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Before the Amazon Draconum was introduced, there was one controversial figure that ruled the tournaments. I’m talking about the broken Orc Stonethrower. It was so cheesy that people would buy the Titan Conquest pack just to get the Stonethrower and throw away the rest. Though for this event, all siege titans cannot make any close combat actions (as it should have been in the first place), the Stonethrower is still a powerhouse capable of 5 ranged damage with indirect fire. Throw in a couple of Shamans for Magic Enhancement and you’re ready to rock and roll.
Of course this being an Orc army, it’s proper to have a big Orc bruiser for a leader. Before he was sliced in half, Kzar Nabar was the Orc Khan’s undisputed leader. If you opt for his higher levels, you will get a +12 attack value with Weapon Master and Invulnerability. If you choose to make his as a support piece, I strongly recommend he start out at level 2 (45 points) cuz when you surge him, he will have an 11 attack value with 4 damage. The great thing about Kzar Nabar is that his speed value doesn’t drop below 8 until the very last click and his attack value doesn’t go below 10 throughout the dial (comes in handy when his two clicks of Berserk come near the end).
Seeing Kzar is dead, the Orc Captain (108 points) just got promoted. With a starting click of 10 Charge, 13 attack Sweep, 17 defense Toughness, and 5 damage Command, the Orc Captain fits the role of leader very nicely. His lieutenant, the Half-Troll Behemoth, is equally nice with 10 Charge, 12 attack, 17 defense Toughness, and 5 damage and ranged damage value (yes, it has an 8 inch range). Like the Orc Captain, it has a couple of Berserk clicks down the road. But unlike the Orc Captain, this Behemoth has Regeneration.
Bored dungeon crawling, the Trollkiller is ready to kick some 2.0 butt. Ideal starting level is 5 (86 points) since it has 10 speed Ram, 12 attack Sweep, 16 defense Toughness, and 4 damage (more or less the same stats after surging).
Ok, now the search for your grunts. At the very top of the list is the Ironclad*** (35 points). Why? 10 attack, 4 damage, AND 18 defense Toughness reasons enough for you. No? Sheesh. Ok how about its speed gets faster as it takes damage (the fastest is 12 speed with Quickness) or how about 2 clicks of Berserk with 3-4 damage value. For 31 points, the Tribal Brute*** is a nice substitution for the Ironclad*** with 2 clicks of Berserk at the end. Exceptional secondary attacker could be the Orc Slaver with loads of Ram and Sweep.
The Half-Troll Gorgers are also… (“Wait, wait, who?”) Half-Troll Gorgers. (“Huh, never heard of them”) The Half-Troll Gorgers from the disaster that is called Uprising! (“Oh, now I remember… sort of”) Anyway, this neglected Orcs greatly benefit from the special rules with their 4-inch Charge doubled to an 8-inch Charge. Standard Orc traits are also there – high attack (11) and damage values, Toughness, and Berserk.
Since we’re in Uprising, might as well round up the other Orc stand-outs. Leading the way of the Ironclads and Tribal Brutes should be none other than the Goblin Runners (preferably the 18 points tough version). On their 3rd click, the tough Runner gains 12-inch speed with Forced March and 13-inch speed Forced March on its 4th click. The civilized Orc, Patchwork, isn’t bad if you start him out at middle levels – 10 attack Venom, 3 damage, and Berserk with 12 attack and 4 damage at the end. I have a soft spot for the weak Orc Sentry, though not a powerhouse, solid attack values with 4 clicks of Pole Arm and surprisingly has a 10 attack with 4 damage when it gets Berserk. Disappointingly, the standard and tough versions have a 7 attack value when they go Berserk. (“Booo to WK Orc Sentry figure designer”)
If you feel the need for Magic Blasting, the Chaos Mage and Summoner can do that and more. Both have a 10 attack value with Magic Blast and a 12-inch range. They also have a starting damage and ranged damage value of 4. But the Summoner has the better and more stable stats of the two.
For healing, the cheap Clurch Pipers and Shamans will do. Want a healer with higher attack values, try the Shaman Og at level 1 or 2.
