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Now My Stomper always gets swarmed and my formation gets broken up so my boomers have to fight on there own, but not b4 I can really do damage to there figs with the stomper. Now can you help me out and give me strategy or different figs to use with the stomper all advice welcomed.
you're not giving yourself enough maneuverability. all of your units can be moved in one turn, which can be good for fast-paced tournament games, but in a 200pt. tourney your just giving up actions. if you take two actions (and one quickness action) every other turn, and your opponent gets four actions every other turn, you're going to be outmaneuvered. hence, they swarm your stomper cuz he's half your army. with a few low-point guys, your opponent can effectively tie up half your army! i'd suggest a different supporting cast for your stomper. boomers are too slow to assist in the way you need them to. you might want to think about adding some physical support. your stomper can draw in your opponent's army with its impressive range. now you need to throw some guys at them to delay. this way you'll get more shots out of your stomper before its swarmed. in the end though, i'd recommend using a smaller point center-piece. i realize that you want a stomper army, but puting half of the points in one figure has not produced very good results in my experience. you might try a lower cost canon like a steam golem. or you could keep your boomer formation and augment it with fast units like dwarven rams. or even better, take your 200pt army and add some rams to make it a 300pt army.
this army can address a wider range of problems than your previous army. your ws and shades should buy you the time you need to set up your 10"ers when going up against an opponent with more reach. i'd just like to see you strengthen the army's punch, or add more flanking potential, or both. the fusers are faster and cheaper than your original boomers, but they lack that third click of damage, which can be crucial. your army, as it stands now, has only one unit capable of damaging enemies with invulnerability. i realize that invulnerability is pretty rare in 200pt. armies, but i know a few players who love to use tormented souls for clean-up. also, i don't think your getting as much bang for your buck by using gale to support your fusers. what about swapping her for a strong boomer. you could move it as a loner (using all four actions every other turn) or put him into a formation. if you're adverse to that, i suggest puting in a leech medic. medics work great as decoys (drawing enemies away from your big guns) even if you don't get to use their healing. as for flanking ability, it's hard to beat dwarven rams. they make a great combo w/ the ws's LI. ultimately it depends on the kinds of armies you'll likely face in your neck of the woods.
199pts is the first. The second one is 200. Which of the Two do you like better. The First Strategy is Shades do what Shades do harrass, WS Blocks for Ram, The Medic is a Decoy for bigger figs lure them in so Steamer can shoot.Or put the Steamer Behind the Ram so once the WS moves the ram well rams and then Steamer is all lined up to fire on some figs.
The Second One is like this, maybe keep one leech medic back to heal, and one to run decoy. Or both for decoy....WS Blocks For The Fuser, Shades harrass and tie up figs so that boomers have time to get there.
Tell me which one u think, and if you dont like either give me hints...like right down an army...with some of the figs i have mentioned.
of the two, i like the second best. the boomer formation can boast a combined attack of 13, over the steamy's 11. also, separately they can dish out six clicks in a turn. it's problem is the speed of your main formation. you've dealt with that nicely by including the shades and the fuser. in a 200pt. army, you may find the second leech medic wasteful.
what do you think of:
form:
2**bpb
2***bpb
1***leech medic = 96pts
this gives you a strong central battle group that is well supported by flanking/harrassing units. if you needed it, you get form the bpb's attack to 15, but better than that you could get a shot at 13 and a shot at 9. your ram will wreak havoc on weak supporters. keep your sprite healthy...if you have to, sac the shades.
Youre spending way too many points on harrassers.
The * WS will do along with a * Shade, if you even need a WS. 2 Shades is more than enough, or a ** Shade and a ** Imp.
In a 200, you cant throw points away like that.
You only need such alot of harassment if youre playing a big fatty like the stomper. But I think its too expensive in a 200.
So how about this:
F1
***Steam
***Khamsin Fuser
**Khamsin Fuser
quite fast, and by attacking one after another allows you to finish off an enemy.
Dwarven Mounted Fuser***
With a 17 range, there are a few fancy tricks you can pull off with this piece.
*Shade
*Shade
**Imp
**Mancatcher
200
The harasers are very important when facing magic blasters.