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This army looks pretty lowly at first glance. While most of the units arent that long lived they have what they really need to have.
The army has one tank (and when i say tank i mean tank) Black Thorn with Paragons shiled has 20 defence. In close combat she is Queen of the Battlefeild with her 20 Def., her Parry (reduce a dieroll by potentially 4, basically giveing her 24 def), and counterattack. IF she is missed the shield automatically does one damage to the attacker and if the attacker made a CC attack she can possibly do 3 more damage. (she would scare Trix away from baseing her)
The mancather can do a capture and slaughter mission.
The Zombies Centaur has great ability to move 16 in one turn for no action and no damage.
The deathsinger is there to beat your opponant over the head with his own army.
Kyma is an objective getter.
Blood shaman plays healer.
Skele is there as filler and a secondary threat and protector of the healer and Deathsinger.
Podo is included mainly as filler (i know i could have put in a Gobo, but its PODO) but he can grab an objective just as easy as anyone else.
Where this army really shines though will be the last few turns (assumeing that Black Thorn doesnt scare the opponant or kill his army) It can potentially grab all of the objectives in a the last 3 turns or less.
do i really need to discuss how to use this
just kaboom with the figures that i usually use in most armies
set off the bow, rava and the wraith clean up, deathsinger brings back their dead guys to kill the rest of their guys, blood shaman heals and hexes, podo wins the game(cuz he's like that)...i also could have used a *gobo but i always use podo, not gonna change now...
The night was cold and unforgiving. A harsh wind whipped across the plains, seeming to want to tear the flesh right off the bone of all who dared to stand in its path.
Under a rocky outcropping a small band of warriors make camp, keeping their fire small so as to not alert anyone of their presence. The great Khan Harrowblade himself sat beside the fire, the flames lighting his face, which was furrowed in concentration and deep thought. He had assembled a small force to strike a blow against the treacherous cur Rava, and he wanted to come on this mission personally to ensure Rava that one day he would rip out his spine and show it to him. Their mission was to strike at one of Rava's rare Magestone mines and raze it to the ground.
A Harka Orc sat across the fire from Harrowblade going by the name of Hunkir. Hunkir was a veteran to many battles across the Fist and had proven time and time again his fighting prowess and ferocity to Harrowblade, He was handpicked for this mission. About twenty feet away from the fire the Harka Orc, Zurng, tested the chain that tethered the Draconum they had captured in the blasted lands. The Draconum was hardly believable as the once proud and noble warrior it used to be, spirits of great malevolence having deformed its body and made its mind no more than that of an animal. Harrowblade had wrestled the mad creature into submission, but they did not want to risk it killing them in their sleep, it will be ready for the upcoming battle though. Further still from the fire sat a Krugg of the War hatchet clan, taking great care in grooming his Battle Yak. Harrowblade had promised the Krugg much in the way of spoils if the raid was successful, which it would be. Harrowblade touched the blade of his sword Treefell and grinned evilly when it drew blood. The day will be his tomorrow, and Rava will be struck a great blow.
Nearby the Blood Shaman Berkio cackled insanely with glee.
My Army: Harrowblade's Strike Force
Khan Harrowblade with Treefell
2x* Harka Orcs (Hunkir and Zurng)
1x* Blood Shaman (Berkio)
Loners:
1x*** War Hatchet Krugg (Mercenary)
Possessed Draconum (Captive)
Total: 299 points
Strategy: Harrowblade and his formation will move up the center of the battlefield while the Blood Shaman keeps them covered with hex and healing when needed. In the meantime, the War Hatchet Krugg and Possessed Draconum will move off to the sides of the battlefield, to kill my opponents support pieces. Harrowblade and his group should be able to handle most threats, but in the event of a situation they cannot handle, the War Hatchet Krugg will move in and deal ram damage where needed. Against heavy uniques, Harrowblade will team up with the Possessed Draconum in order to remove any real threats. Reverent wont be an issue with this army, as the usage of two big and fast “harassers” ensures I will be able to knock out any Reverent figures quickly and early in the fight. Kaboom armies will offer a small problem, but as it stand in today’s environment it is difficult to handle anyways. What I would do however is send the Possessed Draconum out to kill the character holding the bow before it can get to close to the main group to deal the damage. With any luck I should be able to kill the owner of the bow while it sits near my opponents army. My damage output is high, my healing is solid and my harassment will pummel weaker units.
In case other are wondering, Treefell I have discovered, is the best relic to use with Harrowblade, boosting him up to a beefy 13 attack with an 18 defense for only 21 points.
