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Pit-Tiger: With her 17 defense thanks to Venthia's Masque and Zeph Wyndfenner, Pit-Tiger provides a ruthless frontal assault. Having up to 21 defense when using Parry, she attacks fearlessly, and gets in plenty of hits.
Khan Rava: Shooting from behind the Goblin Strike Force, Rava rains arrows on any potential targets, leaving them wounded then moving to the next.
Zeph Wyndfenner: Uses his Leadership to provide Khan Rava with the capability to injure another enemy every turn, while at the same time, stays out of harm's way as much as possible, in order to keep his 17 defense for Pit-Tiger.
***Zombie Centaur: Double-times into the enemy territory as quickly as possible, and pushes to Charge the main support (i.e. Nim/healers).
**Deathsinger: Camps out in some hindering terrain, waiting for someone to fall, then brings them back near a support figure and harasses.
**Crystal Protector: Obviously the healer. She runs around with Wyndfenner and Rava, healing them and blocking lines of fire.
Goblin Strike Force: Moves in a formation, with Flea double-timing into Force March. At 10 speed, Flea, Podo, and the lesser Goblin boldly defy all enemy attacks for their brave leader, Khan Rava.
The main idea is to penetrate deep as fast as possible, and take out the main support before taking out the offensive. By doing this, I can slowly deprive them of life, not having to worry about them running home for healing. Mango-licious!
Terrain (if it matters)
Two peanut Hindering and two peanut Blocking
Description
All righty then.
The Emerald Warder makes for an excellent Magic Healer, ranged piece, and Surger (as his attack and damage values remain constant after clicks of damage). He protects Nim, who is my Summon engine, and the Deathsinger, who is in most any army for obvious reasons (if you must know, she Revs my opponent's army, and gives me an emergency-Summon for the mad dash for objectives).
The Wraith and Mochoch attack with impunity since either can be Summoned back into play by Nim. The Tag-Team concentrate on support figures first, and then attack whatever is closest to them or the center objective. Mochoch also provides me with a nice 20 inch DTer for those last minute mad dashes for objectives.
The two Skeletons provide me with some "Revenant bombs" for 1d6 damage each. Plus, these guys can help the harassers swarm a little more. Essentially, I have these guys die as soon as I can set up a back-arc revenant.
The Volunteer, Flea, and Podo act as a meat shield, providing me with something to interfere with on coming threats, provide gang-up, and to cover objectives. If too much encroaches on my support that my Warder can't handle alone (and assuming my Wraith or Mochoch is involved elsewhere) these guys will swarm them and stall, or wrap around Nim and receive a nice 17 defense.
Nim takes my close objective, while my Deathsinger and Warder hide in one of the peanut hindering terrain pieces (protecting them from ranged attacks) which I place near the center objective so the Warder can cover it with his bow. The tag-team strikes fast and hard whenever possible, hiding behind blocking when needed, and my harassers make for the center objective. Not to complex, but as the old saying goes:
I noticed a lot of Karrudan's Bow, Khan Rava, and Book of Lightning/Summon builds being constructed. I believe that this is a build that will work well against all of the afore-mentioned armies, while still being effective against other builds.
Techun-Centerpiece of the army, boasting a 12 range/12 surge, and a 13 attack for 5 damage. Coupled with 11 clicks of life, and excellent stats on the majority of them, he is well worth his points.
Wandering Mochooch-Moves 20 inches, has Ram, and an 11 attack for 4 damage. Goes after backline support, esp. Revenant. Healers too. Also can support Techun.
Kyma w/ K. Bow-A big threat. Without a Shockwaver in this army, it can be turned against me, but all of my figures have pretty deep dials. If set off, this can devastate.
Infantry Captain-Doubletimes 24 inches to harass, and has a 9 for 3 on the first 4 or so clicks, taking 9 damage to finally waste him.
Werewolf-Provides a solid surger, and even more insurance against a high defence.
Crystal Protector/Deathsinger-Support, pure and simple, which must be eliminated before my army can be destroyed.
Terrain: Blocking and Hindering, limiting down enemy range.
