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My brother has been tinkering around with his tourney army a lot lately, and trying to find his niche. He's been working with a Woodland Sniper/Elven Demi-magus thing, but it's just too easy to crack open. He doesn't have the figure selection I do, so suggestions need to stay reasonable. He's scrapping the snipers in favor of a more durable ranged attack, namely a Troll Gunner *** with Troll Artillerist's (*) assisting him. Two elven demis get the job of enhancing. He's got that part, and is looking to build the rest of the army now:
That formation is 184pts, and able to move with just one action (otherwise he would use a different enhancer). It can lay down a helacious pattern of fire, and won't melt just because it goes to melee, and carries 16 defense until both demi-magii get wounded a bit.
59 - Centaur Champion
This guy is a beast for his points, and serves the role of protecting the death star and knocking out harrassers.
33 - Centaur Medic ***
This model will keep the champion in shape and assist in small battlefield healing, and late game boosts to wounded figures.
12 - Shade * x2
And then 2 harrassers to tie up the battlefield while the army does it's job. This also allows the entire army to move in one turn, then have enough actions to stay mobile after shades start getting whacked.
Terrain will almost certainly be 2 pieces of blocking one to back the death star up against to help shield the demis in back. I think his army shows some serious potential, and is definitely an upgrade from the one he's playing now. Still, he's looking for suggestions or other ideas of things to change.
How about 2 *Shamen and a *Goblin Volunteer instead of the Elven DMs and the Medic? Such a formation would cost 47 pts (or 45 if you have Podo)... and you'd have 23 pts left over.
He's into the shaman idea, except his death star is suddenly a real pain to move. Where as with the demis' they have defend helping protect the *trolls, and the medic can stay with them easily, and still leave an action for the champion.
I don't think two actions is going to be noticeably worse than one action in this case, especially depending on what the Centaur Medic would be replaced with.
I thought it advisable to go to two healers because I'm afraid that single Centaur Medic is going to have its hands full if it's trying to heal three Trolls AND a Centaur Champion.
Heck, if you really wanted to, you could drop the Goblin Volunteer and put in a ***Shaman as well. That'd give you more than enough healing to make up for the loss of Defend, another enhancer (so you can get double enhancement on the Gunner and one of the Trolls) and you can rotate one of the ones on the outside in such a way that you can heal a Troll and get the Centaur Champ into its front arc without having to rotate.
This may just be us, but we rarely see that many opportunities to heal. That might be part of our fetish for charge-healers, who can capitalize on that precious moment when the figure is not based and can be healed. The shamans are definitely a good idea though, allowing for some upgrades... he's gonna playtest some then see how those suggestions will affect him.
Just thinking out loud, but I think Balduvian's on to something. Let your bro borrow yeoman Podo to make the formation, and give it a shot.
If you spend your extra points making red trolls, they would have a 15 defense and a much-longer useful life span. Compare that to the 16 defend you would get with the EDMs, and its not that much of a loss.
In compensation for the loss of MB on the demis, you would get a double-enhanced F/L attack on the gunner (presuming he was in the middle, the best spot for him), and the other trolls would hit for 4. Not to mention 2 healers on-the-spot, and some useful emergency fodder.
I dunno if it would work for you guys or not, but I think its worth a good test-game to see.
On another totally-unrelated side note, I really love the Krugg seer with a formation of 2 arties, 1 gunner. With a good charger around to keep harassers off them, this formation eats a ML/Ram combo for breakfast. They can't be rammed, venomed, Flamed, and they all hit for 4, or the splash damage of the gunner doing 2 to those precious wussie technos and everything they touch.
Just something to keep in mind, if your local scene ever starts using these type armies alot.
I was hoping to trade, and win some matches, so i traded.. and started to play. We were 4; 2 on 2. So we sat up our armies and the first thing i saw was this:
Opponent 1
Krugg Seer
Troll Artilerist ***
Troll Artillerist **
Troll Gunner ***
Centaur Champion
Wraith
and 2 shades i think.. don't remember the color.
My friends army (my warlord actually) was this (i did play with him before that day, got beated very sadly):
Warlord army
EGM
Troll Artillerist *** (i think ***.. or **)
Elven Demi Magus **
Woodland Sniper **
Centaur Champion
And some bounder.
I was playing some odd kind of striker army. And my other opponent was playing, again, some kind of Necro army (since he left his army in his house)
We started playing and half a hour after that, There was my striker and all my 1st opponent army. Now that was very evil, he managed to heal and kill everything that came insight.
My warlords army was being totally killed, 'couse of his error.
And i managed (with warlord's help) to kill all my 2nd opponent army. We couldn't end the game but i think if my warlord would have played a lil better, both turtles could have won.
Just wanted to point that before entering in the army.
I think that the 2 shamans are a good improve to the army, but at the same time i think that losing attackers for a healing (havind TWO now and 2 ME on the other hand) is not very good IMO.