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Beezy had a good idea going but could not seem to keep up with it. So, I decided to pick up the ball and run with it.
Please note-I will review armies with a very competitive point of view. Also do not post with the intent to flame, please do that in a more private manner.
BTW-this is where I will be doing all my reviews for now.
Blade Golems and Utems charge in with the cover of Imps. Wait for an opponent to push then levitate the souls in for the kill. If they don't push, levitate them to the opponent's healers and force their figures to come to you.
Against most formations, I can used enhanced F/L with the Amotep Gunners*** or the Scorpem***. Against an army based around 1 big fig (most likely a unique), I will use a formation attack with my Gunners doing 4 damage with the ME. I have a very long range with the Scorpem, although not a very high attack. The Reaper will either go around taking out harrasement or flank the opposing teams main figure. The Shade will block LOS and tie up chargers, bounders, and large range figs. I have healing when I need it.
I know this thread is about rating armies, but do you also give suggestions on how to make an army better??? If so, any suggestions on what to take out or put in will help. Thanks.
do me a favor, checkout read this!!all clans, clan wannabes, etc.
in the clan discussion area. think u'll appreciate it, maybe. give it a look at least.
MaGuS_777-It seems you have a standard A.G. swarm build supported by ML.
Not a bad concept, though I think 1 ram and 1 Tormented soul would help you far more than 2 tormented souls. 1 soul, IMO, is plenty for what you plan to do with them. A rammer gives you the ability to spot remove annoying SA and hit those glass-jawed uniques and figs that could give you trouble (i.e. thanatos reaper and maelstrom golem, they do see play in a few armies).
1 glaring problem I see in your army is the 3***imps.
This simplest solution is 2 *shades, this would far better aid the army than the imps. Imps take actions to move. In a swarm army this is something you do not need and when it is supported by ML, that is definitly something you do not need.
My advice-
upgrade both blade golems to ***
drop 1 tormented soul and 3 ***imps
add 1 *war hatchetkrugg and 1 *shade (or a *minotaur mage and **shade, being able to spin is a big bonus but the added range of the krugg is a big bonus as well)
Chaotic Mage- This is not a bad army, though you can tweak points a little.
It seems that the way you are using the reaper, the nightmare is not the reaper for you. A stronger choice would be the weak fell reaper. This is a much better harasser and flanker than the nightmare. This frees up 6 points. Down grade the shaman and the shade and you have 12 points. Now you have enough points to add in a weak shade. A weak shade will suffer as a better means to protect your gunners and allow you to use your points in the most efficient manner.
Since my army is 200 points it means that my oppenent has to come to me to win. My "formation" of the techno. Auto, and worm wil stay back and I can use the worm to spot remove a problem SA or Glassjaw. The Striker and shade will work in together to take as many quick shots as the can to push the striker into bound and do several quick powerful shots. They'll then retreat and the striker can be yo-yo-ed.
Against a good swarm the striker and his F/l should be to stop one and hopefully the venom, f/l, and the auto can do enough damage to let the striker mop up.
Against an other m/l I'll just push the striker into bound and yo-yo him to take out the grave robber or techno.
this army hasn't been tested much, but it's faired suprisingly well. Any ideas on improving the army AND keeping the striker and techno?
Yes, I agree, the Imps definately take away too many move actions, but the flight can come in handy when Im going against someone in hindering. The healer will not be very useful in an army like this, so im thinking about dropping it.
Your suggestion is good but ill need more than 1 shade to protect my army when their moving into base contact. The minotaur mage could either use ram then melee fighting or magic blast, very rarely both.
Hmm how does this sound, dropping the faith healer, 3 imps, and a soul for 2 yellow shades, a blue hatchetkrugg(only color i have) and a blue leech medic or another yellow shade.
MaGuS_777-
I completely did not notice the healer. You are correct, he has no place in the army. Your changes are good. The shade will help the focus of the army more than the medic as the melee group is the primary focus, not the ML portion.
vegeta11387-you copy pasted the thread, why can you not do it for the army?
NewportHarry-I fail to see the reasoning behind the inclusion of the fightning automaton. It is not really the technomancer that needs to be guarded. Dropping allows you to upgrade the worm to a rammer and provide some more harrassment to help your striker.
My suggestions-
Drop the ***fightning automation and the **throttle worm
Add a rammer and more harassment.
u got a point, sometimes my brain just turns off, here it is:
Form 1: 3x *Technomancers 75pts
Form 2:
3x *Deto. Zombies 36pts
**Grave Robber 16pts (I used him to give me exactly 300)
***Nightmare Reaper 42pts
Loners:
Pyre Spirit 87pts
Wyvern 44pts
I use this army to pick away at my opponent and weaken him until I can get the kill. I Detonate some Zombies and then Venom/Ram them. Then I keep shockwaving them and slowly sting them to death. If I need to I can attack w/ one of my uniques. I try to set up about 16'' away from my opponent. I usually use different terrain depending on who I play. LMK what you think.
Anti swarm, GA, solonavi in general army...
Weakness: ML/ram...
ver 2.0
War impaler * 40
2 scorpem*** 94
2 shade* 24
F1= 81
2 heavy lancer* 70
SB* 11
F2= 61
2 E@A*** 38
IC** 23
Exactly 300 pts.
Very few people use ML/Ram over here... the problem is a lot of people use the pyre spirit over here... my main counter to pyre is the war impaler... I'm trying to fit in a Magus, but have no idea how... Maybe remove the swarm?
Here is my 300pt army:
1Striker
1War Hatchetkrugg***
1Scorpem Gunner***
2Technomancer*
1Utem Guardsman*
1Shaman***
1Shade*
Straregy:
I levitate the Striker in a good position on the first turn (I can levitate him 20" away).
Than I shoot with him to weaken or kill support on the next turn, while I advance with the Gunner, Krugg and Shaman...
During the fight I have many options:
yo-yo with Scorpem or Striker, Multi-ML\Ram.
If something goes wrong I have the Shade or the Utem for cover.
Reaver & Scorpem give me range advantage against most standard figs/uniques and both break away easily. The idea is to keep them in the arc of the Gunners and shoot anything that bases them after the successul breakaway.
I'd use a Centaur Lt. instead of either Nightmare R. or Hvy Lancer ** and upgrade the Shade * -> Shade **which I favor over the weak ( no killing with one hit ).
I like the Minotaur Warrior; now that I have one too it's going to see action pretty soon :).
Otherwise it looks pretty neat ( to me at least ;) )