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Originally posted by Max_the_Red The Gate Lord will attract swarm armies and lay them to waste with his sweep.
What makes you think that your opponent is going to be stupid enough to swarm a gate lord?
If you want to go this route trade out the melee units and add more artillerist power. This gives you the opportunity to move up your gate lord and then move your artillerists within 12" of the gate lord's base. When things get bad the gate lord can fly back out of reach, get healed by emerald, and leave whatever he flew away from within range of an artillerist or 3.
My advice is the same as Endrick's, dump the blademen and the elemental and put in more **arties(at least two more although three more wouldn't be bad). That way your opponent can either a let u blast me rom afar or b play with mr. gatelord
also you might want to find some way to add a harasser in there. you could easily get outflanked with tthe gatelord oging after something the EGM anbothr and a 3 one moving in for kill or dividign your troops. basically have the EGM protect gate lord and Gate rd protect EGM if you get me.
all someone has to do is tie up gate lord for afew turns and get some critical damage on EGM adn your in trouble.
well, endrick, i was stupid enough to swarm a gate lord... 2 ** utems, 2 *** utems, and 1 *** altem... shot it with my ki devil, swarmed it, killed it in two more turns, didn't lose a single unit.
i do agree, though, that more arties would be good... why doesn't the egm stay with them for the good ol' tank formation, though?
Originally posted by skithee well, endrick, i was stupid enough to swarm a gate lord... 2 ** utems, 2 *** utems, and 1 *** altem... shot it with my ki devil, swarmed it, killed it in two more turns, didn't lose a single unit.
This shows a great deal of luck or a great deal of stupidity on your opponent's part to nail himself to the table too close to that many figures and not fly away when things got bad.
The lord will take care of swarm, there is no need for the reaper unless you'll looking to surprise your opponent; if anything add more range, gunners, arties it doesn't matter.