And last but undeniably the biggest, how about fielding the Doom Blade Orc Cyclops primarily for sheer coolness factor. (“You field that expensive Titan and you’re gonna lose, man”) I assume you don’t know that I fixed the Titan problem? (“Um, no.”) Ok, the new point cost of the Cyclops is 151 at young, 228 at mature, and 316 at ancient. I recommend they use the young version with some good support pieces. (“Uh-huh, not bad. But still Titans are slow with an average 5 speed value. They can’t get the first strike.”) Three words: Titan Charge proficiency.
The most obvious choice is to get the Amazon Draconum (108 points), she has an effective bounding range of 22 with 13 attack and 5 ranged damage Pierce. Since this is 1.0 and they still haven’t fixed the realistic difference between close combat and ranged combat efficiency of each figures, the Am Drac is equally outstanding in melee. It’ll be interesting to see how this once-controversial broken figure can fare with the new 2.0 kids (a lot of them packing Crushing Blow and Pierce).
Heirophant (145 points) gets even better with 2.0 rules. Has a 10 speed Flight, 14 attack Flame Lightning, 19 defense MI, 5 damage Command, 14-inch range (2 targets) with 5 ranged damage. Totally surgable. You might want to gamble the Smog special rules and let the Heirophant soar to take some pot shots at the puny gnats below.
Magna Draconum (68 points) is a great upper priced secondary attacker with an incredible 13 attack value and 4 damage on its first two clicks, not to mention the initial 18 defense with Toughness. Speaking of secondary attackers, the Possessed Draconum (I still say its Denkai, dagnabit!) might be the best of the bunch. For only 47 points, you get a 10 speed Flight, 12 attack, 18 defense Cursed, and 5 damage on the first click. The rest of his clicks are equally impressive.
One of my favorite Draconums, the Mortis Draconum (78 points), might just give you the X-factor for this event. Double-time to a key figure when the time is absolutely right (like when your prey has an action token). The Mortis’ Sneak Attack will prevent the opposing figure from getting a free spin. If he’s too foolish not to push his figure to break away on the next turn, the opposing figure will eat 8 damage!
Though a bit challenging to use, I love the Vampiric Draconum (83 points) specifically for that reason. The Vampiric Draconum might as well be wearing a T-shirt saying “Surge me! Surge me!” as it get stronger as it takes damage with lots of Vampirism, Venom, Necromancy, and Berserk sprinkled throughout.
Lots of great Draconums to choose from under the reduced point cost system: Arcane Draconum (172 points), Demiphant (69 points), Eldritch Draconum (73 points), Magus Draconum (73 points), Mystic Draconum (60 points), and Regal Draconum (154 points).
For your cheap third-option attacker/finisher, there’s only two common that I would recommend and that’s the Scalesworn Thrall*** at 32 points and the Whelp Monk*** at 30 points. Ok, maybe the Whelp Alchemist*** (29 points) if you know how to use Shockwave and with proper figure placement.
It was a bit... impractical. :ermm: Plus, Solonavi 1.0 is one of the most difficult faction to make an army of due to insufficient common figures. I'll PM you later. :classic:
Very slim pickings from the Solonavi but the Solonavi Striker (112 points) is the best among the bunch. All orange-colored SAs in the first click with an unbelievable 14 speed Flight, 12 attack Flame Lightning, 18 defense Toughness and 4 damage Battle Fury. With a 14-inch range, the Striker’s lightning bolts are sure to keep enemies at bay. Impressive eight clicks of 4 damage value. Might be a good idea to push the Striker to shoot something as much as possible to get to his 3rd or 4th click where he gains Bound. Effective bounding range of 24 inches, beat that Khan Rava.
Solonavi Destroyer (now 80 points) makes a good 1-2 punch with the Striker. Also has a 14-inch speed with Flight, very useful for setting up a location early for a Magic Blast or for surging with an 11 attack and 3 damage value. Gains two clicks of Ram later on.
You can’t go wrong with the Solonavi Tormentor (121 points) either. 14-inch speed Flight, 12 attack Venom, 18 defense Dodge, and 5 damage. Later gets four clicks of 10-inch Charge to save you from unnecessarily surging it.
If you like to gamble on your Weapon Master roll, maybe the Solonavi Avenger (86 points) is for you. With the Solonavi trademark of 14 speed, the Avenger can surge first with an 11 attack for 3 damage or higher.
