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I know this isn't very original, but it gives you guys a chance to see whats so great about AG and to go ahead and expres your opinions about the units.
First of all, very few AG figures are worthless, and most have extreemly powerfull abilities. My list includes the powerfull non-uniques only, but the uniques are highly reviered by many players as well.
1. Amotep Gunners: These guys are renound for there effective cost, and powerfull attacks at good range. Many feel these guys are "broken", but I feel, they are basicly a powerfull cheap ranged unit. There strength is bolsted again by enhancment.
2. Utem Guardsman: cheap, disposable, hard hiting troops, AG has the best right here. These guys are cheap, yet have a great starting attack and damage, allowing a swarm of them to weaken and capture the toughest of buff units.
3. Blade Golems: Aproching being expensive, these guys are power houses, yet for there extreme abilities of attack defense and damage, with long life, for 29-36 points, you can field several of these beasts and have points left over.
4. Scorpem Gunner: Taking the power of the gunner and giving him bound and battle armor raised alot of eyebrows. versitle from the use of yo-yoing, to making the first shot count in a ranged battle. It's only restriction is its cost.
5. Elite Surok Apprentice: Cheaper then the Demi-Magus's, they drop the expensive SA of MB and weild a nice Weapons mastery. These units can enhance friendly ranged attacks, while being able to deal hefty damage to anything that trys to attack it head on.
6. Mage stone prince: Usefull magic blasters, they don't have enhancement, but are a powerfull unit to pull behind a line of troops, or a piece of hindering terrain. Battle Armor is rather affective against magic blast, so he may be able to out gun a expensive magic wielder with a little luck, even though he's not extreme cost. Compared to the Demi's attack values, the prince is seeing alot more play for its powerfull ability.
7. Altem Guards: These are the best of the best, litterally. The soldores who proved themselves get better attack, with weapon mastery, get dressed in battle armor, and have a cool short range to boot. These guys are ruthless, heavy defenders of the banner, and deal with units that come to close quickly, alowing short high damage ranged, optional potentially high damage weapons use, and an attack value high enough to capture the toughest enemies.
8. Utem Crossbowman: An often overlooked unit that is extreemly low cost, yet can add considerable attack bonuses from ranged formations. adding two of them to a formations front can provide a bonus of four to the attack value of a unit with the new rules. Amotep incinerators low attack got you down, well bring it up to a healthy attack of 12 for four damage.
9. Whirling blade golems: Cheap units that have a wide front arc, weapons mastery and battle armor. These units are cheap enough to field several of them, but many are drown back by there "glass jaw" they quickly become second rate after 1 damage, but with there starting abilities, at their low cost, many feel its worth it to field these potentially highly affective units.
10. Battle Queen: Another unit coming close to costly, but her abilities can make her the most powerfull unit in some battles. Many are confused, wishing she had bound instead of her charge ability, but its better to look at her as highly powerfull guard. She gets a nice range ability to use as she sees fit, but her real power comes when an oppenent starts get to close, she then charges them with high damage attacks, allowing your other units a chance to recover. also, wielding charge, whe will be able to break of easily if she isn't heavily damaged. Strongly usefull when backed by a Magestone prince, they work quite well together.
In addition to these fine units, AG recieves versitility with every new expansion. They now have a range of units to use for special cercomstances. AG now posses these SA's:
Sure, they've got a boatload of good units, but they're really not the best faction all by their lonesome. I'd say the Knights or Orcs are the best stand-alone faction.
Top 5 Casual Reasons-
1. The bad guys like the empire in star wars
2. Golems, psionically linked lightning guns, technology guys
3. Magus/Storm golem
4. Power figs
5. ML
Yeah, the Atlantis Guild is good, but it lacks a good supply of fast moving pieces IMO. It is harder to flank due to the number of 180 degree front arcs, though. Thing is, if you want an ability that normally the Guild wouldn't have, you have to pay extra for it. Just take a look at the Golem Mechanics. They are dual faction figures so they cost more, then they cost even more than usual because they have healing. They do have a nice attack, but I think that 32 points for a Healing figure in a 200-300 point game is a bit much unless you are using a hefty amount of slow moving figures, or what I like to call but might not neccessarily be, golems. Ah why don't I just start my message like this...
Originally posted by wraithguard7 Yeah, the Atlantis Guild is good, but it lacks a good supply of fast moving pieces IMO.
That's fine.
What's the rush when everything you make can shooot 12 or 14 inches? :D
Atlantis is a very strong faction, in that the learning curve is relatively low.
Point, shoot, bound, fire. Not a whole lot to grasp. And a non unique ML troop is amazing. Even without the yo yo tricks, and the activated ram, ML is still one of the better abilities in the game. Tempo is everything in mage knight, and getting your guys in the battle quicker, without a token is golden.