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The beautiful thing about this army is damage potential.
Moch and the Warhatchet Krugg: 20 inch doubletime (22 inches if you swing the base), 5 damage ram/surge, shakeoff, gain toughness, can be summoned back by crusader priest.
Kyma and Karrudan's Bow: The potential to do 4 damage to a wide target area is irresistable. This figure will constantly be in your opponents head. They will have to count clicks and always be aware of where Kyma is and what is within reach. This makes it a great psychological weapon. Also, because I have summon I don't mind "wasting" the shade or even the bigger mage spawn pieces (WHK, Moch, or Wyvern) to tie figures up and force them to be in the blast radius because i can always summon them back. This allows a degree of aggressiveness that will be difficult for an opponent to overcome
Wyvern: Uber harasser and autodamage specialist. If the bow goes off successfully the Wyvern goes into clean up duty with her venom. Though not a primary option, her ability to surge 12 inches for a 10 attack and 3 damage (plus plenty of venom clicks left) cannot be overlooked.
Possessed Drac: Few figures offer the consistent damage and attack. The drac offers yet another major damage threat
Shade: Speaks for itself and the bonus is the ability to bring it back for more harassing and more harassing and more. . .
*** Crusader Priest: Summon and Revanant, what a combo! With this figure I can bring back Moch, WHK, Wyvern, and the shade as many times as I want, plus revanant offers me a defense against bonestaff armies and allows for me to reuse my dead enemies
Flea: objective taker, harasser, and rear guard!
Domains: I would pack storm gale (for Rava), Blasted lands (for against Bonestaff or to negate mountain pass), and heat wave if I wanted to pull off a 4 turn k-bow blast (utilize infiltrate and a turn 1 doubletime gives kyma 2 clicks damage, turn 2 rest, turn 3 double time for her 3rd click of damage, turn 4 push to doubletime 16 inches and this leaves her demoralized so during my end phase she is eliminated. The advantage to this is that it increases her effective damage area from 24 inches to 28 inches)
Popular opponent armies:
Khan Rava and friends: First defense is Storm Gale, but if that gets canceled, Moch and WHK can coubletime and swing base around for an effective basing range of 22 inches, so they can get to Rava before Rava gets to them. Also Kyma out-ranges Rava with the K-Bow explosion
Bonestaff: Blasted Lands is first defense, but I also have revanant so they cannot push skeletons/DZs/Tormented Souls to death and expect to use them the following turn. Also, I would attempt to use the k-blow explosion to hit Sydin.
Uniques with a defense boosting relic: I have too much autodamage for this to really scare me. The bow is the ultimate autodamage, but toss in venom, shakeoff, and ram and I feel very confidant against this type of matchup
Summon Armies: Use the Bow to knock summoner out of summon clicks. Pressure with the high movement of the Kruggs
Book of Lightning: Storm gale is first line of defense, but my second would be to be very aggressive with the Kruggs and Kyma, to be almost suicidal in going for the book. If the book goes for my summoner then the Kruggs will be set to do major damage on the book figure or I will be set to xplode the bow. If the book targets kyma or the kruggs, well that is why there are three of them, one is going to get there and I can always bring the kruggs back.
Ultimately I think this army will be dominant because of the shear amount of damage that can be dished out. Consider the damage possibilities: 3 figures that can dish out 5 damage (kruggs with Ram/Surge, and Possesed Drac), 4 autodamage in a massive area with K-Bow, auto damage galore (venom, shakeoff, Ram), Summon to keep the pressure up , Revanant so that every kill comes back to haunt. . ., a reusable harasser in the Shade, and Flea to do what he can (don't underestimate his value in the end game since he can doubletime for 20 inches and contest/take objectives).