Domains: Blasted Lands (Hurts CP but I feel the effect is worth it) Possibly grasslands, and I'm not afraid to toss down a Storm Gale, even with Techun out there.
Matchups
Rava:
Easy. DT Mochooch and the Captain to keep it occupied and kill its healer, inflicting any damage they see fit to do. Wolf also can DT up, and it is doubtful he'll ever get a shot off. If necessary, I can retreat after a little while to activate Kyma.
Book of Lightning:
Harder, but not too difficult. If the wielder is in a tower, I go after support, keeping my figures based until I see fit to eliminate the tower or grab objectives. I need to be careful with Kyma here, but it isn't too bad. Most important to this match is that my healer cannot be shot, and can heal Techun and Mooch with ease.
Summon:
I keep the Summoner based and kill off the spawn. With a 20' and a 24' mover, I can do that without much effort, relying on Techun and the lycanthrope to do a lot of damage, with Kyma as backup.
Karrudan's Bow
Harder. I need to occupy the support and capture with the Krugg. Not that bad though, as most of my figures can take the hit.
This army is built to have multiple layer threats. The first of which are the Yaks and summon. Both Moch and the WHK need to be played agressively. In conjuction with Khan Rava, they need to cripple key figures, revenanters and other healers especially, early on in the game. Once, they die, they get summoned back and begin anew. Also, they are vital in the end game with their ease of breaking away and their ability to double time, they will help contest or claim objectives. The Crusader Priest *** arguably plays the most important role with his ability to summon back the two Yaks after death. Couple that with his ability to use revenant to summon back the dead for a round as well as deny enemy revenanters fresh kills, makes him incredibly versitile.
Khan Rava needs to hit important targets early to soften them up for the yaks. With the masque, he has +1 to speed and attack. This will give him the edge over an enemy Khan Rava and help him hit Caldera if necessary.
The Crystal Protector functions in her typical role as healer and line of sight blocker. Toward end game, she may have to move to cover or contest objetives.
Finally the Cloud Warrior functions in a dual capacity as guard for the Corrupt priest or Crystal protector if needed or clean up on already damaged opponents. He is also my only soaring fig, so he will have to head off any aerial assualts. Hopefully after Rava has put an arrow in them that is. In a worst case scenario, he goes suicidal and surge sweep/WM's a large group to weaken a formation or in an attempt to clear a surronded objective. With Revenant he could be back the next round for one more try.
Khan Rava is the beatstick of the army. The others are there to keep him protected and to wreak havoc after a few shots.
The Pyre Spirit is the Unsurgeable annoyance, perfect to damage your opponent's support pieces.
The Werewolf and Zombie Centaur are bodyguards and attackers.
The Deathsinger is the Revenanter and is capable of dishing some damage.
The Shade is the long-ranged harasser.
The Crystal Protector is, of course, the Healer.
Deployment and tactics
The biggest problem Rava has is his susceptibility to being harassed by Shades and similar long-lived creatures. To counter this, you play the army this way.
On the first turn, move the Deathsinger, the Ram Warrior and the one bodyguard (WW or ZC) forward, placing one of them where you intend to put Rava in the following turn.
On your next turn, move Rava close to one of the figures you moved before and surround him with the Pyre, the other bodyguard and the Shade.
With careful movement, you can keep Rava always unharassable and all your figures under the protection of the others.
Also, if you keep Rava close to a terrain feature which figures can't occupy, you can protect him easily with only 3 figures around him, not four.
A big advantage this army has is that no domain can wreck it. If your opponent play Storm Gale, Rava will be hampered, but the rest of your army will still fight well.
Whoops... my bad on not reading the whole thread...
If it's alright for me to enter...
Wraith U 61
Order of Vladd U 96
Priest Sydin U 49
Deathsinger ** 29
Zombie Centaur *** 32
Shade ** 16
Wraith - One half of the heavy attack team, Wraith and the Order of Vladd march into battle side by side to deal damage left and right, weakening enemy attack units to the point of uselessness, or taking out Uniques completely. Surging and Pushing is fine with Wraith, because of his consistently high damage and attack values keeping him in damage doing capacity.
