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Ok, This army looks odd, and it is. It probably isn't very viable either. But like I said earlier, I'm trying to do ANYTHING with the Dwarven Jarl that will win a few matches.
Terrain: You will want as much Hindering terrain as possible, and as close to you as possible.
Strategy: Run all of your units into the Hindering, except for the Shades. Place your units like this:
DP
DJ
M
DP=Dwarven Pikemen DJ=Dwarven Jarl M=Mummy
The Mummy cannot be shot in Hindering, meaning he MUST be based. He will also be able to block line of sight to the DJ and Pikemen, who can't be shot my Magic Blast due to Magic Immunity.
You WANT the enemy to base you. The Mummy has Venom, a great SA, the DJ has Weapons Master, another good SA, and the Dwarven Pikemen has Polearm on his first click, a good SA versus swarms. If the enemy bases you, you will have a godo chance of winning with this army. Oh, the Shades are ment as Harrasers/Blockers, and will prbably not be used very much. They will also fit in well with this army because they have Stleath after a click or two. Another possible strategy, is if the enemy has slow units, use the DJ to blast them away before they can even base you.
Threats: The biggest threats for this army are ML Ram and Toughness/Invulnerability. There is almost no way for this army to deal with ML Ram, they Ram you and are MLed away, nothing you can do really. Toughness/Invulnerability are a problem because they negate the effects of Polearm and Venom. Big trouble will be caused form both of these.
So, what do you think? I know it isn't great, but I'm really interested in trying to get rarely used uniques put into a army they are good. Oh, does anyone else have ideas for uses with the DJ?
its too slow. chances are u'l get swarmed by fast moving creatures. i think the best use 4 jarl is with a combination of tough BP boomers. atleast even if they move slow, they hit hard with good range attacks. then back them up with galeshi ram or a good charger so that even if sumbody will try to attack your BPs
you can help them with such back up.
Well, everything with this army depends on how the shades are used, everyone else is slow. A smart player would leave the mummy for last, so he can stay in his indering hideout. The jarl isn't useless at all, his only real flaw to me is the fact that he has WM when he already does 3 damage. But a 12" range is never useless. Just a matter of what you support him with.
Personally i think you should chuk the mummy and fill the 77 pts with some Kham Fusers, use them in formation with the Jarl, and let the enemy come to you.
That's just me, hope this helps since i'm not used to 200 pt games anymore.