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Ahoy maties ay be a fine day to post me army arrrgh. Ye be special rules in tournement where abilities with the word magic will be off to the plank. ( SAs with Magic in it will not work but you can still use em.)
Dwarven Stomper 94
lvl 5 Sham-rin 57
lvl 4 Red Duchess 58
lvl 3 Astrus 44
Marrow 28
* Heavy Cavalier 35
*** Heavy Cavalier 47.
total: 400
Your first army is a good variation of one of the armies I like to run;
Tormentor-121
Wyvern-44
Black Dirge-35
total 200 pts.
The less point but equally effective striker works well along with marrow and the fell. My suggestion to this army would be to try to fit in some of the above figures such as the wyvern to "butter up" the enemy before striker wrings his neck. Marrow I beleive should be left in there however. The Cp should be lost and the fell might stay.
There is this tactic which I LOVE TO USE *insert loathsome laugh here* which is called guerilla tactics. Guerilla warfare is basically hit and "run". This tactic was designed with the striker as its corner stone and I would like to take this as an oppurtunity to use these tactics.
First of the Marrow, Striker and Fell are all good GT figures because of there speed. Speed is essential to this fighting style.
What you should strive to do is put AS MUCH SPEED AS HUMANLY POSSIBLE.
My suggestion to you would be drop the Cp because its too slow.
The army should now look like this
Striker-112
***Fell Reaper-43
Black Dirge-35
*Lizard man
Noooo, it wont let me edit. Sorry solo that army and reveiw is pretty lame. Its kinda late and Im not really a night person and/or night thinker. So if youll let me get back to you later ill give you a better reveiw.
Its a 300 point
formation 1
* mending priest 21
** mending priest 26
* elven acolyte 18
Loners
* woodland scout 7
hierophant 145
mortis draconum 78
My formation will heal my mortis draconum. The woodland scout is a blocker for my mortis so he can do a sneak attack with out getting shot. The mortis drac is to wipe out the main threat. The hierophant is to take out the formations and shoot at the people trying to base the mortis.
It doesn't matter if an Ironclad gets hit, since it just speeds up anyway... use them in combination with the Command of the Dwarven King to both keep them vitalized and going. Very few things can beat them in melee combat, use the CPs to make sure they don't get hit by range on the way there.
If you can, you should use plain Dwarven Rams though. They are just as quick, and afford the Ram damage you need. ;)
hey i got an idea for a cool fun army for 300 for me but i still need a good guy worth under 60 pts. I have a young orc cyclops titan as his partner but i just need a suggestion for his bud
First off sorry for the slow reply but other clan members have given their input.
Overall your army seems quite strongly constructed, in my opinion I would drop the Krech formation because I question its effectiveness. It does tear apart the two 'love birds' but 175pts for bodyguards and some beat sticks are a fair bit. I would rather substitute a melee pack for the bodyguards leaving a standard cave butcher to deal with that position having the remaining points used for more melee damage.
With all the new expansions there are definitely a wider selection of melee figures in particular the Ironclads are openly used but if sticking to the Whirlwind environment standard Tribal Brutes would do the job. With a melee force I believe that there is less of a need for speed with the range formation because it can merely trail the melee formation. The range formation rather serves as an intimidating group, which gives the opponent the option to move into b2b with the melee pack or get blown to bits.
So for a themed orc old school army I would field this:
The Tribal Brutes while having a low defence have a remarkable tendency to hit and do some serious damage. Presumably this formation will presumably do most of the damage being at the front. The Snurga and the Launchers have some added firepower with an additional Shaman and while moving at a slower pace there is no need for them to be at the battlefront. Alternatively since speed isn’t a bad thing the additional shaman can be dropped to incorporate two pipers in the army like your original the additional points allowing for upgrading of other figures. The Launchers now deal with forcing the opponent to base the Brutes or otherwise face being impaled and if the Brutes don't manage to finish opposing figures the Launchers do the job.
I guess really it depends on what you intend to do and how you intend to play. While it’s probably the environment I was in personally I never ran into trouble fielding a essentially half-melee and half-range army which some don’t like. The changes to your army I believe still functions similarly to your original but because I saw no reason for such a sizeable bulk for body guards they became a forward melee pack.
