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This is my first attempt at putting any thought into an army. but this is what i have to go on. so suggest away! and if you can come up with a better 200 point army feel free, or even 300 pts. im still learning , so i want to see what i can do.
ok, first, to be absolutely frank, your army has nothing really going for it. you've got a decent ranged unit (steamer) and a decent healer, and then threw in some figs to have two formations and 200 points.
what you do have in your collection are two pretty nice threats. the steamer, and the galeshi ram charger. let's put them in. that's 113 points. the galeshi is pretty good on his own, but the steamer might need a couple friends. let's throw in your * khamisin fuser, and the *** khamsin sniper. the sniper can take a pot shot if something gets too close, or you can use all three for a combat formation if you need. the dwarven bombard would just slow you down too much. that puts us at 147.
next i'm going to suggest putting in either the ** beserker, or the * centaur lieutenant. take a look at them, and decide which you think you're going to prefer. the idea behind putting them in is to either 1) bodygaurd the steamer formation (he can charge units that go into base contact with either khamsin, or 2) he can run along behind the galeshi as back-up and clean up. that leavesd you with either 19 or 20 points left (depending on which one you choose.)
i'm going to say put in the * elven acolyte, because, while not always necessary, especially in 200 points, healing is still pretty nice.
this brings your total up to 198-199. hope you like it. =)
well, it doesn't have formations, but the first three figs deal 4 damage. it's also exactly 200pts, which is ideal in the tourney setting.
if your opponent's army is exactly 200pts, playing an army that is less than the maximum puts you at an early disadvantage. so long as you don't kill or capture any of his figs, he will win.
the healers might still have a hard time healing because of their low attacks. i'd look for something with 9 Magic Healing.
second, when hit for 3-4pts of damage the defenses of the main attacking figs would be around 15. i generally like a max roll of 6 to heal. i wanted something with 9 MH but wouldn't cost so much. maybe Morg or Hurgg. but since he had neither, i decided to give him a second healer, just in case the first didn't hit.