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I normally don't post my armies on this thread because I feel I never get good feedback, but I have decided to post this one on a whim.
I will use curtain walls for terrain, or for lack thereof, other blocking. The Chaos Mage will MB things over the walls or just use regular attacks on his first or third slot. Snurga will Pierce away at any opponents...<mutters>especially those rebel scum...while the Shaman heals and enhances at the same time. The piper allows Snurga to not slow down the formation. Podo will travel with the formation in the early game just to conserve actions, but will eventually break with it and provide harassment.
The War Hatchetkrugg is a great piece that can be used multiple ways, and the Blade Golem is one of my favorite pieces in the game. IMO, it is one of the best melee figs for the points in the game and I have had great success with them.
You couls also drop the blade golem and put in a launcher and some other mic of harassers. That way you can use a range formation to hit the really high defense figures if you need to.
Well I like formation 1 it has fire power and a better mobility than it would have had. The hatchekrugg is good but the only problem i see is the blade golem' s points could be used more effectively. Maybe a charger( like the orc ones). It would add protection to the chaos mage formation and it could go off to kill some small prey on it's own. a *** beserker is the same cost and it has charge .
Besides the golem, good army, just use the hatchekrugg right and you should do good
Nice army! I would also like to suggest that you add a charger to protect your ranged formation. Although you like the Blade Golem, you should replace him with a **Centaur Lieutenant. Either that, or drop the Krugg to **, and add a ***Centaur Lieutenant. Either way, I think you'll like having a Charge option in there...
<sniffle>but...but...but...my Blade Golem! <sniffle>he's my favorite! You guys have to be jerks and put him down like that. Just kidding. Thanks for all the great comments. I mean that. They are helping me a lot, unlike a lot of threads I see out there. I realize that a charger in place of the Golem would be an improvement.
Given the choice, I would rather keep it at 200 points than switch the figs too much, so right now the best substitution would be a Centaur Lt.**
I tried to get my hands on a Cave Butcher on Cave Runner from my MK group a couple times but they seem to be fond of them. I like that idea as well though, except too many points so that I would have to do some serious jockeying around.
I tell ya what, today we're having an MK day, so I'll get to playtest it a bit. I will switch the Blade Golem for a Berserker (against my wishes) ;-) and let everyone know how it goes. Thanks again!
I always have the same problem when building my armies. It inevitably comes down to a contest between a favourite figure, and what I know would work best...
Well, I played the army once today, and sadly to say, I lost.
I was playing against this army:
EGM - 68
War Hatchetkrugg** - 39
War Hatchetkrugg*** - 40
Heavy Lancer** - 46
My Orc Formation wasn't able to take many shots at my opponent (Reeceman)'s figs because he was always based with my own Hatchetkrugg and Berserker too often. Also, when I did have shots at him, I had to go against 19 defense. He did a good job at keeping his figs in base contact with the EGM and when I targeted her, I couldn't pull off the rolls. I probably could have won if I had made more of my rolls.
As far as further modifications to the army, I am considering dropping the Imp and Berserker in exchange for a Nightmare Reaper***. That will definitely upgrade my charge capabilities, which I think will be a great addition to the army.
I will probably post an entirely new thread for that army next time I play it, so keep your eyes open.