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* Grave Robber 14pts
*Grave Robber 14pts
** Det Zombie 21pts
** Det Zombie 21pts
** War Hatchetkrugg 39pts
** Centaur Medic 29pts
300pts
Terrain: Probably a mix of blocking and hindering. Not oo sure yet.
Not even blocking terrain will save you now!!! With a effective 14" MB range, I can get to most figures hiding behind blocking terrain. If they pop out, I can flame em!
The 2nd formation is your standard bonetoss/ml ram engine
Don't ask me why I don't use a *** War krugg, well I don't have one :P
Would it be better to add a medic and another Techno in there?
I'm sure I can find some space for it by removing some things and changing others.
Comments and Critizism welcomed!
***New Stuff***
After comments from the boards, I made some adjustments to the army, namely replacing the soul stealer with a * Grave Robber
With the left over points, I removed the hound for another grave robber and a ** Centaur Medic.
Not too sure if this is the ideal setup but I get a charger and a medic in the Centaur.
Like what was said, the main reason for using a ** Det zombie is cause it has Toughness which lets it live long enough to blow everybody to kingdom come.
well i wouldn't use the soul steal. since he is shyft you are wasting points because there is no mage spawn. i would put in a * grave robber and another ** det. Zombie
I think you made a good army, but I can see some improvements immediatly that could be made to the thing. First off, don't just add one Grave Robber, add two; two gives you a perfect bone-toss combination (and, as already stated, you can kill the Soul Stealer as a result). Secontly, if you're flinging the Det. Zombies, downgrade them to *; that's much more necro-friendly.
Other than that, I would suggest using the points you saved on the Det. Zombies and the Grave Robbers (a total of, I believe, of 25 points) to upgrade the Zombie Hound to a better charger in your formation to protect everything. Otherwise, I think it's a good army.
I have to say you're probably going to be needing a healer of some sort.
A fair bit of your strategy relies on some glass jawed figs who after a single click or two, lose exactly what you want from them.....
I have to say that perhaps after dropping the soul stealer that a ***Faith Healer could be your best bet, and don't downgrade the Zombies like they're saying, cause the toughness is great as it eliminates one of a fling army's biggest problems in Ram/Venom/Polearm.....
well there you go.
Steampunk: I would like to now about about your reasong behind using 2 Grave Robber rather than 1 as I currently see having the 2nd Grave Robber a redundancy. ALthough I have added another one to fill up the 14pt slot.
I am currently running pretty tight on points and its either I get a Charger (for defence) or a Healer.
I could get both by throwing in a ***Faith Healer and a ** Zombie hound but the Zombie hound is pretty pathetic......
Is a charger really needed in this army? From the current looks of it, a healer is more important. What are some of your views?
Oh and please check the original post for the latest incarnation of this army and some other extra comments as I will just edit it to reflect the suggestions which I took up.
I have played versions of this army before in a few different armies. I had played a throttle toss with the DZ and a rammer and I have played bounding gunners with a reaver. The combo is a nice combo. Just some thoughts so far:
Do you need the other grave robber? I do not think you realy do but then again you have 14 pts to fill. I can not think of anything else that would help you that much so it is not a bad addition. I do not think you need it but it is not going to hurt.
DZ**: these are the ones I prefer. The toughness is worth it because of ram/venom/polearm/shakeoff. Shakeoff I think is one of the bigest reasons these thing work so well. I am not sure if DZ* are 14 or not. If they are you could switchout just to have a light tosser if you need it.
Play it a few times and tell us what you have come up with.
Ok my version I was running was a thrown together try to remember off the top of my head throttle toss. I used 3 technos and it worked ok but I found myself wishing I had something in the army that could finish off pieces. The reaver is great for that and so is the scorpem. The problem with adding another techno is that you will be dropping some of your offense. You have to ask yourself is it really worth it. Personaly if I was going to drop that many pts to add something I would add a throttle. It is 2 pts more ( I use the ** version) and once tossed does take take up any more of your actions. The down side is they are capture bait. Once they are captured then it creates a shield against your range figs. Where a 3 techno comes in handy is with the DZ
because they have such a short movement.
