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use the trolls in formation wth the egm wth a skeleton touching her side for protection........the unicorn is used as a loner and the centaur champion is used as a bodyguard..........
Hey,
Pulled a Magus today, and was thinking of making a new army.
Old army:
1x Hierophant
1x Grave Robber *
4x Skeleton *
------------------------
199 points.
The Throttle worms either gets levitated 19 inches away or moves 9 inches to the opponent's supporting figures. The priests fires at opponents from 12 inches away while rammers help protect it. The wraith moves into hindering terrain and fires at people from there.
first of all, all you really need is 2 technos. If you need to double ML in one turn, then you can just move the fig first then ML. A third ML is not needed as you do not need to attack with the pyre once he has based and you probably want the zombies to be able to push kill if needed.
Another weak point, IMO, is the wyvern. You already have both a stronger venomer and a stronger harasser. What is the need for a weaker version of each. IMO, this would be much better suited as another rammer. You want to be sure than you hit when you need to, thus ram is needed. If you really want venom, use the throttle worms.
3 zombies is also far too many. 1-2 is the most you will ever use since you can push to kill the zombies and necro them back on the same turn.
This gives you a grand total of 81 points to work with- My suggestions-
add-
1 ***warhatchet krugg
1 ***tormented soul (works well in conjunction with
1 *leech medic
anito-you said that your army is anti-GA and swarm, but both of your FMer are clearly exposed within your formations. I would drop the SB and combine the 2 formations.
If you see alot of the pyre spirit, the last thing you want is a magus.
The best weapon against a pyre spirit is the fell reaper. It has multiple clicks of toughness, BF, and is faster than the pyre spirit, which means the pyre can never run away from it.
Dropping a scorpem and the bearer gives you 58 points. A tough reaper is 43, but even a weak at 36 would work. With the remainder of the points, I would invest in upgrading your calvary.
Ares
The problem with your strategy is that it only gives swarm a free turn and non-swarm usually packs a healer.
Your army can only be improved by downgrading the shaman and upgrading the guardsman and shade, it is your strategy using that army that worries me. Given the make-up of your army, I would play more conservatively.
Kallio
Golem Mechanics are some of the worst healers avaliable.
IMO, you need to have more support for avante reaver. The gunners provide ample range support but the scorpem just takes focus away from avante and leaves him rather vulnerable.
I would just plain drop the scorpem and mechanic in favor of a weak elite surok apprentice to be with the gunners, a **light cavalier to protect both your gunners and avante and a shaman. You will probably have a few points left to tinker with.
Hitman interesting configuration.
I am a little worried about the efectiveness of the warrior in your army. His 8" speed is quite prohibitive in an army of 12" range and 14" speed. Performing anti swarm duties will be tough as the swarm is probably going to hit you from the opposite direction of the minotaur warrior. He also sucks quite a bit of points from the army. Dropping him allows you to get a faster ram that could be used in conjunction with the reaper and an upgrade of the reaper itself to tough or a tough fell.
El Capitan
Formation 1 and the shade look pretty solid, it is formation 2 I am worried with-
F2
2 Half-troll hackers**
2 shaman**
Summoner
First of all, you are mixing melee with range which is rarely a solid tactic. On top of that though, you are mixing support of the summoner with melee. Also this formation is slower than your brute formation.
My advice to you is to take those hackers out of the formation, drop one of the brutes, put the 2 hackers in the melee formation. With the extra points, I would make a gobbo wall to travel with the summoner and a charger or 12" ram to work in conjunction with your melee forces.
A good strategy would be to move up the summoner close to a 12" range group to force them to advance then sweep in with your melee.
JohnLau
-Not a bad army, though the warrior sprite seems totally out of place within your forces. It is supposed to provide range support but it is the slowest member of your forces which will cause you to not be able to your own forces to their full potential.
My advice is to drop the warrior sprite, upgrade the lancer and get a shade or even imps.
madcatz
not a bad army but the unicorn tracker seems weak as well as the skeleton looking very out of place. Along with the EGM, they are very ram, venom, and F/L susceptible. A sislith tracker would be just as effective and more durable than the unicorn.
As a point, is the tracker really necessary in your armies build as a whole? The points that it encompasses forces your EGM to be exposed to ram and you to use sub-optimal figures such as the skeleton.
My advice to you is just to get rid of the tracker altogether and op for more support for the EGM. A solid addition to the EGM's force is a KI heavy calvary fig. You can put this in front of the EGM, to its side of from behind and have more protection through the Blocking of LOS with a 21 D against range fig, more area covered with the double base to stop rammers and another charge fig.
blackpowdah
Both you orc armies are pretty good, your friend should enjoy winning with them ;). I will talk to you on AIM to see if any tweeking can be done.
julesozzy
Stick with your old army, the second one is weak to pretty much every dominant archetype and even lesser. Practically anything packing shades, reapers, or calvary is going to give that army trouble.
There are better ways of supporting a Magus, gunners, scorpems, and shamans come to mind.
maelwyn
I can not think of any reason to run the standard priest over the weak. Downgrading the priest will give you 8 points to work with in total.
Another problem I see is the 12 movement of the wyvern vs the 12 range of the trolls. They seem to work together in anti-thesis in most cases. Also the wyvern will do little vs what you will have the problem with the most- Swarm.
My advice to you is to drop the wyvern altogether. That gives you 52 points to work with.
With those points, I would add a **light cavalier and 2 *shades.
Masta
Fairly solid army, though the lack of a healer will probably cause your problems. I would put the technos in formatin with gunner and add in a *shaman. It might also be beneficial to tweak points in order to add in an imp or shade.
MaGuS_777
Down grade a krugg, and make the 2 **imps into a **Shade.
The ***bondmaker seems a total waste, IMO. I would make him a * and tinker with points. Preferably more harassment and even the upgrade of one rammer to a tough.
bshugg
I am speechless, all I can say is I hope you enjoy your prize.
ok, I was wondering if I could do something else, because the only good rammer I have is a ***Galeshi Ram Charger. I also don't have a tormented soul. Then I will make the graverobber a *. So how about I do this with the 83pts:
Galeshi Ram 48
***Utem Guardsman (to make a formation) 14
**Leech Medic 12
upgrade on of my 2 remaining zombies
I whipped this together to fight my friend today.....he did the same with his peicies.(Not the same army.I mean the putting together part)
300 points-
Formation-
2x Leige Knight**
Standard Bearer***(This formation Didn't Do much, except get it's bearer killed.I aim to replace this with some thing better.)
Loners-
Leech Medic*(Filler.Probably will replace with something better.)
Inquisitor(YAY for magic freeze and 12" range!I Loved him in combat, he did very well.Chris Gave up before I had a chance to get his Shyft Matriach.:()
Blade Golem**( didn't get to do much.When Chris gets his Troll Cheiftain, It'll be important.)
Horned Impaler***(I like this.he didn't do much today, but came in handy for killing opposing Necromantic Shyfts.)
Steam Golem*( it didn't do much, but I still am play testing it.)
Loners(Follows formation 1 and stays in base contact)
***Leech Medic-14
***Golem Mechanic-32
The basic premise of this army is to get within range of atlantean foes and slug it out with the rangers, using the healers for sustenance. The Dwarven Axe Knight handles anyone who gets close. Meanwhile, the Golden Orb charges around to the back of the atlantean army and takes out enhancers and other threats(there are going to be at least 3 death star armies at my venue.)
So lemme know what you think. Thanks.