Order of Vladd - 96
Wraith - 61
Enhancer Nim -66
** Shade -16
** Crystal Protector -15
* Skeleton - 10
*** Werewolf -30
*Goblin Volunteer - 5
That's a very poor excuse from an army....but considering the points Vladd ties up in this small format its the best I could do.
The obvious idea is abusing summon to bring back the Wraith and Shade numerous times, with the Skeleton and Gobbo working as fodders to get in the way of anyone advancing to the Nim. Obviously Revenating would put a big dent in your strategy, so send your big guns after their revenant figs at all costs.
Now that I look over this again, this is really bad...the only thing it has going for it is the Nim/Wraith combination. Though....in this limited format just that might be enough to win. On the other hand, other people could easily take advantage of this same type of strategy and devote more points to the idea to flesh it out.
This is just your normal army.
Use dwarven stomper and Wraith like the well-rounded range/melee figures they are, while the mounteds and possibly wraith will tie up and destroy enemy units. The others are objective holders and harrassers as well. The crusader priest will summon back any fallen figures or revenant the wraith and stomper, although they probably wont die anyway... :)
Khan Rava : Will spend most of his time Bounding about and doing his thing. Couple of things to remember in this build.
He can bound into the 24” Dome of anti-range protection afforded by Stormwall as the ranged action is given before he was inside the umbrella.
He can attack every turn as long as HH has Leadership :D
Ubkhan : A nasty figure with a big hit that can also make use of HH and his Leadership, when you get close (which you will) he is an awesome figure with his sub-faction ability making him really hot. Stays close to Rava and protects him from those nasty DTs
Horned Hunter carrying Stormwall : HH is a solid figure with a less than impressive attack value. Using Stormwall on him makes him an expensive support figure and possibly the Achilles Heel. In his favour though he holds Leadership for five clicks and can be healed from any Stormwall Clicks by the Shaman to be used as a latecomer to the melee, with Ram and a high movement value making him also a potential game-winner in this particular “draft” .
Blood Shaman : Magic Healing and Hex is a decent combination on the flying Orc, giving a little bit of control over the “random dice” factor, as well as a useful tool for fixing flagging figures. Timing will be paramount with this being used in conjunction with Stormwall and the Suicide Orc (Ubkhan)
Podo and Flea : Strategic fodder, as always. Although in this brave new world they can pich objectives if I've managed to keep them alive ;)
Not a high number of figures, but quality is the order of the day here not quantity. Having the option of ranged combat whilst denying it your opponent is a huge bonus that can be used to take out some of the enemy before they can get into close quarters.
Horned Hunter, Rava and Shaman (soaring) have built in Ram defence and ramming Ubkhan is not too smart ;).
Quietly confident that this would perform well against anything coming from this pool of figures, Kaboom being my only real concern.
Upon seeing a Kaboom set-up I would keep the Shaman well away from its effective range and try to use Rava to kill Nim away from my figures by using the leadership trick and well placed arrows :D.
The main cliche, summon army at its best, perhaps? You have range support via Mortar Altem, blasting an impressive 28" with bombardment. The Meat comes with wraith, moch, and the werewolves. The single skeleton adds a figure that can claim objectives as well as help in gangup and perhaps even land a good weapon master hit.
If your wondering about the last 3...well they do their duty. First action, double-time them together, puttng them into a nice forcemarch of 11. Just keep them away from big bad guys until time is near the end, then park them in a triangle formation on an objective! Just remember to double time nim from the start, so he's put into his summon click.
The only thing I regret is not having a leadership unit so i can mortar every turn, but thats acceptable considering the points were well spent.
Peace,
-Warlord Farchyld
This army is highly mobile - something I strive for during design. Three high speed flight units allow you to use blocking terrain to your advantage - both stopping ranged and making surging for the opponent more difficult. The Bladesmith/Possessed/Wyvern trio are enough to overwhelm the strongest of foes. Mochooch and his tough brother give free doubletime units to deal with Kyma+Bow strategies - the kicker is they can be resummoned once the Bow goes off. It's actually the mini summon engine that keeps this going. Recursive yak riders, wyvern and shade will be plenty annoying even for armies that boast toughness. Flea and Podo can be used to tag objectives whenever the Crusader Priest doesn't have anything to do.
Awwwwwww dang, I dint make it...But that dont mean I cant post an army
"Say Cheese!!!"
Enhancer Nim
Book of Lightning
zeph wyndfenner
**crystal protector
wraith
***WHK
*skeleton
*skeleton
=300 points.
One skelly stays beside nim to make sure Nim doesnt get based. Zeph uses leadership so you can use BOL each turn. cp for healing. and the skelly, wraith and WHK just go out there finish whatever the BOL has weakened.