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.
Deathstar = one main fig usually unique i.e. Storm golem / Magus/ amazonQueen/ Chaos mage + sorrounded by 2 or more support figs with magic enhancement
example again ...
1 Magus sorrounded by 6 weak demi-magus.
When the Magus magic blasts an opposing fig... the Magus can deal a possible 1-6 dice damage plus 6 additional damage from the enhancements... = one dead figure that's why it was called a deathstar combo....
This involves fast moving figures with long rage and all of which can break away eaisily with 2+ die roll. usually the figs are made up of flight, mounted, charge, or even bound....
important: 2 pieces of SHALLOW WATER....
Center piece of the army is usually a Striker, a Techun, or a Dragon.
All of which have high damage inflicting abilities and long range...
Now the strategy.. I know some guys may react to this....
The primary target of GA is a weak shade.... imps.... or any figure with low clicks of life. Once the GA army kills this one off... he gets a points advantage over the opponent....
The game may somewhat endthere....
usually a good GA player continues to try to outrange his opponents and snipe away... aiming for the weak figures.
An not so much liked GA player will continue to run and run from his opponents... jumping from one terrain to the other...
the thing is points advantage... If he kills a 5 pt. fig from you and you don't get to kill any of his.... he wins at the end of the game.. though maybe not at the end of the tourney though.....
Alright, as one of GA's main advocates, I guess I'd best step up to the plate for this one. ^_^ I guess this all boils down to basic stuff about the tactic, at first at least. GA is an army/play style focussed fully on using mobility as a weapon. It focusses on purchasing significantly fewer pieces than normal (around 2-3 for 200 point play, maybe 3-5 for 300 point). You pick pieces that are higher than average in as many areas as possible, with Speed being the most important. However, Damage, Attack, and Defense are also great to have in this play style.
In any case, the play style is one that takes maximum advantage of the high speed mentioned earlier. In essence, you set up to hit them, follow through with the strike, then fade back into blocking terrain (otherwise known as retreating). You never stop being aggressive when you play this army type, however; you just keep setting up strikes, always keeping out of their piece's range while doing so.
The premiere pieces that make this army possible are fairly obvious, but some of them are kinda new.
Techun - A good old standby, he has the speed, attack, damage and defense you want. A good use for an older piece.
Solonavi Striker/Destroyer/Creator - For obvious reasons, these are the stars of GA. Each of them has excessive movement, range, attack, defend, damage, and SA's. True workhorses for the army type.
Others exist, but those are the usual main pieces. There's generally a main attacker, several other attackers, maybe a healer (Corrupted Priest is the only one I can think of that qualifies). In fact, a lot of us have recently found that the CP is almost indespensible in some cases.
In any case, that's some good stuff to start with. There are a BUNCH of threads on this forum about GA, go find 'em.