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Here's an army that I threw together for a 300pt h2h constructed. I ended up taking first, but several victories were luck as much as anything. Please give any pointers you think might help. Thanks in advance.
Solo Harassers:
1 Wandering Mochooch-43 pts
1 * Shade-12 pts
Terrain- 2 Blocking terrain, and 2 Deep Water terrain.
generally used one of each, blocking in front of the opponent's starting area, and the deep water in the middle of the playing area, to take advantage of both my 12' range, and the two technomancers ML'ing various figs.
Strategy--Generally, I would move the whole army forward in one turn, moving form 1 up 8', then taking form 2 5' up, staying behind form 1. Form 2 would put the blade in the lead, flanked by the Scorpem, with both of the technos touching the scorpem, and one touching the blade. Mochooch moves up to touch both of the technos, and shade would flank for interference. Most matches, I would set up behind Deep Water, and yoyo the scorpem to keep things at a distance, letting them into my 12' range and breaking up formations. The ESA's were useful for both ME and melee support when my army was spread out. Mochooch's ram and 4 dmg made him great ML bait, and the blade operated as additional melee support either on attack or defense.
If anyone could suggest changes, improvements, strategy tips, etc. it would be much appreciated. Thanks again.
I don't think that a Thunder Golem would help that much, simply because of the high cost. I was trying to avoid fatty uniques in the army build, mostly because I wanted the versatility that multiple figures offers. Yes, the TG is huge and beefy, and 14" is sooooo much nicer than 12". It also cost 94 pts, which is the same cost as my 3 *** Amoteps and my 1 *** ESA. Now, that leaves me with one ESA left over, improving the TG's damage to 5. However, the attack rating is still only 12. If I use the 3 Gunners in formation, with two ESA's, I get a 14 attack for 5 dmg, and if I choose, can split that up for way more damage in the long run. Though I will admit, when I was building the army, I thought a lot about throwing the Thunder Golem in, just cause it would have been fun. Not cost effective, but fun. Thanks for the input. Much appreciated
My 300 pt army that I have played a lot is similar so I think I can give you some advice:
3 AG***
Anunub
Scorpem***
Scarabet
Warkrugg*
shamen***
Shade**
Mancatcher*
What were your biggest problems in the close match ups?
How useful was the blade golem?
Did you feel the one shade was enough harrassers or would you like to fit more?
from just looking at your army I would suggest cutting the blade golem for either:
a charger if you had trouble with defending your self from fling armies, ml/ram armies or other armies that like to get close
or
add another gunner*** and a shade*, as 4 gunners are very difficult to tie up in a single turn by your opponent and the extra shade allows you steal more actions from your opponent.
Also if you faced a lot of opposing gunner or ranged armies I would recommend cutting a surok and moving around some points for a Shamen* or *** so that you can actually go on the offensive against them.
If you have more specific questions or problems, feel free to PM me and I may have some suggestions.