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im not shure u need 4 grave robers 2 or 3 will do or get rid of the 3 *grave robers and put in a blue or red nightwich and 3 moves will go very fast considring all of the fig.s you have in the army
BTW, your army is HORRIBLY vulnerable to flame lightning. SImply put, an enhanced Amotep Gunner could torch your forms rendering them uselss, and also, you have no apparent ram defence to protect your grave robbers.Unless you plan to send them to battle too that is. Ram once, two grave robbers becaome useless, disengage, ram 2nd time, one more useful grave robber, you get the idea. Oee shot of double enhanced flamelightning can almost knock out your zombie formation. The rest, really no need to tell you bout that
I dont have a night witch but I could take out the Troll Zombie for the shyft necromancer and my stragtey is kinda complicated.
It is kinda throw'n bait at my oppnet.I toss skeles at me oppnet wich he demolshes and turns to me.My ram protection is garunteed,its called DEATH and Necromancy Zombies and skeles die,I necromance them.ALSO NOTE:THIS AMRY IS NOT MADE FOR TMIE BATTLES!!!!!!!
thank you,
BMJ
You really don't need so many necromancers. Two of them are good enough if you're playing an all undeads army.
An excellent formation is four skellies and a Bond Maker, or a Souls Stealer.
Using Werebears with necro pieces also works fine. When you bring them back, they usually come pretty strong, due to their crazy dials.
I like to add a Minotaur Warrior to my Skellies formation sometimes, their Ram and toughness are very useful.
Sounds like a fun army to me, but you could think about dropping those Hounds, they use too many actions and don't work as bodyguards the way you need.
the only problem with marsh zombies is you has those 3+ clicks of aquatic and you most likly you won't use them. the difference between * marsh zombies and * zombies are one point and they are alittle zombies are alittle better. the only marsh i would leave in there is the *** he is slightly better than the reg zombies.
also you might want to change the *** skeleton to 2 ** skeletons.
also take out 2* grave robbers and add a bond maker or take out 2* grave robbers and find an extra 2 points and add a * soul stealer.
just some refining done but it is a good idea, however you might not want to use it in a turney. necro armys a fun to use in a freindly game but the tend to be point feeders in a turney game.
fox is right u cant expect to move all the things u have with the given actions. U have no commander and like 10 actions worth of things to do ( not including necroing things)
If u use marsh zombies u need water terrain if not get rid of them they aren't that good even with it so maybe take them out. U dont need 4 grave ropbbers. U need 10 actions to move the whole army thats 4 turns. That is way too many. Take out a lot of the stuff there like the skelies and detenating zombies cuz u have no ML. I would consider taking out all the loners cuz they aren't going to deal enough damage.
I removed the post of NOFXpunk and moved the responses with it so this thread makes sense, not because you did say anything wrong, people. He seems to be one of those users that cannot be on a forum for a single day before getting themselves into trouble...
I think you wont be able to hit big figures with this army. Also, the march zombies aren't that good. Take them out, even as the grave robbers and put in a fighter with high attack.
But you will get no chance in a tourney. You got 10 actions to move everything as everyone have said yet.
I suggest you to remove all loners, and add some ** or *** Zombies in formations, or, add * Skeletons followed by a bond maker so they can easily go there and then attack the opponent. You gotta be also warned of ram, that's why everybody uses ** Detonating Zombies with ML, but since you want to be a necro player, go with the ideas we said.
Now the necro stuff: i understand you need necromancy, but 4 is way too much, if you got no nightwich (which would be very good in this army) then use just 2 Grave Robbers * and then you could use some chargers to protect him. Zombie Hounds could do the job, but remember you gotta move only 5'' to charge. You may also need some range attacker or bounder to inflict some damage before they get near your necros. ***Nightstalkers are the best, they attack with 12, at range, and they can use hindering terrain as blockers.
I suggest too, using a big piece of huindering for all purpose.
The problem with this one is, theres just not enough power to take out fatties. A fig that comes to mind which would have a field day on this army would b a hierophat. The formations are too slow to get into base before Hiero gets maybe 3(!!!) attacks off, and then he can just break away with flight. I'd suggest putting in more *skeles and * and **DZ's, and add some *technos.