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Da Plan Stan: bone golem and flesh golem are bullet sponges. seething knight and feral blood suckers and distractions. the nightstalker triplets are the death dealers. nightblade for the capture.
remove the bone golem, Flesh golem, and seething kjnight and look into getting either more ***Nightstalkers(replace the * ones) or more ***Feral Bloodsuckers or fell reapers
thats a lot of points to put into "bullet shields", herrassers need to be cheap. That and your mixing Mellee and range try one or the other. get about 3 tough nightstalkers, a fell Banshee and a fell or nighmarre reaper as a herasser. Or try a rancid Bloodsucker and a couple of ferals, with a nightfiend, and a nightmare reaper.
The problem with the current environment for melee is you have to work out how you are going to reach your opponents and secondly how you are going to prevent them from breaking away.
The Big Bound, GA, ML/Ram, Titan armies around at present kill
most necro armies....
Zombie Baron/Uhlrik charger armies seem to dominate play at the moment.
I was planning on placing two hindering terrains and concealing the pieces in/behind those forcing my opponent to come to grapple with me. I'm trying to stay away from high point pieces to prevent giving the opponent big kills. Also i'm pretty sure i'll out number my foe. the bullet sponges i feel are good because a) bone golem always gets attention and b) 4 (maybe 5) clicks of regeneration on the fleshgolem keeps it being annoying.
With this army i'm trying to force my opponent into strategic confusion, since none of the pieces really scream kill me but they all have some danger potential.
And breakaway's fine, since i plan to be in the bush anyway, i'm not going to chase them.
the only sever weakness i forsee is magic blast (of course) and alot of chargers.
I don't mean to be rude, but I got news for you there is no strategic confusion. You can't relly on your opponent to come to you, because most opponents will have a plan on getting the first strike in. To me it seem like your waiting for your opponent to come in and get butchered. But if they come in fast enough they'll easily make the kills needed to even the numbers.
your army is only threatening within an 8-10" radius. but in today's environment, the game is dominated by fast figs and figs with long range. i'd suggest putting in a Fell Reaper and a Nightmare Reaper. i'd also make room for *Corrupted Priest.
its sad to say it, but this army would get ripped up by almost any type of tournament army. The only things I can really suggest if your intent on using a all necropolis army is A) make a way to upgrade the two * Nightstalkers to *** ones (maybe by dropping the nightblade, If a nightstalker is not ***, its pretty much useless) then B) ditch the Bone and Flesh Golems for some more seething knights (*** Ones are the best) even then your army will still face many problems. Besides relying on hindering terrain for the nightstalkers, your going to have to rely on luck of the dice rolls. Even then, you should be afraid of ML/Ram which really tears those Nightstalkers up...
Knights have a 19 defense versus range, The reaper is fast and absorbs lots of punishment, and the Shade takes one for the team while the knights approach.
Basically, the Corrupted Priest is your healer and defender, providing 17 defence to the Witch and Seething Knights. Battle Armour on the Knights makes them really hard to hit with a 19 defence vs. ranged attacks. You may also use the LI of the Nightwitch to give your formation cover as they move in.
The Zombie Hounds provide cover for your formation, as well as harrassment and blocking duties.
I really appreciate all the replies. I'm seeing some good tactics here that I agree with. But I still feel that, while not perfect, and not a tournament level army, it's got merrit. I know my threat range is limited and true enought chargers/rammers/mbers are a threat (which they are to basically a threat to anyone). But, with the exception of the mbers I can avoid them with the hindering terrain, you stop when you move in fully so they can't directly charge/ram as long as i'm far enough in. And while i don't think my foe is just gonna run pellmell into the teeth of death. i'm fairly confident i can put him in a situation where he's gotta give me the advantage.
I went 2 for 3 in the necro/elemental campaign week 4 with
Chofni
2x *** seething knights
2x * night blades
*** nightmare reaper
and my MVP of the day
** mindshifter
200 points