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From what I understand about Guerrilla tactics it would seem more important to protect against range than melee. If I was using this type of army I would simply try to hit my opponet's FM piece or his fastest moving figure then run like crazy. The idea is to slow him down so he can't catch you if he tried, and even though I will already be able to out distance him the more cushion the better. That leaves range to deal with. Just because I may be using the Solonavi Striker dosen't mean that the person I'm playing against won't use one also, or some other piece with 12-14" range.
Originally posted by Troll_Cheif And he can break away on 2 higher, if you know how to use guerrilla, you want to be able to break away on 2 higher, and have 12 speed, since you avoind the "CLASH" you wont be in thier charge part...you also try to stay at range in guerrilla so limited invisibility is the best for a guerrilla fig! also he has 10 range not 8 like the water, if the water gets hot he could lose aquatic and die, oh well i have spoken, i think thats enuff for this thread:o
Ok Troll, I agree with some things you said. But there are a few things you said which confuse me. If you park the water minion in deep water, no one can base him except other aquatic figs. (and we know how many of those are running around :rolleyes: ) Also, the water minion never loses aquatic. He keeps it until he is dead. For one thing, I like the water minion as the anchor. As Borg and others have already mentioned, he is for tearing up melee mostly. If you play an army that has a lot of range, chances are, you're guerrilla army is going to have lots of range, or your striker or wyvern will base the big range fig before he gets a chance to shoot at your water minion. And as a final thought, even if the water minion does get shot at by a ranged attack, he has to be hit, and then you get to roll for dodge. Only a 50/50 chance that hit will get through.
Borg: Nice idea. As always, I fully support increasing the popular "usable figure" pool. I get sick of facing the same figs over and over again although it could be worse if i were in another playgroup.
42up: I feel sorta bad busting your chops on this: During the Heirophant discussion I mentioned pools of shallow water spaced apart as a viable strategy for the heiro to demolish a KI swarm. You stated that this strategy could be easily countered through placing blocking terrain 2" away from the pools. Now you suggest that these same "Pools of Teloric" would be a viable strategy for the Striker. I see a discrepency in your argument that is disconcerting. The only significant differences between the 2 is the striker has 4" more movement, but has less flight, making the "Pools of Teloric" strategy less reliable.
Dracos, just hunting me down;). I also had that as a counter tactic (the placing of blocking 2" infront of another piece of terrain) in my terrain article.
The tactic is very viable. A majority of opponents will not feel the need to negate a piece of terrain or even realize that they can.
Yes I am hunting you down. I do sort of feel bad about that but I consider this forum to be a giant debate. Switching from topic to topic and to and from different debating modes. Therefore I expect a consistancy of argument (no flipflopping).
It's easy to pick on you as you hold your opinions so strongly.
"Pools of Teloric"... heh heh heh... thanks for the compliment Dracos. :)
To prevent a wall from negating the terrain strategy, simple place the two pools close enough together so that a wall cannot be placed between them. Sure, the wall will block fire to a portion of the battlefield, but the swarm will still have to enter the water to engage the figure sitting in there. When they do, simply fly to the other pool, facing the first one.
The counter to this strategy is to use a mounted chargers. The largest tournament legal pools are 6.5" across, small enough for a mounted figure to make base contact with any figure in the pool without having to move completely in. Of course if two players are skilled enough, this can be a very tricky battle of tactics...
Teloric: I don't mind giving credit where credit is due. I am correct in my recollection that you were the first to post this idea (I don't expect you to be able to claim you thought of the idea first), aren't I?
Well, I did think up this strategy on my own, and though I was the first to post it in the "Defeat the swarm" thread, I wouldn't know if I was the first to post it anywhere. That would be too much to claim with so many really good tacticians around...
I think it's a very viable strategy for the army type. I'll even be testing out the next chance I get (Seeing as I just pulled one myself).
The big thing though, you'll have to keep it away from long range. Which could be a hinderance. It'll give your opponent a target. They could then use this to manipulate your other moves, forcing you to protect your minion...putting you on the defensive which is not the strong point of Guerrilla warfare.
I'd say it comes down to this...the Water Minion will fare exceptionally well against melee. The only really viable threats are Trogs, and they aren't scary.
Against range I think the Wraith is the better choice. It's totally immune to range once in it's precious hindering. It's also slightly more mobile and cost 24 pts less.
It's gonna come down to what you think is more of a threat. Range or Melee. So what ever the local scene seems to be churning up, go with the better counter. Then again, that's just me and my two one-hundreths of a dollar.
If I was facing a Water Minion that was sitting in deep water terrain, I would attempt to shoot it at any opportunity. Even if you were providing cover fire with a Striker, it may be worth losing a couple of small ranged combatants to take out a Water Minion...
Sure a Water Minion is good at melee, but I don't think that's necessary for the Guerrilla way...
Nothings says the Water Minion has to stay in the water :D
It has a good speed for along time and pretty fair defense. Even if you were to use little guys it would take a formation of them several turns to do anything serious to him (not counting on the dodge ability since it never works for me).....
...so you are also trying up one of the opponents actions going after it and "reeling" in the little formation for the ranged guys to knock off....or he is protecting your ranged guys retreats.....