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well... No offense, but i remember when a newbie at our store wouldn't tell me his ultimate strategy. I found out it was "Necromance a golem back to life, and then heal it." We explained to him politely that this was already though of, but he insisted it would beat us down. I didnt lose one peice when i played him..
a neat army: Some beafy unit(s) and throttle Worms!!!
P.S. Solinavi, it is ok that ur a newb, and continue to learn and visit this site, but cool down.
What would be better, THE_Solonavi, is a new combo we've worked up out here for the Troll Gunners/Artillerists. Essentially, the formation looks something like this:
This formation (which may be too big for a 200 point game) gives a lot of advantage to the player. The Corrupted Priest passes up a 17 defense through his Defend (and using the Elven Demi-maguses in a chain). The Elven Demi-magus gives some Magic Enhancement, which I think is especially important with *Troll Gunners (who do F/L).
one of my favorite combos is a really annoying one. it revolves around my favorite fig, the good old wind minion.
use him and you are sure to bother your opponent.
now use him and a techno and you got yourself a really tough combo.
it goes like this, the wind minion woiuld normally have to move by himself to get close to the enemy, but what if he did not have to move and use up an action token on him?? that's where the techno comes in. he can ML the minion 10" away, and next turn- when he gets based, which he will- he can either break or shock for a good amount of damage.
it's not as much of a combo as it is a strategy, but sometimes strategies can be very deadly combos.
put the techun in a , maybe with a healer in back. nobody wants to be in a firefight with him when he will win, so they try to base him... charge the enemy and break away. then run away with anything leaving the figures open for shots
A cheap(for points) combo is the Goblin Volunteer/Denoting Zombie combo. You make a ciricle formation of Goblin Volunteers with the Denoting Zombie in the middle. You move them near the enemy, when a figure touchs a Goblin, break away and Shockware with the Denoting Zombie. The shockware hits the Goblins, making them ready to go battle and you hit one enemy figure.
Benefits:
Magus can use any of his attacks enhanced twice making a lethal figure even better, gunner enhanced twice puts an end to opposing death stars, shaman close at hand to heal and low defense figures. Demi makes excellent cleanup crew.
Benefits:
Magus bessa enhanced twice can cause 6 clicks of damage to most of a formation out to 10" due to her 2 arrow magic blast attack. Reaver can be used as a 14" magic blast yo-yo because of bessa's levitation, 3 of the figures in this formation can magic enhance so everyone is enhanced at least twice. Reaver can use bessa as a point of attack to add a little extra range without losing the all the enhancement of the group. Whole thing can move 4" as a group or 7" as 2 actions and can be upgraded or downgraded based on point level. Avante can also be replaced by another ranged attacker from a different sect and still keep a lot of the potential of the formation.
Benefits:
The formation looks a little funny with the front shaman facing backwards but the extra healing and enhancement make the formation hard to take down. The launcher is best replaced by Snurga longstrike if you have him. Chaos mage with shamans available can push all he likes without losing much. First click he's got his magic blast, 3rd click he's got his flame/lightning and a 10 defense making healing a breeze back to magic blast when needed. The launcher enhanced a couple times puts the hurt in artillerists who would be the main threat. This is also a very cheap formation for it's effectiveness. Clocking in at 112 pts allows a lot of options for the rest of the army.
Benefits:
This is a very controversial formation since the elven demi completely replaces the slot a troll would normally go into cutting off an extra attacker. However the elven demi also replaces the priestess in her ability to provide defense for the poor nearly defenseless trolls. Now that defense is taken care of, the other purpose of the priestess can be taken over by a shaman providing magic enhancement for the formation. The reason for the gunner and the artillerist is the attack value on the artillerist is higher while the gunner can be helpful for softening up a formation. The Difference between this and a typical troll/priestess combo is that the 3 trolls would take 3 actions to cause 9 clicks while this formation can pull off 10 clicks in 2 actions and have the benefit of a cleanup magic blaster to cause major damage when they get a lower defense.
These are 4 formations that I've used, tested, and found very effective if defended properly. A 500 pt army could include 2 of these formaations with enough chargers and harassers to dominate many games.
Total 499 pts. I was more limited by my selection,
thus some are not ideal pieces. I'd like to work a
Nightwitch in instead of the Grave Robber, and
sacrifice some of the blue Nightstalkers to fill in with
any red ones I get (the extra range is nice). I could
also drop a Nightstalker and add another Magestone
Lord...hmmm.
My girlfriend and I play, and she had (if memory serves):
Troll Gunner (blue)
2 Demi-Magus (blue/yellow)
Grave Robber (yellow)
Crystal Bladesman
Magna Draconum
Magnus Draconum
Mystic Draconum
Heirophant Draconum
Any input as to how to improve these armies, beyond
what I've stated would be greatly appreciated.
Dragonswift:
For your army, the balance is nice, (though the fact that your main figure has MI for a bit and your healer used magic puzles me). If it was just me i would switch out the Fanged Gunslinger for something else completely. I just cannot bring myself to like a 44 point ranged figure with 6 inches of range. The ME Magestone lord is a good idea but three demi magi are running it alittle over the top, one solid F/L will take out the formation. The nightstalkers are a great figure when used correctly. Just park 'em
in hindering and snipe.
For your girlfriend, she relies to much on big point figures, and yet again the inclusion of a prominant magic healer confuses me when your main beatsticks are magic immune. IMO i would trade out the larger point figures leaving one or two and add in more support. You would want to supplement the ranged dracs if thats what you choose with rammers and chargers. And if you choose to go Melee drac then suplement them with range. And drop the Mystic for a good Close Quarters healer like the *** faith healer or if you feel you need the high attack power healing get a Paladin Prince on the field.
Thats my 2¢
-Tsetsuki
PS. if you want them to rate your army, create a new thread, do not bury it in another thread.