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This a rough idea on a army I thought of, please help me refine this army. It would be great if you could point out weaknesses and suggestions. I have a few more armies im thinking of playing but this seems fun but also able to pack a punch.
The army im planing to field is:
1x Techun
1x Faith Healer ***
1x Shade **
2x Amotep Gunner ***
1x ESA *
Although the Techun is worth a fair amount of points and this is only a 200pt game (excluding the 200pt from the KIC and the contents of the booster) I think he maybe worth the gamble.
Now as for the metagame im not sure what it will involve but I don't think there will be as much emphasise on the strategies on realms. I doubt I will see a GA type of play, etc and im not planning on much ml/ram.
I don't really have any particular strategy since I haven't been able to play it but thought that you guys maybe able to point somethings out.
Actually just thought of a strategy quickly, basically the Techun is going to compose of the main fighting force. Since the Techun is a decent point investment, the gunner formation will try to support it even though moving at a slower pace. Now the gunner will be there to take shots after the Techun has weakened the kill or to take out swarms etc. The Faith healer will do what it does best heal damaged figures and will be in great importance if I need to pull the techun out of the front lines to get healed with the gunners cover for it. Lastly I have the shade which will be use for harrassing blocking, etc
All help will be appreciate, thanks for your time.
The army looks like it might stand a chance, altough I doubt you'll be able to destroy a well played chariot with it. You simply lack the range for it.
If you really want to win this scenario, play two Stonethrowers.
Dead Chariot + Stopped opponent from freeing Hero = 150 points.
Well unfortunately I don't have any siege engines I can't get any unless I order them online. As for the chariot it will be hard to take out in 50mins but it my 200pt army has the advantage and is able to take out my opponents then it will literally be 400pts against 200pts thus making the chariot a much easier kill. As a tactic I would rather go for my opponents 200pt army take it out then I would advance onto the chariot.
Kindakous thats very true, I do have to handle the chariot but atleast I have an action or two before the chariot gets back from my side of the board.
The thing in not sure about doing is if to send my charger screaming in for my hero. While leaving the other half of my army to try and hold off my opponents chariot or leave the chariot with the other half of the army until close to the end of the game. I guess it would depend what hero I got if I got oren or frostriven I would probably be planning to pick them up right off the bat.
Thanks for responding, wouldn't mind a few more opinions.
In my oppinion, if you fight a chariot, you do best by using long range figs, so the preferred passenger-sweep-combo isn't longer dangerous.
Conclusion: your army (2x 12'' range) should do well against the enemy's chariot.
Maybe think about a little change, depending on what's in the booster. If the only useful fig in the booster is a good healer, put the healer on the chariot and replace the Faith Healer with a Shade or something similar.
The thing is that the KI charger with 1 action plus the quickness may base the 12" range in one movement renedering the range capabilty of the figures useless. Also sweep may not neccesarily be a problem since no one may pull a figure will sweep. So when I was thinking of the army I was thinking more alone the lines of taking my opponents army then handling the chariot straight off the bat.