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im not trying to say its not chesse nor am i trying to say i like kill my self tactics... but im saying i'd rather use it for its power not for its cheap kill ur self tactic, but its compared to wad DC and #### got, revenent as a sub faction ability! thats BS!!!!! Sure Spirit armour will be abused by alot of cheesie people that just wanna brake and win the game, but the same happened to Varatrix, people complained and complained and complained by nothing happened, and now days u dont even hear bout it coz people just put on there thinking caps and made strats against it, so i believe sooner or later people will forget about spirit armour because there will b 1000's of ways to counter it not to mention woop it
Im not so sure we will see that many players using spirit armor at nationals. I think by that point everyone will know how to deal with it, even if that means not having any single figure worth more than 60ish points in your army. Alternatly, necromancy gives you a 50/50 chance of bringing your figure back, and if they are all the way across the field you have plenty of time to pick up your relic and heal the 1-3 damage before going out there and destroying the smarmy suicidal elf's friends.
Here's a nice little Spirit Armor army I came up with:
Zeph 38
Spirit Armor 40
Potion of Water Breathing 17
2x **Snow Maiden(the one without ghostform)
High Elven Knight
**Snow Centaur(the one with ram)
Total: 299
With Spirit Armor, my two snow maiden's have 20" bound range with 9 attack and 4 damage. My Snow Centaur has 9 attack with 3 damage and ram on a surge. My High Elven Knight has 18" bound range for 3 damage along with 3 damage in close combat which turns to 4 damage with sweep in a couple clicks. Plus he has mega high defense with dodge.
Now of course my army has relatively low attack, which doesn't matter because Zeph can suicide to kill that big high defense unique. Against a swarm, my low attack really doesn't matter. If Zeph decides to suicide, my Knight can pick up spirit armor so I can still benefit from the bonuses. Plus, he can suicide too if I really need too. My two domains would be Hieraman Gods(for some extra help against a tough army) and Death(with all my guys being 38+ points death will eat through a swarm army). The higher the points, the more effective this army becomes.
Nice army Zap. I was actually thinking of using Zeph and Lady G on a Griffin.
Kill Zeph, the lady picks up the Armor.
This may be too much of your army in a 300 point game. (Especially if you use water breathing, instead of just push double time, Push double time), but in a 400 point game this is nasty.
Lady G on the Griff isn't bad, but with a 4 damage 12 inch charge, four damage counter attack, its awesome.
Originally posted by Braden Nice army Zap. I was actually thinking of using Zeph and Lady G on a Griffin.
Kill Zeph, the lady picks up the Armor.
This may be too much of your army in a 300 point game. (Especially if you use water breathing, instead of just push double time, Push double time), but in a 400 point game this is nasty.
Lady G on the Griff isn't bad, but with a 4 damage 12 inch charge, four damage counter attack, its awesome.
Might as well give her thread cutter. Now she has +3 attack and can screw up swarms for just 25 more points. Now both swarms, high point guys, and relic combos are all screwed by your army.
Since everyone JUST loves Spirit Armor, here's another Suicide Mission army:
Zeph Wyndfenner 38
Spirit Armor relic 40
Potion of Water Breathing 17
Sanguine 48
K-bow relic
Zombie Centaur *** x 3 = 96
Deathsinger ** 29
Not only do you have the unique killer (equipped for a quick or delayed deep water death), but you also have Kaboom. Mounted on Sanguine you limit the ability to surge capture the wielder. You also have a reasonable ranged attack until the Bow is set off. Your ZC's are for harrassment, objective claiming, and secondary assault. Deathsinger does what she does best .... bring back the dead for an action.