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Back on the topic, I think the **Cloudwarrior is very good too.
While it costs 7 points more and has 1 lower attack on its surge and is a bit slower, it has a 50% chance of doing some real damage and has the soaring ability throughout its dial.
With the soraing ability, you can keep that figures out of harms way by avoiding countersurges as long as you manage to tie up or avoid the opponents range.
I think it woul dmake a good combination of using a ***gyre and a Cloudwarrior too.
I think that after that game, and after spending 30 points holding an objective (considering, as stated before, my playstyle is not "defend and objetive but to kill my op and then take care of them") ALL my armies will contain an *Imp at least. (or podo ;) )
The Imp - Shade dilemma was pretty easy on 1.0 when shades were faster and they were 1 less action. I think it'll depend on playstyle though, like if you want to hold an OB as soon as possible or you want to tie up figures, use Shades/Imps. So maybe the *Shade as a bait and some real tiers (**Shades or **/***Imps) or how about both? Maybe 35 points (*Shade **shade **Imp) is a good combo for 2.0 i'll try it out.
As SB being a new shade i like more real shades because the higher attack and quickness, but whatever you want to use is good.
Originally posted by bshugg Or you could just run 2 pts under which is not a bad idea in 2.0 rules.
AFAIK, this is no longer the case.
If there is a draw at the end of the game in relation to objectives, victory points are calculated by adding up eliminated figures (see Quickstart rules).
I would assume you also get victory points for surviving figures.
So running a point under harms you just as much as it does you today, meaning that you are forced to come out and either kill something are gain hold of a second objective.
Originally posted by BrutalDeluxe AFAIK, this is no longer the case.
If there is a draw at the end of the game in relation to objectives, victory points are calculated by adding up eliminated figures (see Quickstart rules).
I would assume you also get victory points for surviving figures.
So running a point under harms you just as much as it does you today, meaning that you are forced to come out and either kill something are gain hold of a second objective.
As the d-man would say, "Never run under!".
I guess this was their answer to "Podo is demoralized, the game ends, so I win" type of thing.
Okay, I don't mind people using figures because they're good.
I HATE people claiming an army is a particular faction army in it, and then putting in a figure that's not of that faction just because it's good and they don't think they can win without it.
I am ALWAYS harassing Grathel about using MS in his Orc armies. Silly me, where I come from a faction army means a pure faction army. and I am getting sick of WK and people both discouraging it.
No, it's a KI army. Elven Lords are a reincarnation of the KI, true, but current KI stay that way.
I agree, if you claim a faction, it should be the faction. Although, if I say "mainly" then I'm allowed a few mercenaries. Of course, I'm big on mixing and matching anyway.
I would use shades, and here is why. I won't DT. My first objective is only d6 inches from my starting area. The second is equidistant, and the third is likely to be held much like yours, with an imp. I come forward at my own pace. Then, after they've claimed the center token, I tie up the main force with shades (one less action, no need for DT) and go after a small part. Perhaps, if it really is a pawn on their token, I send a rammer or somesuch to deal with it. The point is, everyone is so set on pulling the same tactics you talk about, it is easy to beat them. Once I have an objective I move on. With or without a figure, the token can still be contested. The harsh reality--for my opponent--is that I have my token, I've just contested their token, and they only have the middle token. We are even, and they have to deal with my whole army attacking the portion not tied up by shades. You can do this with imps, but will be less an action or two. That slows the process down, and allows for the opponent to prepare for the next turn's onslaught.
Originally posted by BrutalDeluxe AFAIK, this is no longer the case.
If there is a draw at the end of the game in relation to objectives, victory points are calculated by adding up eliminated figures (see Quickstart rules).
I would assume you also get victory points for surviving figures.
So running a point under harms you just as much as it does you today, meaning that you are forced to come out and either kill something are gain hold of a second objective.
As the d-man would say, "Never run under!".
Where are these rules located? I have fished around but no luck. Hook a brotha up?