You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Techun is the beatstick. He is able to handle range and melee, has solid stats, and a strong dial. The Harka orcs target weaker figures, using gang-up and reckless against larger figures. They stick near Techun to make sure he doesn't get swarmed. The Crusader priest is a summoner for the MS and a revnanter. Mooch is a long range harraser (20 in free DT) and a strong figure. The Werewolf helps to claim objectives. Both Mooch and the Werewolf are summonable. The CP is a healer/LOS blocker, and the gobbo is cannon fodder/objective grabber.
Here is the jist. The three Harka Orcs and the Ub-Khan are the missles. They move in formation until it comes time, then they surge out for a big defence ignoring 6 clicks each, soon after, the Harkas will die off. I suggest using them to deal quick, devastating blows to support. This can really hurt an army, and can make the rest of the army a lot easier to beat. The Ub-Khan should go after main figures (11 attack can get through a lot of defence) and try to tie up and severely weaken the centerpiece or another strong figure.
After this first wave of missles, the Deathsinger shines. Park her in some hindering and revenant either opposing figures (if you killed some, you could have quite a pocket knife here) or more often, throw a second wave of 18 inch missles. 6 unpreventable damage from 18'' away is quite a threat and by using these reckless figures yet again, you unleash a second wave of attack (from even further away) that will crush any left over support, or even some fresh figures if you need to.
Techun is a real beast in this army. Use him as a close combat monster. Flight is no soar, but he can launch himself 12 inches straight into battle no questions asked). He retains 5 damage for a second click making him an unbelieveable surger. If he dies, revenent him back and shoot him 22 inches into battle to deal a devestating 5 clicks.
The Goblin Volunteer, Shade, and Amazon Mancatcher solve this armys problems in a variety of ways. The quickness on the latter two allows for 20-24 inch harrasment for free. The gobbo can support or even grab that first objective, and they all have the capeability to really tie up range beasts like rava.
Bait
Enhancer Nim 66
Book of lightning 60
-------
300
The strategy is pretty simple. The bait stands back and plucks away, hopefully at revenanters, necromancers, healers,etc. The idea is to force the opponent to attack. Once close the melee machines go to work. My buddy, the Hammerskald, isn't going to win any track meets. We gotta bring the enemy to him. Enhancer Nim can summon the Possesed and werewolf back into the fight after it starts to get bloody.
Why the Hammerskald as my Marquee figure you ask? Well try to swarm him. See what happens. Plus I just love the little guy. I have never regretted playing him. And also, I figure nobody else would want him so I was adding nothing to the pool anyone else would use. If we are using domains, speed limiting domains would be picked. Maximize shots from the BOL, and make the DH the same speed as everyone else.
Strategy:
Have Rava stay within Horned Hunter's leadership range so I can shoot each turn. Make sure Wraith and HH is within surging range of Rava for any thing that bases him. Use Deathsinger to Revenant on any dead things.
In case of summon engines have Wraith, HH, Deathsinger, and Goblin Volunteer tie up the larger threats and have Rava move in and snipe him out. Same for BoL armies. If I need to use Arcing Fire just drop the bow. With the +1 speed, I can hit any opposing Ravas before they hit me. Put out Concealing and Hindering terrain for Wraith and Deathsinger.
For Karrudan's Bow, just shoot once with Rava and have Goblin Volunteer base and use precision to finish her off. If you want you can pick up the Bow with Rava.
Any other armies just have Rava pick off all the figures turn by turn, until they're dead.
Obvious it´s a version of the Necro staff. Without access to 10+ Skellies neither here, nor at home I began to check out other figures, and I found the Harcas to come in handy.
Sydin + Bonestaff : Engine!
Fodder: Skeleton: always useful, cheap, dies easy, potential 6 dmg, even more competitive in limited, since nobody is going to play a blasted lands against me :)
Tormented Soul: Now this guy is really handy! I always use one with my Necrostaff it´s a nearly guaranteed 4dmg on round two to the biggest threat, it´s also nice to revive one in the back of a Kyma in opponents half.
Harcas: Now these can first do their job. As normal harassers and broken tuskers. They just go around and kill! (I mean they are Orcs, aren´t they :)) When they are done they come back once more in the back arc of any slightly damaged figure (Rava comes in here) and kill it by doing 6dmg. And they do it every time, no WM !!
Big Hitter: Now I have included a Rava for two reasons: First he is a beast in limited, although this is more like Rochester He still is one of the best figs in the pool imho and surely one of the two most undercosted (beneath Wraith).
Second reason is, that he can weaken some of the mainfigures of the opponent a little bit, before I attack with my Harca, or revive them.
Now as I said I think recursion dominates limited and I suppose Harcas are one of the figs you don´t want to have in your back arc!! or do you???
total = 300
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)
Flea : Strategic fodder, as always. Although in this brave new world he can pinch objectives if I've managed to keep him alive ;) (although I would prefer more than one harrasser I cannot change the whole build after I made a math mistake :( )
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.
15 armies posted so far : keep them coming people.
A word of advice to all players
After all the armies have been posted I will ask you to mail me the THREE best armies in your opinion. Start evaluating and ranking armies NOW and evaluate and rank every new army as soon as it is posted.
That will make it a much easier task than trying to tackle 50 armies at the same time.
I'd like to have all armies posted by thursday
as I'm targeting friday (local time) to end that part of the game and give those people who didn't get into the game on time a shot at "claiming" an unused fig.
Techun is the main gun. His role is to run the gambit, surging if necessary and taking advantage of his 12 inch range. His easy break and shakeoff should have opponents thinking twice about engaging him, also his superior speed gets him back to CP for healing if in trouble.
Wraith is there to double team with Techun. His magic immunity negates BOL and his 12 inch surge pairs nicely with ole 'T.
The Zombie Cent makes a beeline at any engine the opponent is runing. Whether Boom, BOL, or Bonestaff, he should reach and tie up while the other speedsters finish off any bodyguards.
The Cp is there to heal pushing and block LOS to the Crusader Priest.
Priest summons back weres and his rev stops and bonestaff nonsense.
Weres act as objective grabbers, and sub in as melee monsters should Techun or the Wraith have any difficulties.