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I want to get rid of the Barber Hurgg and throw in a different healer but all i have is a **leech medic... i was trying to keep the movement formations as tight as possible to save turns.
contemplating trading Barber Hurgg for:
**Leech Medic 12
**Dwarven Fuser
and maybe a:
** Utem Guardsman 13 (To fill out the 200pts)
let me know what you think or maybe any suggestions?
toss the hurgg. put in the leech and the fuser. if you have some other figs, try to work in the soaring gunner. it will give you much needed flanking ability. good luck!
ok, i realize that you don't exactly have your pick of figures yet, so i'll stick to what i see. you've got a really good start here. stick w/ your first army. your second army, at 194, gives up too many points from the get go. on your first army, i'd recommend you toss one *utem for a **leech medic. this will get you exactly 200pts. it should look like this:
form:
2 utems
gunner
esa
maelstrom
loners:
medic
soarer
keep your three ranged dudes fanned out around the esa to benefit from enhancement. keep the maelstrom at the rear of the formation. you'll have to get in pretty close because of your 8" ranges, so try to provide some cover with flanking moves from your soarer. eventually, you'll be able to peel off the maelstrom and let him do his thing. keep the medic close to your original formation. oh, try and use your gunner's f/l attack when possible, that way you can take the most advantage of your esa's enhancement. if you're taking a shot at a single target, hopefully you can make a ranged formation. this will get your gunner's attack up to a respectable 13, and he'll be doing 4 clicks w/ enhancement. use the maelstrom's sweep to soften up targets, then mop up w/ your formation. and keep your soarer moving! hope that helps