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The Stonethrower Unit is very slow, so they basically move at a turtles pace up the field, using the titan's move and attack benefits to smash all who approach. The Shaman provide a little extra healing for the army, and some ME to increase the Stonethrower's damage to 7. The Melee Unit does exactly what it is designed to do, base an enemy and rip them to shreds. The Cave Butcher provides some backup, and is a quick piece to get at the head of the army and cause a little pain. The Volunteer is basically a filler, used to lock lines of fire.
Please LMK if this is better than my previous army!
Actually golem, in the current Titans rules it states:
Quote
Cannot be affected by Healing, Magic Confusion, Magic Freeze, Magic Healing, Magic Levitation and Venom. It also cannot be brought back into play by Necromancy.
Take out the barber and replace it with a Gob. Runner. Have the Shamens get totted around with the Iron Clads untill you can use the Gobs Quickness to push itself into forced march. Than have the irons join with it and have the piper go with the shamens, guiding them for healing shots.
They ought to update the Rules pdf when they change the rules, but they don't. Get the latest FAQ (the 09/15/2003 version) This has changes to the rules and Special Abilities. The change that says no ME for Titans is on page 3.
Otherwise, the Stonethrower is still a great figure. It is slow, but has excellent range, attack and damage values. The biggest problem with Titans is that they can be harrassed so easily. You want to have a good bodyguard handy to get rid of them. A ***Ankhar Butcher would be nice. It's 45 points, 3 more than the pair of shamans would be so you'd have to rearrange a little bit.
I really like the Stonethrower at Heavy, as those 3 clicks are very good ones, but sometimes you need to compromise. I might be tempted to do that here to use those 30 points for something else. Here's a thought:
1 x Stonethrower (Light) 84
1 x **Goblin Volunteer 6
2 x ***Ironclad (@35) 70
1 x **Half Troll Hacker or *Tribal Brute 26
1 x *Clurch Piper 15
1 x ***Barber Surgeon 19
1 x ***Ankhar Butcher 45
1 x **Cave Butcher 35
TOTAL 300
I put the **Gobo into the formation as the point man where he can take a shot if needed. The Barber Surgeon can trail along on his own since he can't heal a figure that is b2b with an opponent in melee anyway. As a loner he is just as available to the Butchers as to the formation anyway.
This version requires 5 actions to move, but the LOST can use 2 actions in a turn to move twice as far (or move and shoot). The result is that you can move the whole lot in a double turn and the LOST can keep up with effective 8" movement. As I said, I normally like the OST heavy, but spending those points to bring in a ***Ankar Buther and a **HTH seems like it might be a good tradeoff to me. It gives that formation 3 very good offensive hitters. At least it's a variation to think about.