The most expensive of the pack, the Solonavi Creator (178 points) is a great magic healer as well as a fighter. Eleven clicks of life with Flight all the way and speed that doesn’t go below 10 inches. 14 attack (with Magic Healing) and 5 damage (with Command) will definitely hurt when connected. Initial 18 defense Invulnerability and loads of Toughness and Regeneration makes the Creator difficult to finish off. Shockwave at the second half of its dial is perfect to take care of multiple attackers.
For a secondary attacker, there is no one better than Denkai, I mean, the Possessed Draconum (47 points). Just watch out for his ten clicks of Cursed, those 2.0 wand type figures would enjoy taking a crack at him.
For healing, the Solonavi Channelers are arguably the best (if not the most used) Magic Healer back in the day. You can’t go wrong with all 3 versions, but you might want to opt for the weak version (33 points) to conserve on points.
Solonavi Drones** (34 points) and *** (44 points) are good to complement your Solonavi army with their high speed, Sweep and 3 damage. Forget about the weak version, it is un-surgable.
Before it was impractical to use due to its high point cost, now the Spirit Eidolon Solonavi Celestial is playable. The young version costs only 196 points, it has 6 speed Flight, 13 attack Venom, 18 defense Pole Arm, and 5 damage. With Titan Charge, the Solonavi Celestial can move up to 6 inches and use the proficiency to move another 6 inches and make a close combat attack, that’s a total of 12 inches of first strike firepower (take that, Chroma and Denkai).
Majority of the players could do nothing but salivate over the extremely limited 4 Horsemen of Apocalypse during MK: Sinister. The Apocalypse faction was later re-introduced during 2.0’s Dark Riders. It was no wonder players were so stoked to have the chance to finally collect the ultra rare 4 Avatars of Apocalypse. But once they got them, they soon found out to their dismay that they were not practical in tournaments because of the high 300 point values for each of them. Heck, even in friendly games, they sucked cuz opposing players would just base contact the Avatars outside their front arcs and your expensive Horsemen were neutralized. Players spent $50-$60 for them and they couldn’t even feel good using them.
Problem solved now that the Avatars’ mounts all have 360’ front arcs and each Avatar cavalry unit cost only 200 points. The Death Avatar (115 points) and Death Horse (85 points) have a slight edge over his brethren because of the Death Horses’ 12 inch speed. The Death Avatar can take care of swarms with its 12 attack Smite and 5 impale damage with Crushing Blow. The Death Avatar also has an 18 defense Ghostform, the highest defense among the Avatars. The Death Horse ain’t either also with an initial click of 12 attack Sweep and 3 damage. It’s loaded with 4 clicks of Invulnerability also.
At par with the Death cavlary unit, the Pestilence Avatar (115 points) and Pestilence Horse (85 points) is difficult to face up against because both rider and mount have Ghostform. Their intangibility also makes them a good combo for mounted bounding and Magic Confusion. Injure the Pestilence Avatar and it goes to its Venom slots, which means a potential double Venom damage from the both rider and mount. The Pestilence Horse isn’t shabby at all with 10 Charge, 12 Sweep/Venom, and 3 damage Crushing Blow.
Considering 1.0 have less competitive figures with Pierce and no Crushing Blow at all, it might be a good idea to field the War Avatar (115 points) and War Horse (85 points) who both have an abundance of Invulnerability and Toughness. The rider and horse both excel at close combat with a 12 attack Sweep and 3 damage (5 damage with Impale for the rider). Even near death, the War Avatar is still dangerous as it has three clicks of 12 attack with Weapon Master, Sweep, and Crushing Blow.
Don’t want to be the target of Magic Blast, maybe Famine Avatar (115 points) and Famine Horse (85 points) are the Horsemen for you because of their magic immunity defense type. The great thing about the Famine Avatar it has a variety of ways to heal itself via Vampirism, Life Drain, and Regeneration.
Arguably slightly better than the popular Chroma, Kem Ravenbane (100 points) is the perfect centerpiece for your Apocalypse army. Probably the only drawback to using Kem in a pure Apocalypse army is that it can’t be healed because Kem has the MI defense type and there’s no Apocalypse figure with the Healing SA.
The new Possessed Draconum** has the stats of a 90+ points beatstick but is oddly priced for only 68 points. Surge it for a 12 attack value with 5 damage. The Possessed Draconum is so cheap that you could field two of them to be your centerpieces and still have enough points for your support pieces.
