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Here's a 200pt army that has a Special Abilites set that can handele most of the common strategies:
*Corrupted Priest
***Heavy Cavalier
***Nightmare Reaper
***Scorpem Gunner
*Amazon Mancatcher
Corrputed Priest heals pushed characters. Heavy Cavalier deals massive damage with WM. Nightmare Reaper backs up the Cavalier and can also deal with Venom, Polearm, Magic Retal and Ram figures. Scorpem Gunner chases down runaway enemy figs and breaks formations. Amazon Mancatcher guards Corrupt Priest and can make sneaky last mintue capture to deny survivor points.
The Magus and the *** Amotep Gunner are in base contact with the Krug Seer for ME/ available healing. Magus MB anything that trys to get a LOS blocker in w/o MI and can ML the Horned Hatchetkrugg if needed. The * Amotep Gunner is there to make a ranged comba formation and hopefully add to the damage. While the Htchetkrugg tries to maybe flank and harass.
may be bland, but works well. Magus is a Force to reckon with, doing 3 dmg to 2 targets, or just 6 dmg straight up. also, him in an attack formation with the gunners can take out big guys with ease. Also, the shades obviously do what shades do.
This army works so amazingly well, its hard to explain. In the lack of harassers, it still can hit anything for 3 dmg in 12 inches, and 19 defense with toughness is astounding.
Striker and Champ are both hardhitting figs, use them close to each other, with the champ as a bodyguard, or divide his forces by flinging the solonavi to oneside and the centaurs on the otherside.
Proposed army (one I am building)
Magus
2x **War Impaler
* Technomancer
* Shaman
What I like about this is that the warimpalers can be enhance by the shaman to offer a good firing wall, guarding the magus.
You can also replace the Impalers by two **Battle queens just for a fun, mostly atlantean army.
basically this is a ram rmy where the rammars ram important figures to kill off a good ability like LI or dodge, after recieving the ram damage the champ runs up and hits them for 4. then they all break away, heal and reapet, if threatened while healing an idle dwarve can use his 10 inch range to fend people off.