they can be used to take down a kaboom player's bow because they can be resummoned. Wraith is a good range counter and I would use hindering terrain.
The wyvern is my midboard harasser/broom (it cleans up after everyone else is done). Flight keeps it from moving fast, but it makes up for it what the high defense and venom. Mooch can ram/surge for 5 clicks and the wyvern can mop up afterward.
Both the gobo and flea are top notch harassers that can cheaply hold tokens and base important figures so that mooch or the wraith get a shot at them.
The CP is mostly there to block LOF, but can heal in a pinch. Also, she is a target for those people who feel they need to get healers at all costs. She is definitely expendableand can be another cheap harasser if the situation calls for it.
Nim and the BOL are the ranged component. Excellent against Kaboom! Do you shockwave your boom boom on turn 1 and have it detonated, or do you allow me to BOL your shockwave piece? either way, I win. Both nim and the wraith are magic immune which makes them good against another BOL player. Also, nim has that all important summon ability and can bring back any mage spawn in my army.
As you can see this is not a swarm army, and would likely be somewhat vulnerable to that type. However, I might use constructed towers as terrain as that I could hide nim against a swarm army. In this case, I would sacrifice summon ability for BOL damage.
I'm not even concerned about soaring as there are so few figures that can do it. Also, they have to come down to claim objectives and this army is mobile enough to avoid most soaring ranged threats as it cleans up the nonflyers.
*** crusader priest 44
wraith 61
* were wolf 22
* blood shaman 34
podo 3
298
Kahn harrowblade is my key figure. He is to tag team with wraith. There going to hang around the middle objective guarding it and each other. The blood shaman makes it so the critical misses dont happen. The were wolf is so the priest can summon it back. Harrassing at will. The priest revanents back the wraith and everything. The were wolf guards my crusader priest or gos with harrow blade. Kahn harrow blade first goes after the key threat if not soaring. Its alittle different if i see a soaring figure like trix or vitherzai. If its trix not much i can do but dance around it kill support and scatter to the winds. Vitherzai i wound with my wrath and try to take it out of the bound clicks. Podo is my figure i keep out of the way until the end then out of no where i get the objective i need. Harrow blade is my figure i use ogressively Thunder blow and reckless surging at will healing with my shaman revanenting with the priest for a final bang. Well i hope you like my army.
This army looks pretty lowly at first glance. While most of the units arent that long lived they have what they really need to have.
The army has one tank (and when i say tank i mean tank) Black Thorn with Paragons shiled has 20 defence. In close combat she is Queen of the Battlefeild with her 20 Def., her Parry (reduce a dieroll by potentially 4, basically giveing her 24 def), and counterattack. IF she is missed the shield automatically does one damage to the attacker and if the attacker made a CC attack she can possibly do 3 more damage. (she would scare Trix away from baseing her)
The mancather can do a capture and slaughter mission.
The Zombies Centaur has great ability to move 16 in one turn for no action and no damage.
The deathsinger is there to beat your opponant over the head with his own army.
Kyma is an objective getter.
Blood shaman plays healer.
Skele is there as filler and a secondary threat and protector of the healer and Deathsinger.
Podo is included mainly as filler (i know i could have put in a Gobo, but its PODO) but he can grab an objective just as easy as anyone else.
Where this army really shines though will be the last few turns (assumeing that Black Thorn doesnt scare the opponant or kill his army) It can potentially grab all of the objectives in a the last 3 turns or less.
MAIN WEAKNESS
The main weakness in the army is if it goes up against a range heavy army, but the speed values of the figure will comensate to an extent.
This army is well balanced and relies on speed to overwhelm the opponent.
Against Rava:
Probably the toughest match-up I could face, but with terrain it is very doable. First off I would place my piece of blocking terrain a couple inches up from my starting area and a bit off to the side, angled slightly. This is where Nim will be staying, for the most part, during all of my matches. The piece of concealing would be placed in the center of the board, about 12" away. The werewolf will keep back close the Nim for protection, as the WHKs and Wraith advance. The WHK will keep back while Wraith takes the intiative. I will use the concealing the best I can to get close, but most likely I will have to DT in order to engage Rava. Once Wraith engages the WHKs will move up into striking range, most likely engaging any potential threats to Wraith. I will try to keep the pressure up close to move emphasis off of Nim. By this time I should have injured a couple of potental body guards with BoL. Wraith shouldn't have much trouble severely injuring Rava, as she keeps 4 damage well into her dial, and will push to attack on the proceding turn. The WHK should apply enough pressure to prevent Rava from being healed up, and should stall long enough for Wraith to be summoned and re-engage. As long as I keep the pressure up front and off of Nim I should be fine.
Against BoL:
This will be a tough match, as most mirror matches are, but I am confident that I can endure. My superior speed, along with the MI of Wraith should allow me to land a quick strike on the BoL/summon engine. I might have to keep one of the WHK back with the Werewolf to stall the opposing army from doing the same. Those two should give me enough time for Wraith and Mochoch to take care of the BoL/Summon engine.
Against KaBoom:
Again, it should be tough, but I have multiple options available against KaBoom. My speed should help me contain it, and BoL can pre-maturally set it off. It really depends on the KaBoom build, since KaBoom only cost 59pts.
Against BOL:
The Wraith and Nim fear not the BOL, Moch can come back if killed, and the Zombie probably wont shock Kyma if im playing against it. The CP is safe from harm, and can keep the Deathsinger healthy if she becomes the target.
Against another Kaboom:
I can use my expendable MS to tie up and kill the wielder, and my own K-Bow should assure plenty of damage against my opponent. If my opponent has the same strategy, play conservitavely.
Against Bonestaff (If any):
Again, my MS is expendable, so I can send them down the field, and I have plenty of extra figures to keep the important figures from getting based. (Nim, Kyma)
Against Rava:
I can tie him up with my figures to save enough time for the K-Bow to arrive and wreak some havoc.