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I just got the MageKnight Rebellion starter set and 2 Rebellion boosters. I was wondering if anyone would help me build my first 200 point army. I've already played a couple games and love it all I need now is help from the experts:D.
Weak Characters:
Werewolf 22
Imp 5
Dwarven Beserker 19
Living Elemental 32
Ki Devil 24
Demi-magus 22
Nightstalker 22
Troll Artillerist 29
Ranger 15
Standard Characters:
Screeching Terror 32
Blade Golem 33
Leech Medic 12
Zombie 12
Ranger 18
Ki Devil 31
Woodland Scout 12
Sure, I'll help you out! It's fun to build armies! But you ought to take note on the forums of how things are put together so you can start building and testing your own. It's the only way to properly do it.
Let's start by organizing into faction rather than into ranking.
*=weak, **=standard, ***=tough
Mage Spawn:
Werewolf* 22
Imp* 5
Ki Devil* 24
Ki Devil** 31
It is important to divide them thus because only figures of the same faction can move in formation which is a very important part of the game for action management.
Well, it's clear you have the most of Elemental League (EL) so that's what you are playing :)
Let's just take that whole chunk of figures and work with them first and see what we wind up with.
Living Elemental* 32
Troll Artillerist* 29
Ranger* 15
Ranger** 18
Woodland Scout** 12
Mending Priestess*** 29
TOTAL 135
Ahright, next up, categorize! YEAH! What I mean by this is list how these figures would be used in an army for a nice balance.
Name, rank in stars => Use [Special Abilities]
Living Elemental* 32 => Close Combat [Toughness and Regen]
Troll Artillerist* 29 => Range Combat(12") [Toughness and Regen]
Ranger* 15 => Range Combat(8") [Stealth]
Ranger** 18 => Range Combat (8") [Stealth]
Woodland Scout** 12 => Harassment [Quickness]
Mending Priestess*** 29 => Support [Defend and Magic Healing]
In my own personal opinion this is quite a nice pull for a surprising balance of things. I think we'll just put that all as a lump into army for organization later. We have 135 now so we just need 65 points to finish her off. Let's look at what else you have.
Hmm, I would say our best option is Nightstalker*22, Screeching Terror** 32, and Khamsin Freelancer*** 11 that gives us exactly 65. Let's categorize those guys first before we go further.
Nightstalker* 22 => Range Combat (6") [Stealth and Weapon Mastery]
Screeching Terror** 32 => Harasser [Flight, Shockwave, and Vampirism]
Khamsin Freelancer*** 11 => Harrasser/Blocker [ - ]
Okay now let's organize this into neat formations. Remember that you cannot move every formation every turn because of pushing damage so you will be alternating. With that in mind we will make 4 movements, hopefully.
Loners: (these do not move in formation)
Woodland Scout** 12 (moves w/ quickness so no action needed)
Khamsin Freelancer*** 11
Screeching Terror** 32
Nighstalker* 22
Now I look at what we've created and I notice a slight problem. Our Living Elemental is grouped with range combatants. That just can't be. *sigh* So we will remove him. With his 32 points we'll replace him with the Graverobber***19 and the Zombie**12. Then we will have only one point left over. With that one point we can remove the Khamsin Freelancer and add instead a Leech Medic** for 12. Spiffy huh?
So here we have it folks! The army!
Formation 1: {1st Action: Turn 1}
Troll Artillerist* 29
Ranger* 15
Ranger** 18
Mending Priestess*** 29
Formation 2: {2nd Action: Turn 1}
Screeching Terror** 32
Nighstalker* 22
Graverobber*** 19 => Support [Stealth, Necromancy]
Zombie** 12 => Close Combat [Able to be Necroed at full health]
Loners: (Move separately, not in formation)
Woodland Scout** 12 {moves w/ quickness so no action needed}
Leech Medic** 12 => Support [Healing] {1st Action: Turn 2}
You wind up with only 3 actions which isn't all that bad so don't worry :)
I included the analysis of the new figures so you understand. Now you can see the process by which one creates an army.
Now, how do I play it you may ask. Well, I will explain briefly.
Generally at the begining of the game you will be placing terrain. You bring 4 pieces and place 2. I would bring 4 pieces of hindering of varying size to take advantage of the stealth of many of your figures.
Keep your Mending Priestess in base contact with your troll he'll benefit greatly from her 16 defense compared to his measly 13, and slowly crawl your formations forward with your support pieces following in the back. Find some hindering from which you can set up base. The Rangers will be able to shoot from it without being shot back, but your big gun is the troll. His crossbow fires a whomping 12" which is very nice with a 10 attack and 3 damage! I would keep your medic and graverobber hiding in Hindering and not messing with them. If someone dies just pop them back up and heal with the medic.
Make sure that the Rangers are in base contact with the Mending Priestess and the Troll Artillerist so they get defense and can make ranged formation shots.
It works nicely. This army will be fun to play, I am sure, and it packs a little bit of everything for you to start learning how to use new Special Abilities and strategy. Some figures you may want to get your hands on to improve this army would be as follows: Troll Artillerist**(Rebellion), Troll Gunner*(Sinister), Corrupted Priest*(Sinister), Nightstalker***(Rebellion, Unlimited), and Centaur Lt.***(Lancers, Unlimited). Those will all keep with your Necroelemental Theme, which is quite cool. I hope my post will allow you to see the steps taken in building an army and how it all works. Good luck, and remember the reason you play the game: having fun!
wow! I'm speechless. I never thought I'd get this much help and analysis. I'm sure this will make my experience in this game so much better. Thank you so much!!!!!! I'm going to try it out soon and try to get my hands on a few boosters.
You should go to the official site (MageKnight.com) and download the Unlimited Rules and SA card, since there were a few changes from the Rebellion set you have. Have fun!
Lots of the people on this page (MrDwarf), including myself are more then happy to help new players. Don't hesitate to ask for help. Most of us don't have a life anyways and prowl the boards all day :)
Ok, I'll rate the figs I find useful...:D
werewolf*22 (push this once and throw it at yoiur enemes...)
imp* (use this to block the line of fire of your enemies to save your big figs...)
Ki devil** (nothing special, just a nice shockwave range...)
Troll artillerist* (the usual range powerhouse... complement the low defense with a mending priestess** or corrupted priest or EGM or elemental priest)
Blade golem** (what can I say? melee powerhouse)
Grave robber*** (necro!!!)
My tips:
1. get to know the insiders talk here in the realms. Don't be afraid to ask...
2. Buy lancers, the mounted figs there are hard to come by... whirlwind too... Unlimited is not that good an investment. Dungeons is a bit marginal. Just buy some singles here... Sinister introduces some hard hitting figs so try getting some sinister...
3. Be open to criticism...
4. be friendly!!!
:D :D :D
That's it...
Yeah, get sum WW boostes straight up. I bought a random booster since I was feeling lucky and pulled out an orc captain! He's not to usefull in h2h 300 pts but in conquest he's quite fun. Believe me, if you want uniques or just a good variety of guys, buy Whirl Wind. The next after that would b Rebellion. These are both older sets and you have a better chance at uniques although Rebellion can give you some sucky boosters. Hope this helps.
Originally posted by ShadowDeth Lots of the people on this page (MrDwarf), including myself are more then happy to help new players. Don't hesitate to ask for help. Most of us don't have a life anyways and prowl the boards all day :)
Amen! I have no life, but I don't prowl, I stroll. :)