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Weakness:
I found that an army built around toughness will be extremly difficult to overcome. Also, I only have 2 figures with an attack over 10, and one of them is a healer. Going against uniques with a high defense and toughness/invulnerability could be my undoing.
Strengths:
-All can move 12' except for the technomancer.
-The Pyre can be sent 22' to nullify any ranged figures, also dealing a click of ram.
The Mage spawn formation moves in as soon as soon as a ranged unit approaches. They must then push to attack either the throttle worms or the tormented soul.
The Horned Hatchetkrugg can be used to kill harrassment, or charge in after the battle has started to do some real damage.
looks solid, i would try it out,if you are really worried about toughness, put in a ki devil***, becuase it has an attack of 11 and gets around all defensive abilities
I play with the Demiphant moving around some deep water with the healer always in tow, and the Scorpem usually escorts those two while the Reaper can flank and eat support.
that strategy works well, and if they manage to send a deep threat back, the nightmare can move fast enought back to help out with that.
against swarm you can do 3 F/L blasts before they can get to you, and also with proper water terrain you can use the scorpem to block most of them from actually basing the demiphant, and then just break with the scorpem to do shakeoff and double F/L again from the Demiphant, it works well.
the main problem is if you're playing a good opponent and they can keep your healing tied up, cause keeping that Demiphant healed up helps alot. But yeah, ML Ram armies are also a potential problem, but that's mainly only if they target your healer, otherwise don't worry about the ram damage and just beat the rammers back down with your fighters and heal up after.
other than that, you outrange deathstar and fling armies you just get a point advantage and then heal up and send the reaper in if you want.
almost all army types have a good counter-strategy available from this army.
I just copied and pasted from my thread but I need your advice beasly
It is 300 points.
F1
Amotep Gunner***
Amotep Gunners** X2
Loners
Techun
Stormy
Harassers
Imp** X2
Imp*
The amoteps work as a formation destroyer and though the ** only have 10 rg they can still hit things and the *** can take care of the further out units. They work in the center of the field near low walls and terrain to shoot over. They also work as a gaurd for stormy if he needs it.
Stormy is an excellent rg unit. He has 14 rg matching or out doing every other ranged unit. He has three arrows making him perfect for taking out glass-jaws. If u move first the stormy can cover 22 inches of the battle field and with a huge front arc he can take out a lot of units. Just make sure his line of fire is always clear.
Techun is another great ranged unit. Together they can easily cover the whole battle field quickly if they have to. The techun stays close to the edge of the field flanking staying out of LOS. He can blast away at strong figs without causing a free spin and the enemy will likely not have enough speed to come into B2B. He can also take some ranged attacks with 19 defense and the ability to fire right back at the enemy making him an intimidating piece in this army.
Imps do the things they do best. They harass and block. There are two ways you can play the imps in this particular army.
First way is to have the imps just go out and harass, annoy and slow down the enemy. This way requires you do not move the 3 imps for your first 3 actions. Normaly they move to the side rather than up the middle so they can stay out of the enemy LOS and RG. Then as the enemy troops advance the imps go into B2B and stop the enemy cold.
Most of the time I choose the second way where 2 imps move in the same turn as stormy. When it is setup one imp is to the left front and one is directly in front of stormy.
The three actions go like this:
1. The Imp directly infront of stormy moves out of the way.
2. Stormy fires
3. The imp in the front left moves in front blocking line of fire.
Now the setup should be the same except the imp placement is reversed. Kinda confusing but try to picture it.
Aarold: looks solid, i like your army, and would test it out, also, you can use the demiphant as bait and flame any formations that can get in close with the scorpem and then charge with the reaper, its another strategy, but it might work. I like your army, and i don't think you should change it.
MaGuS_777: ok, a couple questions...what streingth are the utems and the WHK? are you the attacker or the messenger? I'm assuming the messenger...
put your messenger with the blade golems, and put another guardsmen in there, they are good bodyguards and it is difficult to F/L the blade golems with tehir 18 defense vs. ranged. Take out the remaining guardsmen and the TS, that leaves about 72 points, which you can make 2**centaur lutenants, which are also good for guarding the messenger and fighting later on.
El Capitan: i would downgradethe brutes to ** because if the orc captain still has command, he can re-berzerk them later on in the battle. If you don't mind changing the army i would put in a couple of berzerkers instead of the brutes and following the captain around and charging in if it gets swamped. For Your second army, take out 1 shaman, the fodder and the piper. Put the half troll and the brutes with the summoner, and read borg's post about it (very helpful) in battle plans. With the extra points you can add whatever you feel like, maybe upgrade the shaman, put in some berzerkers, do whatever you like its your army
Magewarrior: OK, your saying that the gunners will be a guard for stormy if he needs it, thats assuming they don't get the pooped rammed out of them first. Stormy can cover most of the feild but an army with ok harasssment can give you trouble. I suggest taking out the gunners and using the stormy as bait, put in a couple chargers instead as the gunners. Now your techun can run away, and if your good at menuvering you can get the two golems to cover each other, but it'll be very difficult. Watch out for swarm, i just don't think the techun and stormy together are a great team in 300, but you can make it work probably.
Formation 2:
Set of Tribal Brutes
Krech Dartacther
** Clurch Piper
Formation 3:
*** Barber-Surgeon
** and *** Goblin Cannibal
* Half-Troll Hacker
Formation 4:
*** Fodder
* Fodder X3
Formation 5:
* Goblin VOlunteer X4
Podo!!!!!!!
Loner:
* Goblin Grenadier (Hangs around the GObbo formation)
Formation 1 does the ranged combat while formation 2 Swarms in Melee. Formation 3 can be a healing outpost thinga-majiggie or can attack weaker formations. Formation 4 can also swarm. Formation 5 can block until the Grenadier shockwaves it to swarm healers and the like.
Kindakous: heyyy... it looks pretty good, except i would maybe take out the leech medic and put in a bit more harassment, the 6 attack wont help much in healing and it can slow down swarm formations. other than that looks like a cool looking, and cool playing army
Elfish Sage: you could do this, it would look cool, but i don't know how good it is
Try out stuff, see what you like, i don't know much about the charger.
Dragoncius: you know, battle queens look like they would fit with a techun, just keep tehm 4 inches behind, they can charge in to help or can shoot/FL..
Techun-96
Battle Queen**-51 i think
Battle Queen**-51
Impaling golem*-44
2x ESA**-20
Imp***
Imp***
(or shade**)
if you have to keep it AG, put in...i guess a scouting automation, i donno wahts 16 pts.
Aarold: no prob
Specter2001: Again, borg's post on summoner is very helpful, i would replan your army accordingly, but anyway, downgrade the *** launcher to **, its better for the points take the summoner out of the formation and put him with kretch and the brutes. and put the clurch with the launcher formation. take out F3 and F4 and put in lots of good orc peices like slashers***, half troll hackers, or maybe a peice or 2 of the underrrated orc cavalry