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Formations 2: ( Not technically a formations but they stay close)
1 x Barber Surgeon ** 17 pnt
1 x Grave Robber * 14 pnt
1 x Zombie Hound ** 20 pnt
Loners:
3 x Shade * 36 pnt
2 x Fell Reaper *** 86 pnt
For a grand total of 299 pnt
I use two 20" x 3" Blocking Terrain to be place near the center of the table. If possible on 45 deg angles with the tight end facing me.
Stratagey:
First turn I move everyone except formation two up 7 inches, same thing every game.
I use the shades to tie up opponents to set up a Nightmare charge, and i usually charge all three at the same figure if I can.
I want to take out figs completely so I can charge again quikly. I someone bases me out of my front arc I almost always push to break. When then Nightmares loses their charge ability I break them off to get healed.
I use the Fell Reapers to pick off weaker support figures and to tie up opposing cavalry units. I also use them to gang up on and weaken non sweep uniques.
Formations two usually stays in the back and the zombie hound is there to protect the healers.
I play very aggressively taking the battle to the enemy at every oppertunity. I always take some casualties but the nerco heal keeps them coming strong.
This army does well for me, I've won five out of seven games and the two I lost were by less than thirty points.
aw poor soth
ignored for 32 minutes and you start to feel lonely? :P why are you using nightmare reapers at all? why not just fell reapers? honestly i've never looked at a nightmare's stats but i like the 14 flying movement on the fells. are there any necro figs with tougness?? i'm too lazy to think about it,but i can only think of three and none of them have it, if there aern't i'd want to have two necro guys and healers or else exchange te surgeon for a seer, mainly to keep people (Kyle) from making one of them a ram target. Just take out one of the fells to accomadate the extra figs. also if this army doesn't completly destroy the enemy by the end of the game then the opponent's point gain from killing figs multiple times will be too much to have a chance to win.
Can't make the next tourney on the 4th, if it's on the 11th e-mail me pls, i can come to that, also i'll try to make it on the 18th (i think that is when you said you were running the multiple sealed tournys)
Maybe you should also ask the nice people at mkrealms to change you status to warlord eh?
Well, then the Charge Strategy works well indeed. It's fast and furious. However, there are some questions that I want to raise. 1. What if the healer gets killed?
2. What's your back-up formation? (range-attackers, mage-blasters, etc)
So far that's all I can comment on so far. why not take away 1 Shade, 1 barber surgeon and 1 zombie hound to get a better healer (preferably one with magic healing.) You don't have to base your units to heal, and that would save you a lot of time. I used this kind of strategy before and I use a Priest Wyndfenner hero to heal them quick, since he's got bound, and very hard to kill.