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The goal of this formation is to advance behind a wall, and either fling 30/28" rams, or just throw them in when they are closer. It depends on how early I need to take out glass jaws. The Utem holds form, takes hits, and can be flung to tie up threats.
Loners:
Wind Minion
I love this figure! Around here I see lots of range and no charge or ram. I also expect to face this other kid who ALWAYS uses turtle MB with a Centaur Medic.
* Corrupt Priest
Of course, my healer. I needed his high attack, because last tourn (a 500) a shaman couldn't make the rolls to hit the Windy.
*** Centaur Lt.
Early body guard. I usually fight in the enemies end and end up flinging him over there for a surprise tactic.
** Amazon Mancather
Simple, a capture fig. I lost the one I have, so until I find her she is replaced with a ** Shade and Podo.
This is a nice army, but you might face trouble against some of the more solid armies or armies with toughness.
I suggest you to drop the Minotaur Warrior and the Mancatcher and downgrade the Technomancers and the Crossbowman. Add in another solid figure with ram like the Hatchtkrugg. You could add another harraser in with the extra points.
It's a point thing. I had a ** Utem, but needed to free up one point. I didn't want to downgrade the Centaur either. It was the only 12 point Atlantian however, so it's ok. A Utem with the form (as used in 500) didn't make any difference, I never attacked with it once.
I'd like to put in a 3rd gunner. I might change the priest into a ** Shaman, and get rid of that bowman for a ** Utem. That's great actually! Thanks JOE!