Order of Vladd - The second half of the heavy attack team, use of this fellow is less suicidal than the Wraith. He has the Vampirism clicks along with deep dial Flight, if he is being overrun, he breaks and flees to a less populated area of the field to hit a weaker unit and begin his trip back to his more effective clicks.
Priest Sydin - Hex and Leadership with the capability to cover an entire objective token. This fellow sits on the closer of the three objectives, provided I rolled high in the begining, or on the center objective, providing I rolled very low, to keep him in effective Hex range. His Leadership is used mostly on members of the Heavy Attack Team to allow them to strike sooner or more often. Occasionally his Leadership is used with the Tough Zombie Centaur to provide a 2 turn no push Shakeoff click to tougher to corner enemies.
Standard Deathsinger - Parked in Hindering Terrain or near/on an objective close to the center of the battlefield to keep her within effective range to use her Revenant ability.
Tough Zombie Centaur - The only auto-damage in the army represented by his :hspeed: movement and shakeoff, followed up by an 8 inch push for a 3 damage charge against the weakened unit. This individual is used for auto-damage and gang-up purposes, as well as catching fast moving enemy units, allowing his brawly stats to take out said units before they can tie up my main attack force, or strike against my support units. His free double-time also serves to give me a last minute rush towards the objectives in the last minutes of the game, his Regeneration then making him hard to remove from said objective.
Standard Shade - Quickness and high movement provide for harassment and gang-up all in a 16 point package. If he survives towards the end of the match, he dashes with the Zombie Centaur to park on objectives.
This army is all about speed. Techun has a 12" surge with the wonderful 12" range and incredible stats at the top of his dial, and I have 3 figs that can cover at least 16" withot taking pushing damage. The goal is to use the :hspeed: figs to
1) Quickly take two objectives and
2) Tie-up/harrass my opponents main threats (expecially range/BOL/Kaboom) while Techun and Ub-Khan get into position.
Techun and Ub-Khan are the beef in this army. Techun might be the most versatile piece from the pre-2.0 sets, because he is a melee beast as well as a range monster, so his task is to take apart my opponents main threat, as quickly as possible, with Mooch being his lead blocker/harrasser. Depending on the build I am facing, Ub-Khan either shadows Techun to put the hurt on my oppenents primary attacker, or follows the Centaur Zombies and goes after primary support pieces (healers, revenant, BOL). The CP stays in base with the deathsinger, blocking LOS and healing after BOL shots. When BOL type threats have been eliminated, the deathsinger and the CP come out to hold the near objective and provide emergency healing, as well as putting revenanted figures closer to the action.
In terms of terrain, I would want to bring two pieces of hindering (the circular pieces and two curtain walls. My goal is to drop one of the curtain walls on an angle between the center objective and my opponents objective, and one of the pieces of hindering on my side of the board for the Deathsinger to wait in until it is time to move out.
Domain Selection
Open Terrain (2 rds)
Storm Gale (3 rds)
Smoke & Fog (4 rds)
By no means is this a complicated army, but its simplicity is part of its beauty.
How to deal with common builds.
-Book Of Lightning-
The key for this army to beat a BOL build is to
1) Go after the wielder ASAP
2) Keep my figs in base with opposing figs on the way up the field to avoid being shot
3) Keep my deathsinger healthy, as she is the likely early target of the BOL.
-Khan Rava-
My auto-damage is no good against Khan Rava, but what I can do is keep him tied up. All of my harassers have fairly deep dials and always break on a one, so if I can keep Rava tied up (or at least rolling to break away), I should be able to get into position to hurt him with Techun. Use Ub-Khan to eliminate support.
-Summon-
At least locally, most folks haven't figured out how to deal with summon engines. Taking out the summoner is important, but more important is not giving the summoner anything to summon. Instead of going for the kill as I move up the board, I go for the cripple, especially against such figs as Wraith, Wyvern, Werewolfs, etc. Hit them once or twice and move on, then take on the summoner.
Nothing terribly complicated in this build, just lots of speed and quite a bit of pain.
Bleh! Revision to my army because I miscalculated originally and left it at 283 points.
