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isn't there also a rule for mage spawn formations stating that mage spawn may form movement formations even if there are no shyft figures in that formation as long as there is at least 1 friendly shyft figure in the battlefield?
also 2.0 rules state that all friendly mage spawn figs gain the shyft faction symbol when there is at least 1 friendly shyft figure in the battlefield. so technically the imps may form a movement formation (as they are all considered to have the shyft faction symbol) since there is a friendly shyft summoner in play.
correct me if i am wrong with this so i can also clarify my understanding with this rule.:)
You are correct in your statement, ODJN7. However, what locoghoul accurately pointed out that the Flight special ability specifically forbids that warrior from participating in a movement formations. Flight is not optional, therefore you cannot turn it off. :)
oh, ok. silly me! :D but there is a rule, as you stated, in conquest (1.0) that friendly figs with the charge, bound, and flight SA may form movement formations w/o turning these abilities off. :D
i was there when dragonlord unveiled his SOTD army last sundays conquest tournament, and i was fortunate enough not to be paired up against him hehehe. at the end of my matches, i ended up killing just a handful of figs but he decimated all his opponents, killing all their figs! :eek: it is mind boggling to think total wipeout in a conquest format with 1 hour time constriction. good thing he said he wont bring it again. :p
Ah finally, the mighty Vithzerai shows up. Vithzerai will have an average counterspell roll of 18-19, at par with Aeradon’s 18-19. Majority of P-I-D18’s army is composed of Toughness, so might not burn all of my Imps, probably just fry around 10, just enough to kill Trix. MoM strike force again will have to work overtime but I have full confidence in my MoM strike force and my playing skills. With 3 hindering/concealing terrains to jump around the 4x6 table, I believe I still hold a huge advantage over the competition.
the thing is ,VITH would be tieing up those imps... not trix. Trix would be at soaring level, therfore away from your imps.
also, my stalkers coulda destroyed your cavalry and salaamnder and such... they have a nasty regen. As does cheiftan. You don't have any fliers that wouldn't be shot down by my artillests or stalkers, So I could blast you from the sky and proceed to destroy everything from the sky. Using vith for spellcasting. The stalkers could finish off your wand types compelatly ending your armies chances of survival. When I play Stalkers and they live, I win. I admit I made a mistake, I maent to throw meditrolls in there, If I woulda, It would have been invincible... Plus Kaznak still is a threat.
I don't see how you win without being able to touch trix, and having it near impossible to touch vith, and with the arties, stalkers, and kaznak wreaking havoc on the gorund, I could put Kaznak at hindering 1, Arties and hindering 2, and stalkers at hindering 3, raping anything that came near...
aredon's spell is useless because I have vith counterspelling.
I guaruntee I would beat you (even moreso If I switched arties for meditrolls)
Originally posted by P-I-D18 the thing is ,VITH would be tieing up those imps... not trix. Trix would be at soaring level, therfore away from your imps.
:confused:
Quote
Originally posted by P-I-D18 I guaruntee I would beat you (even moreso If I switched arties for meditrolls). When I play Stalkers and they live, I win. I maent to throw meditrolls in there, If I woulda, It would have been invincible.
This is your submitted army:
Kaznak
Troll cheiftan
Troll artillests** x 5
troll stalkers** x 5
Varatrix
Vithzerai
+ inferno
Skeleton*
Imp*
Sure, you can even add 5 Medicine Trolls to your invincible army. :D
PID, I'd agree with The Dragon's analysis on your match up. With wha you submitted, Vith would not be able to take ANY actions, or Aerodonn would be able to cast SotD without trouble. Once Vith gets a token, he can't counterspell until he clears. After the spell isin place, Trix is as good as gone.
Next, With MOM, leaving your figs inside of hindering terrain would mean that you have garanteed that The Dragon gets first shot at what HE CHOOSES and not what you do. All he needs to do is pop into the terrain piece and cast Dragonflame.
