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I played Athene (side issue: is it a-THEEN or a-THEEN-ay?) last night in the Flintford event, and was generally very happy with her. The only problem I had with Athene was that she goes down easier than I'd like.
The only change I'd make is drop the ESA to * and swap the Mancatcher for a Shade * to upgrade the Shaman to ***. Athene and the Gunners are probably all going to need healing, and I find that the 8 attack on the *** Shaman can make a big difference.
Very good army. Athene is my favourite from conquest pack, with Nyx following.
The bound ability should be present also in the original version of the Battle Queen in my opinion, replacing Charge. Anyway, it gives you a strong yo-yo combo to be used with the technomancer.
This army is much better than the first one you posted, Borg. I have one question, though: What would your strategy vs a dragon be?
I do have one suggestion. Because you have an extra action every double turn I would recommend taking out the techno and the ESA (47 point combo) and replacing them with scholar magus bessa (34 points) You lose an action, but get 13 points in return. I would use these points to upgrade the shaman to *** and turn the * mancatcher into two * shades. Your army needs the long movement of the shades and the extra blocker much more than the high attack value of the mancatcher.
Excellent army, Borg ... and excellent suggestions by Flying Moose as well. I would definitely give them a shot. (Aren't you glad he's one of ours? =) )
I did look at the changes , Moose suggested
but after upgrading the Shaman to ***
and putting in a 34 pt Bessa
I have only 22 points left.
Which means I can't fit in the suggested Shades anymore.
Another point of consideration :
it now takes THREE actions
to move that "formation" (Gunners-Bessa-Shaman)
I know you don't always have to move them all together immediately
but I have often experienced that I really like a "formation" to move in 1 turn. (action advantage)
I am always a little bothered when I have to spend two actions on them.
And now we're talking three !!
I like Bessa ,
and I could try it out ,
but I fear 3 actions will be too many.
If that group gets threatened at some point
( let's say a Striker)
I have to waste ALL my actions to get them all to safety
(or have something else block LOS)
The opponent could get serious action advantage here.
If something got into range like a striker you could pierce it with athene removing it from it's toughest stages and then move yourself into range. Maybe we just play differently, Borg, but I have played a few numbercrunched gunner armies and I can't remember having to fall back with them very often. Besides, in most cases where an entire formation becomes threatened, the opponent could repeat their advance fairly easily. it's very hard to do much maneuvering with a gunner formation.
As for only having 22 points left over. Well, I guess I need to repeat 3rd grade (Billy Madison anyone). Considering I can't do basic math, I suppose the best solution in this instance would be to nix the idea of upgrading the shaman and put in 2 * shades and an * imp. You could still upgrade the shaman, or your hatchetkrugg to an impaler with those points, I just don't trust my math skills enough to try it at 4am.
Anyway, if I were to play this army I would take Bessa, but I guess it just depends on how you play. If you plan to do much positioning with the gunner formation then you should probably keep the actions down. If you plan to set yourself up in a position to outrange your opponent with Athene/Ram then the extra blockers would help more.
Anyways, whether you choose to take my advice or not I'll say this: great army, borg!
I WANT THAT CONQUEST PACK! When i got there, my venue had just sold the last one and now i have to wait for it to come in again. Athene looks awsome, along with Nyx, though Erehmon the Strong was a slight dissapointment.
Bessa is ok, well basically, but not in this situation.
Bessa should be used if you want enhancement and levitation, each once.
If you want double enhancement or similar stuff I would go with the formation. The shaman is too much there already, but I guess 2 actions is bearable. 3 actions just looks silly.
Its definitely either the Shaman or Bessa, but not both. The ESA belongs in cuz it moves for free. This speaks against Bessa.
You might want to separate the tossing group from the shooters. This speaks against Bessa too (points wasted in this case).
Well, I played Bessa once and never used her in a tourney again, so I might be a bit prejudiced :).
One BIG rule that I've always followed since it started biting me too many times early in my career is never make a formation that takes more than 2 actions to move for any reason.
The army in general would be a good tryout for the crystal ball squad. I would trade out a gunner and the shaman for mage king alment lan and barber hurgg at low levels if you wanted to use bessa giving you at least 1 good formation to base everything on. This would be a major change but might be worth it.
What lvl for Alment Lan did you have in mind , Endrick?
Personally , I don't see him useful for this army below lvl3
At lvl 3 he has the necessary speed : 8
and the necessary Attack : 10.
But that means 39 points.
For the 3 hero's together that would mean 94 points.
Almost one third of the army for
1 click of ML
1 click of healing
1 decent click of MB.
I can't really say I find that a good trade-off.
I still think the Techno-Shaman version is the better one.
Hurgg at 26 points has a good attack on 2 clicks making him slightly better as a close formation healer than a shaman and still keeps the magic enhancement. The extra 5 points spent to get him to level 2 makes him pushable and gives him that extra click of enhancement.
Alment lan is a neccessary evil since he's the next cheapest magic enhancing hero, but for points spent he makes up for it with his arc and 9-10 attack values. I typically play him at level 2-3 depending on point value of the game. 7 move may not seem perfect but it's not a huge handicap.
With bessa in the mix you've got 3 magic enhancers benefiting from each other's company and a formation that can move 7-8 inches.
However as stated before, this would be a different army altogether but it's something to keep in mind if you start stumbling with the current design.