Backing up whoever you choose as your centerpiece, the Guardian Sphinx** (74 points) makes for a great secondary attacker with its 11 Charge, 12 attack, 18 defense Toughness/Spell Resistance, and 4 damage. Though its damage value immediately drops down to 3, it later gains Sweep and Weapon Master.
If bounding is your preference, try the Hawk Guardian** (75 points). It has 9 speed Bound, 10 attack, 8-inch range, and 4 ranged damage. It’s also a decent close combat fighter with a 10 attack Counterattack and 3 damage. Three clicks of Life Drain will help out the Hawk Guardian heal himself near full health.
Rounding up the pyramid guardians is the Jackal Guardian** (55 points). It has a 10 attack Sweep and 3 damage, perfect for taking care of those pesky pyramid interlopers like the Seekers. Speaking of Seekers, the late Contri Oathbreaker (53 points) might suit your fancy with his 11 attack Stormfire and 3 ranged damage. Ghostform and Terrify makes him perfect for sniping enemy units.
Other Apocalypse notables are Rector Valkut (A) is indispensable because it is the cheapest Apocalypse magic healer at 36 points. Venthian Assassin*** (59 points) has a 10 bow attack Arcing Fire, 12 range, and 4 ranged damage with Pierce. Troll Berserker** (47 points) is a tricky harasser for your opponent to handle. Double time it to your his key figures, its 18 defense with Toughness makes it difficult to hit it. If by chance it’s injured, the Troll’s attack (with Vampirism) and damage values gets higher. Fear Priest* (30 points) has a three clicks of 3 damage value but has a low attack value. With his Bedlam subfaction ability, it can borrow another Minions of Apocalypse’s higher attack value.
If you go for the Avatars of Apocalypse (which would be uber cool), choose your support figures wisely. If you go for the safe route, choose Kem, Possessed Draconum, and others. Hmm, how about one Dark Berserker** (126 points), Rector Valkut (A) and a horde of Fear Priest*? Due to the Dark Berserker’s Bedlam subfaction ability, all the Priests would get an 11 attack rating with 3 damage.
You can’t go wrong with Varatrix (156 points) as your centerpiece for your Solonavi army. It’s reputation is well-earned as Trix has become the measuring stick to which all beatsticks are compared to. This red Solonavi is one of the very few 150+ point figures that you feel confident enough to field in a 300-point format. With high speed, insanely high attack, high defense, and high damage, you can’t go wrong with Trix, it’s the complete package…
Until Nexus that is and along came Heddravalis. With both Charge and Bound and capable of 4 close combat damage and 4 ranged damage, it’s every player’s dream figure. For only 113 points, it’s affordable enough for you to squeeze in more support figures. But things might be get hairy when Heddra runs out of the Charge and Bound SAs.
Maybe one-man army Vextha (208 points) might be your cup of tea. Vextha can go toe-to-toe with any beatstick, can handle any swarm army, and can recuperate itself to full health with a variety of ways. Plus, Vextha’s Necromancy might prove to be the wild card resurrecting your fallen comrades.
If you want Trix-like stats but a little cheaper, use the new Solonavi Avenger** (108 points). Kymeseya (124 points) is another great centerpiece for your army but if you add 32 points, you can get the mighty Varatrix. And we all know you would be better off fielding Varatrix than Kymeseya.
There are many Solonavi figures like Oracle Daheia (123 points) and Solonavi Destroyer (97 points) that may be great but are iffy to use in a 330 point format. And if you try to be cute and field the new 3 Seekers together in a 330 point game, prepare to put the “L” in your battle report.
Interestingly enough, there are some very intriguing Solonavi figures in the reduced point cost that were not practical to use before due to their inappropriate original point cost. The popular Oracle Kastali might just be attractive enough to field with its new 76 point cost. Sky Heron who’s now at 59 points might finally be usable (more pressing question is has anyone played this figure before… ever?). Or how about Rayevisayla (78 points) who has a stable attack rating and a fixed 3 damage and ranged damage values. Or Elsygmasis at 143 points. But let’s face reality here, which would you use as your centerpiece, Elsygmasis or Varatrix? Yup, I thought so.
