You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
This is a pyre spirit army which as most of u know is very tough to make work in 200 points but this has served me well.
F1
Infantry Captain*
E@A* X4
Loners
Shade*
Centaur Medic*
Pyre Spirit
Strengths
What i like about this army is the speed.
Pyre 12
E@A Formation 12
Shade 12
Centaur Medic 10
Yes it seems like the medic will be picked off because he lags behind a bit but two things
1 He wont hes behind the army ready to heal if nescessary
2 Hes the fastest healer in his point range
The other thing i like is its a pyre spirit army. Hes one of my favorite pieces but i rarely get to use him cuz tournys near me are 200 points mainly.
It causes a lot of automatic damage which is always nice cuz u can win even with bad luck which if u read my sig i am the king of.
Even against toughness it works well cuz u dont base them with the pyre and if he comes into b2b attack for and deal 2 then swarm with the Formation
It has some harassment which is really helpful as everybody knows but i just thought id bring it up cuz there have been a lot of armies without harassment that ive seen which suprises me.
It has some good healing without investing a large sum of points. Hes fast and has charge so that he can move then heal.
8 figs in 200 is enough to swarm if there is an inexperienced opponent or the enemy has few pieces. It has a big fig that does venom which is always nice in a swarm. Don't get me wrong this isn't ment to be a swarm and by no means is it an extremly good one if u do use it that way but it will outnumber a lot of armies.
Even though there are a lot of figs it still has a lot of solid melee figs and packs a solid punch with it.
It doesnt have range but the speed counters it. Since it doesn't have range it allows me to play all out agressivly without sitting and waiting or trying to setup for all the different strats i can just go full speed and attack.
The 2 things that i think would hurt most are
1. flinging skelies at my healer and pyre at once that way i cant ram with my pyre to cover my centaur to save the healing ability
2 Ramming but if they ram my pyre they would take a click. If they had minotaurs that would hurt cuz its got toughness so he wouldn't take a click.
Please post some advice and if possible a typed version of what the army will look like after the changes are made
Nah, its because you took the time to explain everything, and since now you've made everyone have to actually think before posting, they're ignoring you.
Nice army. I might mimic you at the next tournament. Been thinking about trying my Pyre.
Ok,I have a good question. Say your spirit gets based by 1 ***warbears, say, by a twin levitation, and a another one follows suit by techno pushing. WHat would you do? Hope you can disengage? Cos the techno's form with say a shaman and a utem prove to be dangerous flamethrowers for your E@A, and simply put, your spirit ain't gonna make it. As it is..
Good point... But who uses 3 Warbears in 200 points? Especially with techno ML.
lets do some math (we'll use Weak for technos and standar for bears cause the 4 damage:
3 Warbears = 42x3 = 126
2 Tehcnomancers = 50x2 = 50
3 Warbears + 2 Technos = 176 points.
Thats quite a bit dedicated to taking out a pyre spirit.
But I do understand what you mean. To put it less bluntly, how do you intend to battle the many figure with toughness and invun (fewer with invun, obviously)...
My suggestion, add in some beefier support. Remove the Centaur medic for a smaller/cheaper healer and trade the E@As for some heavier hitters.
In my opinion, and hopefully others, I see the spirit as the anti-skeleton F&P, glass jaw beating figure. He's expensive, but if F&P is played locally a lot, is a good investment. I would much rather use him in a 300pt army if I didnt expect to see much flinging.
It isnt that terrible though, its a good start and only needs some heavier hitting. Sadly, a swarm-type formation isnt always the answer to those extra points. For the sake of redundancy, heavier melee support.