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Scarabet(Main/Harasser/Swarm Killer)
Possessing Bound in its first 3 clicks of life along with Flame/Lightning, Scarabet can control the opposing army's movements. With an effective range of 15" at the beginning of its dial, harassers will be targeting Scarabet to tie this figure up. Against swarm armies Flame/Lightning + Bound is a deadly combination. Against a cen-fat army harassers will be the targets allowing the Mage Spawn Swarm to attack the main figure.
Mage Spawn Swarm(Main Attacking Force)
Hambulandroika although expensive makes up for its point total by creating a formation with 3 *Skeletons and increasing their speed to 12". The *Phooka is in front of the formation to block line of sight against incoming range attackers. *Ram Warrior utilizes ram as the formation comes into base contact with an opposing figure.
The formation does not concern itself with staying alive. The most important goal is to get off one attack with a *Skeleton using Weapon Master. While consisting of 6 figures in the formation, if all 6 are able to surround the opposing figure, a single *Skeleton accompanied by a close combat formation can increase its attack rating from 10 to 13(two other figures in a close combat formation and one of those figures in contact with the opposing figure's rear arc). An attack rating of 13 will be able to hit almost any figure consistenly which would then allow the use of Weapon Master.
After the initial attack, every other attack that can take advantage of Weapon Master will make it easier to win the game. As *Skeletons are eliminated they will be resurrected by the ***Grave Robber.
***Grave Robber/*Technomancer
The ***Grave Robber's main goal is to resurrect eliminated *Skeletons. It can also be used to block line of sight if paired with hindering terrain utilizing Stealth.
At the beginning of the game the *Technomancer can use Magic Levitaion on Scarabet to take a position that would control the movements of the other army by forcing them to move out of the threat of the 15" range it possess. Having not used an action, Scarabet can therefore move or attack the following turn without pushing to further control the movements of the opposing army.
The ***Grave Robber and *Technomancer should be in base contact with each other the entire length of the battle. As *Skeletons are eliminated, they can be resurrected and put directly into battle in one turn.
Another part of the strategy could employ the the use of Magic Levitation on the *Ram Warrior.
Terrain:
Hindering Terrain
I would place Hindering Terrain in the middle of the field and position the ***Grave Digger and *Technomancer within to take advantage of the ***Grave Digger's Stealth to block line of sight against range attacks targeting the *Technomancer.
Blocking Terrain
I would place Blocking Terrain in front of the opposing army's starting area to force them to go around it while I set up the ***Grave Robber and *Technomancer in Hindering Terrain.
What would you change? Different figures, strategy, terrain? Does this army sound viable for tournament play? Thanks in advance.
I would think that if at all possible, since you are not running a atlantis formation I would use Autumn lv1 instead of a techno. It gives you a bonus healing for only one more point.
Also you would still be 1 point shy and I never go under max points, buts that s up to you.
A couple things. 5 is definitely the max, so you'd either have to get another Shyft and run two formations, but I think you actually need to cut down on the number of Skeletons. As it is, I think your army is too susceptible to Ram, and relies too heavily on Scarabet to kill things; one WHK with a levitator would ruin your Skeletons, but you'd have to take time to push them all to death.
I would say lose some Skeletons, and replace the Grave Robber and Hambulandroika with a *Soul Stealer -- action efficiency, and Necro. You could upgrade the Ram Warrior to a WHK, but that's not necessary, especially if you want to squeeze in a Charger. All told, I'd probably run something like this:
You can play around with the 54 points from the Reaper and Shade, I just thought the Charge and extra harassing power would be beneficial; more ML with a *Technomancer and some Charge with a Centaur Medic could definitely work. Overall I think this version relies less on the clunky formation getting into melee, and more on the ability of ML to project force where it's needed.