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I am going to a tournament today and wanted to get everyone's opinion on this army-
x2 Troll Gunner*** 104
Corrupted Preist** 55
Imp*** 8
x2 Imp** 14
Wyvern 44
Flame Minion 85
Okay, the Troll Gunners stay near the back of the battlefield, gaurded by the wall of Imps as they move into range. Then once in range the imps break away and latch onto the bigger figs while the gunners fire away, killing off smaller figs. Wyvern searches for a large formation or important peice and venoms the hell out of it. If they knock him out of range, he flies back, is healed and flies back in. The Flame Minion acts as a top notch heavy fighter to go in as a support/fighter fig. But the Minion isn't really that important so I was thinking of replacing him with either a ***Sislith Bladesman, a ***Heavy Cavilier or if I can get one a ***War Hatchetkrugg, and putting in some other figs, but I am not sure, could you give me some advice?
I just added it up and you have 310pts. I would get rid of the Minion for snurga longstrike, a *Shaman, a *Clurch Piper, and a ***Imp. That will get rid of your point problem and be able to beat pesky toughness and invulnerable guys so u can F/L them.
I would try to get some more figures in there either by replacing the Troll Gunners with Amotep Gunners, or the Corrupted Priest for a Mending Priestess, or by some other means. I can see that you are playing equally defensively and offensively so it would probably help to have more figures. Even though you are playing 300 points, and your army has 310 points, your averge point cost per figure is about 39. You want to keep it around 20-25. Good luck!
First, replace the Corrupted Priest ** (55 points) for a Krugg Seer (Unique 45 points). The Toughness on the Krugg will improve you against ML Ram Armies and against the newer venom threat. Admittedly, you are giving up on 2" range and movement for your healer, but I think it's a fair trade, and for 10 points less, its a bargain. Plus, the magic enhancement might come in handy against large formations with your flame lightning enabled Troll Gunners.
The Wyvern is a very strong nuisance figure and I like it as is.
I also like the Troll Gunners, although they are VERY expensive and very slow. Too bad no atlantis or elementals have force march. A way around that problem is magic levitation if you want, but *shrug* I dont see flinging gunners as the theme in your army.
I think the flame minion is going to be more important than you guess in this army. Although it is highly redundant. Flame lightning on all your big hitters. I would consider the wind minion instead. This figure is nearly impossible to hit without ram (19 defense if in base and it flies away on a break roll of anything but a 1) with it's limited invisibility. I'd use him as a shield against any non-magic blast ranged figures to bring in your big guns.
If you run up against a swarm army, get within 5 inches of their formation and let go a shockwave to bring the whole formation down a click. Then when they move into base with you, you can fly far away, turn off your lim. invis and heal if needed.
The only real weakness of a wind minion is a ram army, and in that case, you can hide from them with 2 well placed figures and some terrain.
I like the idea of the imps as a living wall, but much prefer a limited invisibility living wall because they tend to survive longer. Either use the wind minion or if you must, a weak warrior sprite can block just as well, and fly off at the right time. For 19 points, she is a bargain.
I believe you are just missing one useful element... Magic Blast. Imho, the 34 point tough magestone lord is a bargain. Behind a wind minon or a warrior sprite, you have a force to be recconed with. Unfortunately, you dont have that many points available, so I would downgrade one of the troll gunners (I know it hurts loosing 1 attack and 1 damage, but I think it's worthwhile to get magic blast).
If you wish, you may consider using a standard magestone lord and a podo, weak goblin volunteer, or weak imp instead of the tough magestone lord. That extra guy to tie up your opponent can always come in handy.
I don't like the Krugg seer in the army. The trolls need a defender so I would keep in the priest. Also, the Wyvern isn't necessary, replace him with **Throttle Worms That gives you 8 pts to add in a ***Imp because that army needs more harassment and there you go with the throttle and the Imp. I still like my earlier idea better, but for jaharazad's army I would do this.