Whichever Solonavi figure you choose to be your main go-to-guy, you need a secondary attacker, a Pippen to your Jordan. Wolfhawk E version is a bargain at 49 points with her 9 Charge, 10 attack Parry, 17 defense, 3 damage Crushing Blow. Other outstanding candidates are Seeker Mock (now 60 points) who’s like Wolfhawk but with Ghostform and Seeker Azruk (71 points) whose 11 attack Sweep and 4 damage will surely come in handy against those multitudes of underpriced 1.0 commons. Queen Corella (70 points) is another fine selection with a high speed value of 11 with Quickness and high attack value of 12 with Weapon Master. Sweep and Parry later on just sweetens the pot.
For your healer, forget about using Seeker Elydia, her 74 points is a bit much in a 330 point event. The new Solonavi Channeler** (56 points) and Blackstone Warder** (53 points) are good choices. But seeing as this is a Solonavi build, it might be wise to conserve points and look for something else. I highly recommend the little-known Solonavi Oathsworn*** (41 points) who has 10 speed Stealth, 10 wand attack Magic Healing, 17 defense, 10-inch range, and 3 ranged damage.
Now that you have budget your points, it’s time to go wild on your common figures. There are only three, I repeat three commons I strongly recommend that must be in your army. In priority order: the Solonavi Shade*** (37 points), Amazon Warrior** (41 points), and Solonavi Shade** (29 points).
So in summary, 1 centerpiece (Trix, Heddra, Kyme), 1 secondary attacker (Wolfhawk, Corella, Mock, Azruk), healer (Oathsworn), and finished off with a couple of Shades and Amazon Warriors. If you’re going the Vextha route, forget about the rest and fill up your army with Shades and Amazons.
There’s only one slot left in Team 2.0 and I strongly recommend that you make a Dark Crusader army. One word – Revenant. With that subfaction ability, your army will have a BIG edge over your 1.0 enemies. The 3 cheapest Deathspeakers are the Pain Wraith* at 27 points and the Deathsinger** and Dark Crusader*** (very original name and not confusing at all) both at 29 points. But the Deathsinger** is your best choice as it has Stealth, Pathfinder, and totally surgable with 9 attack and 3 damage.
Support pieces should be the Zombie Centaurs (24, 28, 32 points) and Blood Demon* (33 points), you can’t go wrong with any of them. A Blood Cultist* (25 points) is also invaluable because it’s the cheapest DC Magic Healer.
Kossak Darkbringer (now at 173 points) can definitely dominate most 1.0 beatsticks. Kossak hasn’t seen much playing time for the past few years, the 1.0 versus 2.0 event might be a good time for his comeback. If you for the Kossak route, make sure you have lots of Zombie Centaurs and a revenanter for back-up.
Finally playable, Deathspeaker Darq (now at 137 points) makes a good substitution for Kossak. Darq’s initial click of 11 speed Charge, 13 attack Venom, 18 defense Invulnerability, and 5 damage Command are insane. Just watch out, his stats drops dramatically fast (i.e. he gets suckier very fast). If you go the Darq path, you can put in some great secondary attacker like the Sect Executioner** (66 points) or Sect Hunter** (48 points) or Nightfiend** (57 points), and then lots of Centaurs and a revenanter.
If Darq’s 137 points is too expensive for you, Kroxysmatus (now at 91 points) might be perfect for you. Like the Vampiric Draconum, Kroxy is perfect for surging as it gets stronger as it takes damage with a 12 attack Thunderblow and 4 damage at its peak. It’s from the Order of Vladd subfaction, so it gets permanent Vampirism.
Or it might be safer if you have two centerpieces. Judge Blacklock (80 points) is a good co-centerpiece as it is adept at close and ranged combat. But watch out for its poor defense stats, a lowly common won’t have trouble killing it. How about the Pit King (now at 80 points), a frenzied undead dwarf that has a stable attack value of 10-12 with Weapon Master, Sweep, and Vampirism. The most exceptional DC figure to come out of the Nexus expansion was the Necropolis Judge** (80 points). With a 10 speed Stealth, 12 close combat attack Venom, 18 defense Terrify, and 3 damage, this Order of the Vladd warrior is one of the best DC fighters today.
But if you go for the two centerpiece for your DC army, I recommend any of the following tandem:
- Necropolis Judge and Judge Blacklock
- Kroxysmatus and Judge Blacklock
2.0 looks to be complete. And we will rock. It's just sad that team 1.0 can't find enough lambs to send to the slaughter. But it's understandable. I mean who wants to be on the team that is clearly inferior? You might as well declare team 2.0 the winners now, Dragon, and save team 1.0 the humiliation. :D