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Play the Stomper as your artillery support. With the 270 arc he can handle the shifting areas of the battle so you don't have to use actions on him to reposition him for firing. If someone wants to base him up (other than a fig with Sneak Attack) he can take care of himself.
If you play with melee armies, this guy can help snag those figs that are left alone. If you break away with your fig, shoot the opponent's piece. if the opponent kills one of your pieces and winds up in the open, then open fire to get your revenge shot in.
Stompy in my mind is the perfect unique for a newer player to use but lacks any finess that an long time player would want on the figure. With a 270 degree arc a player can drop him into the middle of things and not worry about facing like most figures with a 90 arc. The stompy's high defense and toughness limit the abuse taken from poor strategy meaning that a bad plan isn't going to automatically cost a player the game.
In my army styles however the emphasis is placed highly on my ability to play the army. The best defense is to not be there to begin with followed by having something in the way. This is why I love the magus since it can do more things than stompy can do but requires more effort on my part to keep him perfectly safe.
Originally posted by BrutalDeluxe
Im just glad the Stomper will eradicate the similarly priced Thunder, because the Thunder only has 6 speed and a 90° arc. So its either a win for the Stomper or a draw, which makes the Stomper superior in the bottom line.
I'm really not sure where you got that idea. In my eyes, the Thunder Golem is one of the worst things a Stomper can hope to run into. The Thunder Golem outranges the Stomper, has Pierce which nullifies his Toughness, and is more durable than the Stomper.
the stomper and the TG run an odd game of chess. if the Stomper can, it will easily flank the slower, more ponderous thunder. forcing the thunder to have to turn to face it's quicker foe. But if the thunder does get a lock-on on the stomper with the stomper still out of range...
It's hard to determine who win in either scenaio.:(
Well, I dont know about the two of them one on one, but I prefer the stomper. It's more useful than the TG in an average game. Faster, and a much larger arc. In higher point games, TG is semi-useful, since he can be given the proper support. But in 300 and below, Stomper is the superior choice IMO
I'm really not sure where you got that idea. In my eyes, the Thunder Golem is one of the worst things a Stomper can hope to run into. The Thunder Golem outranges the Stomper, has Pierce which nullifies his Toughness, and is more durable than the Stomper.
The Dwarven Stomper
Well then let me explain where I get the idea from.
Its rather simple.
Stomper: speed 8
TG: Speed 6
conclusion: the tg will never ever get into range if the stomper doesnt want to.
example: TG moves into range 14, stomper moves back out of range. TG is slower, so he can never catch up.
result: a draw.
Only possible winner: Stomper.
Method: Stomper moves out of TG`s 90° arc but into range 12 by using his superior speed.
How does it work? If TG doesnt settle for a draw, TG will try and force Stomper into a corner, so Stomper cannot use his faster speed to move out of range anymore. To do this, TG will have to block space of the board with only a 90° arc and focus on Stomper at the same time (Stomper will end up near the edge of the arc), giving Stomper the opportunity to close into 12 inch range while moving out of TG`s 90° arc by using his advantageous speed.
The tactic you just described is known as "edge clipping". it's risky and requires some geometric doing, but it can be done, and done well with the proper suoort. the downside is that edge clipping almost allways requires a push to accomplish correctly. namely, "move past their arc then shoot" has no room for pause in it since thye will surely rotate to face you in their next action.
Well then let me explain where I get the idea from.
Its rather simple.
Stomper: speed 8
TG: Speed 6
conclusion: the tg will never ever get into range if the stomper doesnt want to.
example: TG moves into range 14, stomper moves back out of range. TG is slower, so he can never catch up.
result: a draw.
Only possible winner: Stomper.
While what you say is true to a certain extent, my usual findings are that the stomper usually has to push to get out of range, since the TG can easily push to fire. No experienced player will try to get into range of the fig which can get away without pushing, so your arguement is invalid. While the TG will never catch up, the stomper will be doing a lot of pushing trying to skip out of the way. And no experienced player will play the TG without a MLevitator anyway. Your arguement is like saying the Storm is useless, because he can only deal 4 clicks to one target or 1 to 3, which is pretty poor for 115 points, neglecting the fact that he becomes a whole lot stronger with support.
but, likewise, the stomper can be supported by a healer and a fodder piece for the same cost as the technomancer, and get the advantage of being able to move in formation. The technomancer can ML the golem as much as it's heart desires, but if the golem is within 8" of the stomper, th stomper can base it. and if it's outside of 8" away, the stomper can backpedal away or edge clip it.
overall, it's a very complicated waltz for two units with identical point values.
Originally posted by Matthew_Hoo And no experienced player will play the TG without a MLevitator anyway. Your arguement is like saying the Storm is useless, because he can only deal 4 clicks to one target or 1 to 3, which is pretty poor for 115 points, neglecting the fact that he becomes a whole lot stronger with support.
Well, then it's no longer a fair comparison. If you're adding a minimum of 25pts for support (*techno) to the TG, then the Stomper should get 25pts of its own. This means two leech medics (* & ***) or a *** boomer to support the Stomper. Frankly, I think either of these with the Stomper would beat the TG with the techno. I actually think the TG stands a better chance against the Stomper without adding support to both sides... because the more units there are the more the TG's small arc becomes a disadvantage. With just the TG and the Stomper, the TG can play defensive and hold off the Stomper indefinitely (unless the Stomper player wants to risk taking first damage).
Originally posted by Matthew_Hoo the stomper usually has to push to get out of range, since the TG can easily push to fire.
Im sorry, thats wrong.
To have the Stomper push to escape, the TG would have to stay within 20" distance from the Stomper: Stomper moves and gets an action token, TG moves for 6 and is in range.
So the Stomper knows, he has to stay out of the 20" distance. So it will be up to the TG, to move into 20" distance - the Stomper will never voluntarily move into this distance.
So the TG will be marked when 20" distance is established. Stomper is marked too - he rests. Now, if TG wants to move into firing distance, he has to push - certain death for TG. (Stomper rests -TG pushes into firing range- Stomper clips edge - TG rests - Stomper pushes to fire).
Otherwise, Stomper will simply leave 20" distance again without being pushed.
I know that taking 8 clicks will hurt anything. But I was trying to prove the point that he is not invincable. Oh, and of course it died next turn, I had the Order kill it.
________ STACEY cam
Ok, fair enough, you stay clear of the thunder golem, 20" of radius is a fair lot of map space, you're severely hindering the movement of your army, and also, rendering you Stomper pretty much useless. If you're not gonna move within that 20 " I doubt he's gonna hit nuts, and also, its a pretty dumb tactic if you ask me, There's a good chance that you will need to bring him in eventually, as not all of you're army can dance out of the way, without making it look overly cowardly and dumb. Also, if I had a techno, (have your bpr boomer for all I care,) You wouldn't be able to move at all, considering that the moment you make an action, I'll simply fling into range, and it'll better for me if you didn't move.
I hate it when a perfectly good thread on the merits of a figure degenerates into "I'd do this and beat you" "No you wouldn't because I'd do this" "Well no intelligent player would do that" ad inifinitum...
The fact is that no figure exists in a vacuum. Every figure has figures behind it, and to say "well, this figure would beat this other figure of the same point cost one-on-one, therefore it's better" is completely meaningless.
you probably missed the fact that the question was who was better one on one, meaning without a whole army behind him or concerning a specific strategy.
As I showed, one on one, its either a draw or a win for the Stomper.
Therefor, the Stomper is better H2H.
Now how you implement the respective figure into an army is a totally different question and makes it rather hard to decide which figure is better, if not impossible.