Wraith U 61
Order of Vladd U 96
Priest Sydin U 49
Deathsinger ** 29
Zombie Centaur *** 32
Shade ** 16
Skeleton * 10
Goblin Volunteer * 5
Wraith - One half of the heavy attack team, Wraith and the Order of Vladd march into battle side by side to deal damage left and right, weakening enemy attack units to the point of uselessness, or taking out Uniques completely. Surging and Pushing is fine with Wraith, because of his consistently high damage and attack values keeping him in damage doing capacity.
Order of Vladd - The second half of the heavy attack team, use of this fellow is less suicidal than the Wraith. He has the Vampirism clicks along with deep dial Flight, if he is being overrun, he breaks and flees to a less populated area of the field to hit a weaker unit and begin his trip back to his more effective clicks.
Priest Sydin - Hex and Leadership with the capability to cover an entire objective token. This fellow sits on the closer of the three objectives, provided I rolled high in the begining, or on the center objective, providing I rolled very low, to keep him in effective Hex range. His Leadership is used mostly on members of the Heavy Attack Team to allow them to strike sooner or more often. Occasionally his Leadership is used with the Tough Zombie Centaur to provide a 2 turn no push Shakeoff click to tougher to corner enemies.
Standard Deathsinger - Parked in Hindering Terrain or near/on an objective close to the center of the battlefield to keep her within effective range to use her Revenant ability.
Tough Zombie Centaur - The only auto-damage in the army represented by his :hspeed: movement and shakeoff, followed up by an 8 inch push for a 3 damage charge against the weakened unit. This individual is used for auto-damage and gang-up purposes, as well as catching fast moving enemy units, allowing his brawly stats to take out said units before they can tie up my main attack force, or strike against my support units. His free double-time also serves to give me a last minute rush towards the objectives in the last minutes of the game, his Regeneration then making him hard to remove from said objective.
Standard Shade - Quickness and high movement provide for harassment and gang-up all in a 16 point package. If he survives towards the end of the match, he dashes with the Zombie Centaur to park on objectives.
Weak Skeleton - Backs up the main attack force, supplying Gang-up and taking Weapons Master swings against larger foes who need lots of work.
Weak Goblin Volunteer - Purely there to provide objective claiming power and gang up potential.
22 armies posted so far. Doing fine.
Lotsa nice armies too, you guys will have a heck of a judging job on your hands.
And "no" , you can't vote for yourself :)
Get your armies up wednesday or thursday gents, as I will be closing that part down on Friday (local time), don't wait till the last minute as you may come in too late (remember I'm 6 hours ahead of New York time)
Most of you can figure out pretty easily how this fight will go down. OOV and Rava will usally be used in tandum-hitting with rava and surging in with vladd and using Zephs leadership whenever possible on mostly rava. The next turn if stragicially possible after a figure dies Deahsinger will bring it back to take out another weak figure, mostly to weaken a strong figure for vladd to surge in and clean out. The 3 figures under 10pts will hand outside and position themselfs within distance to the tokens and hopefully last to the last few turns to take a token. The crystal protector will hang out by the big guys just incase a little healing is needed or a line of sight needs to be blocked. This will do well against most other army types that will be presented in here, yes it will be weak against things like Trix........but then he is not in the figure pool.
Priest Sydin - Obviously being used for Hex and Leadership primarily to make sure Khan Rava goes as often as possible for his range but also for the Krugg or Possessed if the range can't be used.
Khan Rava - The cannon, his role is drop all threats to the middle objective while remaining within 10" of Sydin and to fall back after peppering against melee threats. If the opponent has a Revenant piece (most will) then his goal is too shoot to maim which will also keep any healers busy until he ca get a shot at the revenanter or the healer, which his strike range will keep threatened.
Deathsinger**- Stay at a hindering piece about 8" out within surge range of Sydin and hopefully the middle objective as backup bodyguard and my revenant piece.
Blood Shaman** - Primary Hexer and Healer when needed, will also provide limited ranged cover fire for anything getting passed Rava.
War Hatchet Krugg ***- Harrasser of the middle objective, and the assassin for their harassers plus late game objective taker (24" can get to their objective from nearly anywhere and cover it).
