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In favour of Khumeret :
He has a 19 inch range
Easy Breaker
High Speed
In favour of Magus :
Costs 18 points less
Adds COMMAND (something I'm really after)
adds Magic levitation
12 Attack instead of Kermit's 10.
See, I would really like to have that 19 inch range
but I would have to give up too much for it, I think.
As the army stands now , it really packs some of the best cost/quality figs together
Nobody will argue probably
that OST , Magus , Amazon Draconum and High Elf General
are all VERY GOOD figs which also happen to come at a VERY CHEAP price , considering what they can do.
In favour of Khumeret :
He has a 19 inch range
Easy Breaker
High Speed
In favour of Magus :
Costs 18 points less
Adds COMMAND (something I'm really after)
adds Magic levitation
12 Attack instead of Kermit's 10.
See, I would really like to have that 19 inch range
but I would have to give up too much for it, I think.
As the army stands now , it really packs some of the best cost/quality figs together
Nobody will argue probably
that OST , Magus , Amazon Draconum and High Elf General
are all VERY GOOD figs which also happen to come at a VERY CHEAP price , considering what they can do.
You should note that with all those Technos, adding Khumeret for a more viable fling & ping would help a lot.
Originally posted by Borg
Pyre SpiritS (?) ..... Plural ?
A Pyre Spirit is only 87 points of a 1200 point pack , Fred.
No figure can singlehandedly mop up 1200 points.
Why do you think Pyre Spirit would rip me up.
I'm pretty sure I would rip up Pyre Spirit.
Can you say War Impaler ......... Toughness ........ Ram .......... ring-a-bell ;)
(Note that I can use Impalers as well.)
You will face several Pyre Spirits over the course of a Conquest tourney, trust me on this one. BTW, many of your support figs lose their abilities after just one click.
I levitate PS on your Technos, they lose ML. I then levitate PS on your Phookas, there goes ME. Then another levitate/ram, then I wait and watch your support die as you spend the next turn (or two) trying to take out the Pyre Spirit.
And if you spread them too thin to avoid Ram, I just pile all 1200 points of my army on one of your critical support points.
You will face several Pyre Spirits over the course of a Conquest tourney, trust me on this one. BTW, many of your support figs lose their abilities after just one click.
I levitate PS on your Technos, they lose ML. I then levitate PS on your Phookas, there goes ME. Then another levitate/ram, then I wait and watch your support die as you spend the next turn (or two) trying to take out the Pyre Spirit.
And if you spread them too thin to avoid Ram, I just pile all 1200 points of my army on one of your critical support points.
But, before you levitate your Pyre, he levitates his Impaler, hindering the Pyre greatly. ;)
Internet battles are never won, let's not try them.
Borg,
Adding Khumeret would give you a very powerful F&P, just as Fred said. Using Khumeret, you could blast your opponents support without much trouble, and even take out some larger threats.
I'll think for some different types of changes later, good day everyone.
Originally posted by Fred Delles I levitate PS on your Technos, they lose ML. I then levitate PS on your Phookas, there goes ME. Then another levitate/ram, then I wait and watch your support die as you spend the next turn (or two) trying to take out the Pyre Spirit.
And if you spread them too thin to avoid Ram, I just pile all 1200 points of my army on one of your critical support points.
Right.
And I just stand there picking my nose.
Where do you get the idea my Techno's will be uncovered and you will simply be able to Ram them all just like that.
Tell you what , I'm probably not as bad as the competition you usually face.
You also seem to be missing the point about Khumeret.
Sure he would make a nice yo-yo (not a fling&ping , please)
but this army is not about yo-yoing,
it's about getting b2b with my swarm part
and in that respect actions are very valuable,
therefore I need the Commander MORE than I need another yo-yo.
About the F&P...Yeah, I wasn't thinking, it by all means would be a yo-yo.
Point taken. The extra action coming from the Magus would be greatly useful in a swarm army, but, removing the opponents Commanders would be very useful as well.
If only there was a way to remove the opponets Commanders while gaining yourself actions...
Borg, I faced two very similar armies (having ME'd HOSTs, ram guns, and swarm-chargers) and crunched them both.
Of course, I had Troll Artillerists (Gunners)/Mending Priestesses en masse, along with Dwarven Rams and a continuously-pushed Storm Golem protected by Suroks (and this was pre-Minions), so that's just me.
Bottom line is, it is a good army (if on the final releases, I'd give it a 4 out of 5), but it is not the uber-army that you seem to think that it is.
(Of course, it all comes down to skill, never pieces, anyway.)
Your right it would be zero damage....to the HOST. Your Phookas and EGM however get a taste of explosive damage regardless of what the HOST has I say to keep the EGM on top of it because a 21 defense is easier then a twenty three defense. Also keep in mind that you've dediicated more points into that host then its price value add in the phookas, the bondmaker, and the EGM and you'll be pretty close if not over the price of a single mortar. Lets not bring also into the fact your taking a twelve attack 9 damage beast against things such as the Steam BEhemoth and IRHG both have superior defensive abilities to your HOST the Steam Behemoth will just run right over your phookas and the IRHG will spend most of its time just sweeping away your infantry so it can't be shot anywaythis army is not as good against Titans as it may first seem if you use the long range option plus indirect fire against IRHG your looking at a 23 defense and a measly 4 damage(measly against ole IRHG) against something that will more likely be chasing your elves around the board. So why is mortar still the greatest threat? Well for one you have nice fragile formatiosn so the moment I land a shell that formation will nearly be broken alot of your support loses their abilities on their hit only once so you consider a shell coming from twenty inches doing one to three damage to everything it touches that is pretty lethal. When I use the mortar I'm looking to lob blasts over your main forces and smash support. If I use a cannon I'm looking to soften up your main forces so my forces can easily run you down into the ground. If I'm playing ballista I'm out to crush Uniques or castles When I play HOST it's so can elminate chariots and and other MDF's but definitely not other artillery pieces nor IRHG. You cxan discount the mortar for it's lack of power but it's ability to put pressure whereever and whenever I need it makes it worth every single point. I don't need to damage your HOST. Just blow away your support.
Also those ten actions maybe overkill to you but look at how many pieces you have. 16 pieces and you only get three actions perturn +1 for your commander and a potential for five more which you still have to roll six to have same goes for your opponent escept the have a better chance at getting 5 or 6 actions for their cost I don't even need Tezlacore for that just another *Brasscommander will do. you may not see the difference as you move your army forawrd but it will become very very clear as your elves clash with the oppositions melee and range. Anyway Just letting you know why I think the way I do.
I'll see how I can upgrade the army using your tips.
Thanks.
Don't worry Fred , I don't think it's an uber-army
I just like to think it's an OK one
that won't simply be run over like that. (not in a simplistic way anyway)
Talin,
I certainly know how important actions are for a melee army.
Once combat begins it seems you NEVER have enough actions.
But I definitely want to strike a balance between the number of Commanders I have and how many points I "waste" on them.
I'm trying to find that thin line of balance between both.