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Originally posted by barrel Do you need the other grave robber? I do not think you realy do but then again you have 14 pts to fill. I can not think of anything else that would help you that much so it is not a bad addition. I do not think you need it but it is not going to hurt.
14 points? I think you should probably add a weak Shade and use the other two points to upgrade one of the Technomancers to the standard level.
Edit : I think it would be a lot more useful than the second Robber , but more experienced players will be able to tell you if it's a good idea or not.
Centaur Medic: They primary reason why I chose her was exactly what Barrel said. I can charge and heal a figure with 1 action and use the next 2 to do a yo-yo or a toss. The shaman is not really ideal as 1 would need 2 actions and 2 turns (to avoid pushing) to heal a figure. And the ME goes to waste as I do not forsee myself using the ME that often with the Shaman.
** DZs: Ram is pretty common in my area and so are mounted figures, thus toughness is the only way I know of that can allow a DZ to survive long enough for a killing blow.
2nd Grave Robber: Still looking for a replacement for this. Like what Hernandez said, I could add in a * Shade and upgrade something but something just doesn't feel right with it. This needs somemore thoughts.
Mino Warrior: This sounds pretty good will give it try.
Throttles: Not too convinced about this yet as my area has learnt to fear these guys and have learnt to handled them.
Again, I really appreciate the comments! Keep em coming!
Once I get sometime off to play around with it, I will post some reports.
Hernandez: You are right and that is a good suggestion. It is something that can work. It does not realy hurt the army and it does give it a little bit more of a harraser. I do not know if it is needed but it is something.
42up: your right about armies with little support. The "support" figs I see he most are EGMs adn Krugg Seers. Both can take care of themselves for the most part and by the time you can get to them the opponent feels ok about letting them go.
Evilmerlin: This is a tough army to tweak because you are playing in almost all cases the best version of each fig. I understand not wanting to upgrade a fig when it is not realy going to gain you anything. So some other ideas are as follows:
Drop the 2nd GR and upgrade the lone one to a ***. This give you one more slot of necro which is what you basicly gain by having another GR. That gives you 9pts to upgrade the only spot I feel that migh need the upgrade and that is the rammer. The tough Hatched Krugg I believe is 40 ( if you do not have one now you migth try to borrow one to see what you think). This gives you a rammer doign 4 clicks of damage that has a chance at being healed. Shakeoff is always a nice thing to have and he has a nice dial gaining toughness. That leaves you 6 pts to play something that never leaves the starting area or a cheap #### fig to sling to block LOS or buy some time.
The other thing is you could drop the reaver to level 4. This gives you 10 more pts to use and you just lose 1 on the attack. That is a tough trade off but it allows you to push into LI faster to prevetn being shot. I prefer the 11 attack and I am sure you do too but if that 10pts plus what you have here and there can make the army tighter and offer a few more threats it might be worth it.