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Hello, I have recently been reading about the OverKill/Redundancy Armies and the Gorilla armies. I realized that these armies are very, very similar in tactics. So, I've decide to take a stab at melding the two, here I go!
I will first list the Number of the specific figurine, the level, the figurine's name, and the combined point cost.
Ok, the basic point is kill one enemy figure, putting me up on points. The, I basically run around the rest of the match. The Shade is in there because it makes it an even 300 Pts. and can be used as a blocker as a last resort.
I'm not too sure that is very much like an Overkill/Redundacy army, but I think it resembles a Gorilla Army atleast.
Can any one out there please help me and give me some constructive criticisim on my army? Thanks in advance.
I'm just curious: do you ever get bored doing this over and over again at a tournament? Also, does the venue you play at always go until there is only one undefeated person, making it feasable to actually win with so few victory points in every round?
I think you are missing the point on both accounts here. Killing to get up on points and then running away is an "OK" strategy, but it is very, very far from sportsman-like. An Overkill Army focuses on repeating itself so there is no apparent weak-link and then focussing on overpowering. The Guerilla army thrives on speed, easy break away, and long range. You're army fits both, but your strategy does not at all. You may want to reevaluate how you play it, and, after that, you may want to redesign it to fit the newer strategy. Good luck.
No wonder GA seems to be getting so much bad press ...
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Ok, the basic point is kill one enemy figure, putting me up on points. The, I basically run around the rest of the match.
For The Record (again) ... If you are so unwise as to just 'run around the rest of the match', you will be tracked down and cornered, and have your ### handed to you.
Please go read the original 'Guerrilla' thread, in which (I thought) I stated this quite clearly. Failure to keep up a steady stream of constant attacks or threats to attack will result in you handing your opponent the time, space, and undamaged figures (resources) with which to kill you.
You kill one figure and run, not only are you going to become the pariah at your local venue, not only are you highly unlikely to go better than 50-50, much less make it to the finals, but you are going to get your butt kicked.
You have to constantly attack, or at least threaten to. Use your points advantage to force your opponent to act rashly, not as an excuse to run the entire game. That is called a CA, or Coward Army, not a GA.
Failure to engage a unit will oftentimes result in that unit engaging you a few turns later, still healthy. Surely you can see this???
As for the army itself, it looks so-so. The concept of a hybrid is interesting, but I'm not sure it would work since their focuses are so different.
The reapers are pretty cool, but lose toughness after one click. This is a bad thing.
The bladesmen are OK, but never had toughness, lose their stats rather quickly, and generally are considered to be overpriced.
I would rather take out the bladesmen and throw in some unicorn trackers instead, giving you 3 bound threats with decent ranges. Please note that these units are also glassjawed, and really not very suitable for a GA-style army. You could do allright with them in an 'overkill' army, but those generally have a healer around for backup.
Back to the drawing board, my friend.
(And please don't ever claim that a GA kills a figure and runs ... that is so far from the truth that only the whiners actually believe it. Thanks!)
Hmm, flying_moose, I haven't used this army ever before. I've never played GA or Overkill/Redundancy. I just like the concept and put together a little army and wanted to know what people think.
Mr.Dwarf, I wasn't plannign on using this for a tournement, just between me and my friends. But, I understand your point, and after reading Hitmans post, I realize I don't understand the concepts very well, and I probably need to re-read the original threads.
Hitman, thank you so much for explaining it to me. I thought I understood it, but I obviously didn't. Thanks for the advice on the army. I'll go back and re-read the original GA thread. Oh, you are probably right, I would eventually be cornered. But, I've never used the army...so I wouldn't know that when I posted this thread.
Thanks to all three of you, and sorry for not replying sooner.
After re-reading my comments, it seems I was a bit harsh, and I would like to apologize. It's just that after all the flaming we got over the issue of 'kill an imp and run', well, we're a bit touchy on that subject. Still, that is no excuse and it's really not your fault.
Sorry for my abrupt, negative manner, and thanks for not taking offense.
In an attempt to redeem myself and do something constructive, I do like the idea you had there. I just don't think that the figures you have selected are going to be able to do their assigned tasks without getting swamped.
Add a healer to the mix, such as the Krugg seer, Revenant priest, or EGM. Keep 2 solid melee chargers in there, add just a touch of fodder (keep this to a minimum at all costs) and use the rest of your points on solid ranged threats.
A setup of charge/attack/fight/ retreat to heal up should do quite well. The ranged threats are good for sniping the weaker figures and getting points, while exposing hidden enemy units.
Keeping your main attackers all mounted will help immensely in breakaway situations. You can break, then bound and shoot the target you just broke away from, in a tag-team maneuver.
This should not only frustrate your opponent into doing something rash, but will keep your forces fluid and mobile throughout the game.
I hope this helps you somewhat, and once again, sorry for getting snippy with you.
Hitman, Thanks again. Don't worry abotu being harsh, I can see why it would make you mad having an army idea being misinterpreted and being bashed for it.
How about that? Kinda seperates from the Overkill army now. But, I think I understand the GA's now...Position yourself so you can strike at any moment, and that moment is when the enemy makes a mistake or comes in a safe striking range. Is that it? Oh, and you don't run around when you kill someone just to avoid them and win.