I doubt I was much help following the many experience players from my clan but thats my slighlty late reply. A slight spin-off from the original which I believe would have functioned nicely atleast in the old-school days when I could still play a game.
Uhm, it's good, but static range isn't viable right now. If it were 2.0, these guys would be a tad better because you could double time and surge.
Replace the Arties with *** Sllith Trackers, and replace the Ranger and Crystal Bladesman with another *** Centuar Lt. for starters and tell me what you think of that.
My army is an amotep gunner army. I have
4X *** amotep gunners 24 a piece
2X *** Demi- magus 27 a piece
1X Magus draconum 93
1X Elemental priest 68
1X *** ki devil
2X *** shades
The basic point of this army is terrian coverage. I fly the draconum up behind terrian and use the two magic blast shots a lot. then i use two squads of amotep gunners that each include 2 redgunners and one red demi magus to give magic enhancement. they covereach other and have a lot of room for pushing to make ranged combat formations. then i use the red shades as defencive harassers agianst Li figures whichare mostly Crystal protectors. they even at red only have one click of LI and so i use quickness to not cut down on my move points and stop them so i could target what they are after(i.e. a rammer) then with the ki devil i use him as a spare affensive harasser using shockwave to hit any formations or to target one main guy to make the hit always successful on three clicks!!!!
Last the elemental priestest usually follows the gunners in combat to heal and maybe if need use the defence at 18 for good point figures. Finally if a large Unique figure approaches and i cant fend him off at a range i have now problems using one of the shades with the gunners in a close combat formation to attempt to capture that fig. (last time i faced necronum33 LoL i captured a full health ryjalon with my amotep gunner.
Thanks alot that arm did really good. I have played 3 games with it and won them all. But i am thinking of a pure orc army hose this sound.
--------------------------------------------------
FORMATION 1
**orc launcher
***orc launcher
**ironclad
***ironclad
*clurch piper
Loners
Trollkiller
Ember
Crystal Protector{she is not an orc, but for 15 points is a very
good healer}
-----------------------------------------------------
298 points
Arch-Angel: Sorry to burst your bubble, but you can't MB with multiple arrows.
That being said, use Magus Anendu since he is around the same points with bound. Good stuff there.
Your Amotep Gunner formations are good, but you need some bodyguards. I would suggest running something with charge, like a *** Horned Hatchetkrugg or a Centuar Champion instead of the Elemental Priest. You could potentially use both with Shaman Og. Also, get rid of the Ki Devil, and put in more harassers.
I tend to push using Mancatchers a lot since they can, well, capture easily. Take out your Shades and use the remaining points in Mancatchers... they make great side threats that must be dealt with or be caught. Shades just tend to base things and do little else.
Originally posted by SeedCake Its a 300 point
formation 1
* mending priest 21
** mending priest 26
* elven acolyte 18
Loners
* woodland scout 7
hierophant 145
mortis draconum 78
Just saying people rarely play nig bound armies.
Nearly half your army is spent on a piece that's outranged by many popular figures, and that can't be healed by your 3 healers. Also of note: You can't heal in formation, sorry. Your woodland scout can take approximately 1 hit before she's junked, which really won't provide a good shield in a 300 pt game, i'd drop her.
If you really want to build around a sneack attack figure, i'd like to reccomend the Nightfiends from Sinister (?). They're speedy, they're more economical than the mortis, they have vampirism in addition to a deep dial, and they'll be a heck of a lot more playable in 2.0
Originally posted by BasherX10 your CP could be a *** and fill up your total to 300....yeah...
short timed game..
2 *** ironclads 35*2=70
* clurch 15
** CP, 15
100 total
I think it's great, some LI...and high defences, because not many pieces can hit 18 defence in 100 points
I've got a LOST and a standard shade that say you're wrong :)
good army, but the CP would be dead weight once you got into combat, swing on one turn, swing on the next, the stone's come off the first 'clad, so swing again. She also wouldn't make too good of a shield, as you coudn't move them in the same turn. I'd drop the CP, drop the piper to *, and toss in Hot tong if you can get him, damage w/o actions, nice in a 1 action game.