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Just something I was tinkering with in my spare time. This army was originally designed around Blood on the Water, thus the presence of Atlantian in here. Well, here goes.
Basically, mortar can bombard every turn for 28", helping your melee fighters. When trying to find the right units for 2.0 bonestaff, I first started with vamp skeletons. Seeing as their attack, low, and damage of 4, they wern't as impressive as * harkas. The harkas have a damage potentional of 6. For 25 points, thats incredible. The *** ub adds meat to the army, allowing for a longer lasting, stronger Harka. The best part is you can staff these back into enemys back arc, and swing away. Its no sneak attack for 10, but its 2.0 and 6 is fine by me :). Boneshard is here for his smite. He's cheap, can last a good while in melee and smites. If your opponant plays BoL? let him die. Staff him back next to Nim, and send him into next week. If they surround nim with fodder? Smite the whole lot of them. :) I believe this army could be fun. It just needs some tweeking to become more efficient.
-Warlord Farchyld
* Harka's surge into an 8 to attack for 3 damage w/ crushing blow (ignores all defense abilitys, basically h2h pierce). When attacking you can choose to use the Harka's Subfaction Ability, Reckless. This allows the Harka to deal up to a maximum 3 pushing damage (or until demoralized) to himself in order to inflict an additional 3 clicks to his foe, thus allowing 6 clicks of potiential damage.
Hope that sheds some light Lunarion.
Farchyld, I've always looked down upon the whole bonestaff concept. It takes alot of points to make it work effectively. God forbid someone plays a soaring piece as well.. then its all downhill. Sadly enough, with the new Wizkids set rotation, they are taking away bonestaff's key elements being skeletons and tormented souls. I believe since your army is rotation friendly, it could do well with a few minor adjustments. Lets see what dark riders brings to the table.
Farchyld... I highly suggest tweaking the army to be able to upgrade the Mortar Altem to a *** rank which is 40 pts.... for that... you get Infiltrate and Arcing Fire which together will give you a very nice edge.... sure... you lose 4" range (8" Bombardment range) but Infiltrate kinda makes up for it. The Arcing Fire will help in case someone decides to be a smartass (said in jest....) and hinder your attack.
EdibleDead.... Bonestaff is fantastic because the figures can be placed anywhere on the field. Some do think its expensive to do.... but well worth it. Its one of those combinations that you just have to try it to understand.
Like I said, 2.0 Friendly. My goal was to get it functioning properly when DR comes out. Thus, no tormented souls etc.
As for how Bonestaff is, trust me...it works. The *only* thing this army would have a problem with is sanguine/kbow. But then again, thats one army type. I playtested it against Trix last night, and it worked wonderfully. Just went all out with the orcs, until they died. Brought them back, surged into gangup with boneshard, hit. Reckless a bunch of time..game over.
Any suggestions for post-blood on the water, army design? The mortars first to go :)
-Warlord Farchyld
the mortar cannot bomb every turn, only 2 out of 3. I would also recomend bumping the mortar up to tough, with 2 targets and arcing fire it is sweet. other wise it looks prety solid.
Originally posted by Saint the mortar cannot bomb every turn, only 2 out of 3. I would also recomend bumping the mortar up to tough, with 2 targets and arcing fire it is sweet. other wise it looks prety solid.
Using Syndin the Mortar Altem can bombard every turn. Syndin Has the Leadership ability.
Well, I like the ***Mortar better with 2 tokens, so why not downgrade the Marauder, actually giving you a higher attack, and the toughness on it just slows down your chance to staff it back.
For post-blood on the water, drop the Mortar definitely. Then you could throw a relic on Boneshard like Decapitator and with the extra 6 points, you can upgrade the Marauder to *** for more power, or you could drop the Marauder and go for 2 more Harkas.
Indeed. Boneshard will be more deadly. And to saint: The mortar can drop a bombardment every turn as bardtas said; read up on leadership and make sure its from the new FAQ. All questions regarding it will be answered.
As for post-blood on the water, I was thinking adding more units, but a relic on boneshard may be worth it. I have to experiment more and see what happens. Also, I do not havea *** mortar. Its all a question of i can get one to play with, then I'd use it.
-Warlord Farchyld
No..lol.
Lets address this issue, Funeral. The idea of bonestaff is to fight till the end with all your figures. If they somehow manage to get to demoralized...hopefully they took some figures with them. Do you think they will stay in this state? I think not. Next turn there getting pushed and will die, of course.
As for Sydin, let him pull his weight. I admitt, putting him at the front of the lines is foolish, thus I would never do it. However, he has 17 def with terrify, and ranged attack. He should try to do something, and he will. Mainly by taking tokens for your other units or claiming objectives closest to you.
Trix is a newbs toy. Get over it. I already playtested against a trix weilding RAIDERS BANE. He was eaten after one unit got a reckless of 6 off on him. Trix can only take you so far, remember that.
-Warlord Farchyld