Third, you have overlooked something major in his army. The best protection he has is not his his figures, but is Kenaz w/ BoL. He also has a copy of Arcane Sight in a spell book. Looking quickly at your army, the only counterspeller you have is Vith. So if he takes an action, Aerry will cast SotD AND Kenaz will have Arcane Sight on him. If Vith doesn't move, Kenaz will blast Vith 2 rounds in a row and leave him useless, both as a counterspeller and an attacker.
So, if Vith ties up the imps, he won't be counterspelling. The imps don't even have to physically touch Trix to cause him any damage, and hiding in hindering only means that you will get attacked first due to MoM teleporting attackers into the hindering (and out of your front arc most likely).
Don't get me wrong though, I don't think The Dragon's army is unbeatable. I admittedly would have submitted a Solonavi pure army that would have gotten wiped (maybe). But had I gone with AE, which was my second choice, I'm not so sure. MAL w/ Word of Refusal and CoS would have put a serious wrench in his plans. But then I'd have to get MAL into hindering and then deal with MoM. And AE's lack of healing would mean that BoL would hurt that much more. In the end, I think even my AE army would have lost. Darn me and my pure fation tendencies! lol
Thanks Hero_guy. Good to hear from you again on the Realms. :)
Btw, I did face MAL w/ WoR in my first round at the actual tournament. He rolled a 3, while I rolled an 8. But if I was successfully counterspelled (w/c I never once was), I wouldn't have worried about it. The battlefield was so long (3x6), that I could try to cast SotD again on my 3rd or 5th turn.
Originally posted by P-I-D18 the thing is ,VITH would be tieing up those imps... not trix. Trix would be at soaring level, therfore away from your imps. also, my stalkers coulda destroyed your cavalry and salaamnder and such... they have a nasty regen. As does cheiftan. You don't have any fliers that wouldn't be shot down by my artillests or stalkers, So I could blast you from the sky and proceed to destroy everything from the sky. Using vith for spellcasting. The stalkers could finish off your wand types compelatly ending your armies chances of survival. When I play Stalkers and they live, I win. I admit I made a mistake, I maent to throw meditrolls in there, If I woulda, It would have been invincible... Plus Kaznak still is a threat. I don't see how you win without being able to touch trix, and having it near impossible to touch vith, and with the arties, stalkers, and kaznak wreaking havoc on the gorund, I could put Kaznak at hindering 1, Arties and hindering 2, and stalkers at hindering 3, raping anything that came near...
LOL! this kid is funny. bwahahaha :D its the most asinine statement i've read in a long time........... (reading it again) bwahahahaha....... :p :p
Originally posted by THE DRAGON Thanks Hero_guy. Good to hear from you again on the Realms. :)
Btw, I did face MAL w/ WoR in my first round at the actual tournament. He rolled a 3, while I rolled an 8. But if I was successfully counterspelled (w/c I never once was), I wouldn't have worried about it. The battlefield was so long (3x6), that I could try to cast SotD again on my 3rd or 5th turn.
:D That's true I brought MAL with Tome of Brass with WoR, looking back at it MAL's average counterspell would be 12 for the atk rating+1 for counterspell+1 for focus+2 for WoR, I rolled a 3 which is quite good already total counterspell is at 19 but still I wasn't able to counter it and even if it was successful he would have tried it again until I make a bad roll of 1. It is just merely a delay of the inevitable...
My army during this game:
MAL w/ Tome of Brass (Arcane Sight, WoR, Call Familiar)
Delphana Master * w/ Technomantic attractor
Phalanx
Horned Hunter
Tempest Priest *
Solonavi Shade ** x 3 (1 is call familiar)
Tazia w/Kbow on Pegasus
Blue Sky Dragon w/ Scalesworn Honorguard
War Avatar and Horse
Battle Mentor ***x2
Atlantean Ram w/ Troll Smasher **
Pain Wraith * (revenanter)
On the first turn after the Swarm was cast and dealt damage those that were left are the ff:
War Avatar and Horse
Atlantis Ram w/ Passenger and the
Sky Dragon