Possessed Draconum - Bodyguard for Rava and with the right timing on some pushes (to get off flight) he becomes a very significant late game surger/double time objective taker (solid move/hit/damage throughout), though due to his curse his healing must be watched which is easily done by keeping an eye on his movement if he is in 8 or more move you can heal (only drops below on last click).
Flea - Late game objective taker and harasser.
Against Kaboom, I would insure healer safety by starting off as far back as possible to the 1" mark (thus outside of Kaboom effect) along with Sydin and then with Leadership and heal first get Rhava up then the rest with Rhava taking up the dropped bow.
AGainst Book of Lightning, I would send my whole force as fast as possible at the BOL with Rhava strike range and War Hatchet Krugg hammering at him while Possessed took out the peripherials. Hopefully giving him too many threats to target succesfully on any one figure.
The Army
While this army may seem to have too few threats, Caldera is not to be underestimated. Her high defense will be too much for most any of the nons in this pool to hit and with her immunity to ranged attacks, I only have to worry about a few big guys having the ability to really hurt her. The tag team of Moch and Wyvy are great, with a potential 8 damage in one turn to any figures in their surge range, more than enough to take out any of the pesky nons.
Caldera - Caldera is my go to girl in this army. With the Sunsword, she can single handedly take down any other figure in the game, much less in this pool. She moves faster (not counting DT) than any other figure in the pool, and she has the largest surge range of any figure in the pool. Also, she is immune to Rava, BoL, and other ranged-heavy armies.
Wandering Mochoch & Wyvy - What's not to love about these guys? They are just excellent 2.0 pieces. He and the Wyvern will move on the sides of Caldera and provide support. Mochoch and Wyvern can handle taking out the support of most of the Rava/BoL/Rev armies that are floating around. Their autodamage combined with a high attack/defense make them great support figures that can handle themselves in a fight. With their BA, the odds are against Enhancer Nim hitting them with BoL.
Amazon & Shade - 2 of the best harassers in 2.0. The Mancatcher is really key to capture any fatty uniques that may be running around. With an 11 attack after surge, she is almost guaranteed to capture Nim, Sydin, or almost any other figure in this pool without Command. The Shade will be key in tying up any formations and ensuring that I don't get overwhelmed by some of the armies with a larger number of fighters.
Matchups
Nim/BoL - For all practical purposes, this army can ignore the BoL wielder and simply go after Nim's support. Nim has almost no chance of hitting the Wyvern, and a low percentage chance of hitting the Moch. If he tries, he's just going to slowly kill himself. I'm not really worried about any BoL matchups I've seen so far.
Khan Rava - Khan Rava armies are going to be a bit tricky, but doable. Caldera will be able to surge Rava before he gets any shots off or before Rava's support gets to her. That's at least 6 clicks right there. Any of Rava's support is going to have to deal with her 19 defend, and the odds are against them. After Rava gets the whipping, I'd move up the Wyvern and Moch to help Caldera finish off anything else that may be problematic.
Sydin/Bonestaff/Rev - This matchup is fairly easy, too. Tie up any figures with Caldera, Moch, and Wyvy, and have the Mancatcher make her way towards the Rev threat. The Mancatcher captures Sydin and **Deathsinger on average rolls. Try to get to the Rev engine before I kill anything, and then I'm set.
Kaboom - This is certainly the most difficult matchup for my army. However, if I see the opponent is DT'ing Kyma, I'll simply hang my army back and move the Mancatcher up. Assuming he sends Kyma after the bulk of my army, no matter where Kyma goes, the Mancatcher should be able to surge and snag her. If the opponent hangs Kyma back, then I'll just go after her with the Mancatcher while the rest of my forces engage the rest of his forces. If she goes off, we all die... mwahahaha. ;)
Anyway, so that's my army. Sorry for such a long post. And I just want to say there are some excellent armies floating around. Great job to everyone.
I wanted to make a good army around the reckless subfaction ability. The Harka – orc is a good figure but his attack value is a little bit low so I tried to put some auto damage in there to soften up the target.
Harka orc * 25 x3 (75)
Flea le 5
Zeph wyndfenner le 38
Pyre spirit u 87
Wyvern u 44
Bloodshaman * 34
Shade ** 16
Total: 299