SO here are some different ideas that you can try if you want.
Throttles**: Toughness so you can throw them on mounts. If the opponet goes to try to kill them instead of capture then you'll be better off. With good movement ( 1 techno and a worm can cover 19-20 inches) and thrown at the right time they can force alot of little damage to multipule targets. Force the oppoent to push and to deal with the worm. One of the best things is once tossed they take non of your actions which frees up other things to be tossed while they are dealing with the worm.
Minos: I prefer the warriors but some like the mages. The have ram but also either sweep or MB. Sweep is another multi target attack that if tossed right can force an opponent to have ot react. If they do not then they run the risk of multi target attacks. The warrios have toughness and three clicks of ram. They are a little cheaper but they do not get the easy break and do not do shakeoff. THe mages add another range attack and ram but you would have to use the ** version to get toughness. Both have good attacks and add a little something different to the army.
Terrain and movement: Blocking terrain is the first thing that comes to mind. It will prevent range and force mellee to go around. Ki hiding behind a wall is taking a chance of getting smacked with a MB or F/L. Do not be afraid to set up close to your starting area an dleave the board very open on the way in ( place terrain hevey on your side of the board) and create bottlenecks adn tight spaces. By setting up close to your area it will aloow you to take up a good attack point. Bottlenecks keep forces bunched up making it harder for the other opponent to get re enforcements where they are needed. Using figure bases you can block off alot of area. Beign close to your starting area also allows you to capture and return for double points with greater ease. Losing DZ does not seem so bad when one later captures a fig. You'll find that once you start tossing the opponent will have so many problems to deal with that most of the combat will take place in a very small area.
HTese are just some thoughts and they may or may not fit your style. An army liek this can be very effective and has alot of options to deal with things.
As for the D. zombies, Shake-off??, PA???, Venom?? The only thing a *D. zombie has to worry about is Ram. Remember, you are probably going to push-kill the zombie so 3 out of the 4 SA you mentioned do not apply.
2 Grave robbers? Why? You have 3 actions, what is the point? You are going to ML 1 turn then pushkill-resurrect the next. 2 grave robbers are totally unneeded.
With a scorpem and avante, a shaman is superior to the centaur medic.
Why push to kill a DZ? Ok yes you can move and toss and he has an action token on him now. But if you throw it outside the front arc of a mount he will then take shake off and that is it. Shake off and ram alone are worth playing the DZ** for. Maybe you would throw a rammer on a mount. That equels captured or dead rammer. Blast with the reaver or scorpem and those mounts are still going to be around. Toughness allows you to force the opponent to take a more aggressive approach in defense. You try tossing DZ* against the "Tank" and see what happens. As much charge and mounts that I face toughness is a life saver.
The medic is used instead of a shamen because of the mobility factor. A shamen forces you to move and wait to heal. A charging medic allows you to cut out a step. With a scorpem, reaver, technos, and a graverobber to heal a medic allows you to cover more ground and waste less actions moving to get healed. A token charge protector is also nice.
Maybe your choices work for you where you play and maybe they will work for him where he plays but not here.
the * zombie has 6" range, do not forget. You do not have to base the mounted (it will probably push to charge, then you throw another D zombie by it). In which case, why in the world would you worry with the mounted (unless they are playing all mounted)
D. zombies are for things like healers, technos, and other support that cannot defend themselves.
Thats why. I vary rarely play against an army that does not have 3 mounts or 2 at the least. GolemPower and Wkura are in my play group so I have to deal with mounts all the time. 2 mounts can keep knocking off bone or DZ toss. Liek I said where you play DZ* might work but not where I play.
My play group doe not play with much support or weak figs that can not defend themselves. It works against alot of people and in alot of places but here we woudl rather spend the pts on offense then on support.