Prepare to be amazed! The true Podo shall now make his presence known on the battlefield called "ABC4", behold!^! [Trumpets blaring in the distance] Standing 91.44 centimeters tall and weighing in at a whopping 22.72 Kilograms, he surveys the landscape with a regal frown. His forces sweep onto the scene and charge forward, while he rests comfortably on the royal rug! (It is a magic rug, of course. It is self-cleaning. Whenever He wets himself, it is immediately sanitized. We would not want His Royal Majesty sitting in a puddle of His most magnificent urine, now would we?) If necessary, he might even help his loyal subjects in the upcoming confrontation. Maybe.
And without further ado, the following is His most fearsome brigade of intrepid combatants:
It is called "Podo's Powertrip", because he thinks he is in charge. ;) What an ego!!!
This is a low-end summon engine with 13 pieces right out of the gate! I have harassers everywhere, so getting to my Deathsinger and Crusader Priest is going to take some good tactics. And the Deathsinger, Zombie Centaurs, Wyvern, Wandering Mochoch and Amazon Mancatcher are no slouches in close combat. Having three units with quickness is also quite an asset. In fact, I can move 10 of the 13 units in one turn if needed! Many of my figures will "bite the dust" very easily, but that is the point. They will tie-up units in the process so that my heavier hitters can deal damage. Hopefully dead pieces will be all over the place!!!! :eek:
I would use 4 pieces of blocking terrain to disallow ranged combat. Then DT pieces into b2b with my opponent's main threats before closing into close quarters. I want to be all friendly and in their faces, if you get my drift? Revenant pieces need to be close enough to the blocking terrain so that I can get units to "appear" on the other side. This is what I call my ranged attack. (Catapulting dead units into harms way)!!!!!!!! Also, I will keep my revenant pieces surrounded by peons in case of any danger.
Against KaBoom: send in all the MS. I have buckets of them. They can be summoned back without a problem.
Against BoL: Race down the field at full steam!
Against Flyers: Play the objective game until they come down for some fighting.
Against Necro-Staff: Get in their face fast. If I close quickly, Revenant becomes almost as good.
Against Summon: Try the Demoralized or capture trick, if possible. Drive for their main threat with my summonable BOYZ!
I generalized all of this rather quickly, as I have about 5 more minutes before Thursday is over. Thanks to each of you who votes for me. But remember, you are really voting for the infamous Podo. So be kind and vote for the best goblin a gamer could love. :p
Post your army as soon as possible.
Next time I post here will be to announce the REMAINING Figure Pool is "Free" for EVERYBODY.
First come, first gets.
Come on, guys, don't give me a "no show" after you've added a figure to the Pool. ;)
Bsica KaBoom with a recycle engine to tie up and beat down the opponent. CP offers a healer that can be shot. Enough cheap fodder and quickness figures to tie up units, add gang up and prevent surges or DT. The WHK offer autodamge, speed, main attakc force and protection.
Rava: Place the WHKs 14" away from Kyma in a line to take up about 6", maybe more with terrain. Rave will be unbale to bound and shot kyma whiel placing Kyma in a threat area. Past that it is clean up and preventing heals.
BoL: To ocmplex to describe here because it is going to depend on who goes first and what the BoL targets. The WHks and such will push hard up the field to either base the BoL or base the BoL's troops which will prevent my troops from being targeted.
Bonestaff: Press up the field after the staff. Do not kill anything until I can get to the staff. Anything the oppoenet kills I get first crack at.
Summon: GO after the the summon figure and keep it tied up. Do not kill the MS just weaken them so they are no longer useful.
The orcs formation doesn't suicide, it just goes for the ennemy. Always Reckless with the Harkas, the Ub-Khan is a little different, but I'd use him sparringly.
Against Rava armies, the idea is simply to hide Sydin behind a wall and pop stuff till Rava dies, the Harkas can be used as meatshields for the ub-Khan... the Goblins cana slo be useful as they can be used to tag Rava multiple times, thus preventing bound...
Against Summon armies, Crusader Priest builds are actually harder matchups since they hacve built in Revenant, but thats why I wouldn't kill my own stuff, simply move forward and push for the Summon fig.
Agaist Kaboom, well, please DO kaboom my army... this wai, Ill have plenty of stuff to kill with.