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I was just thinking about how much mage knight has progressed since the days of rebellion and lancers and one thing that came to mind were some old formations one in particular, does anyone rember this?
A formation with to 10 in attackers with 9 offense, and a healer all for 46 points(But of course we already knew that). My question is this: Has this formation been left behind in the past never to be used again or is it still effective in todays armies. i would like to see what everyone thinks.
Originally posted by magusjoe I was just thinking about how much mage knight has progressed since the days of rebellion and lancers and one thing that came to mind were some old formations one in particular, does anyone rember this?
A formation with to 10 in attackers with 9 offense, and a healer all for 46 points(But of course we already knew that). My question is this: Has this formation been left behind in the past never to be used again or is it still effective in todays armies. i would like to see what everyone thinks.
-MagusJoe
havent seen that in a along time.. no.. not many people use that.. if ever they do use it in tournament settings these days.. such a formation is vulnerable to so many thing.. like
FL
RAM
Venom
multiple targeting
long range targeting
Same thing, with higher hit and damage potential, and toughness to shake off Ram. A healer with 10 to hit isn't bad, and the Magic Blaster/Enhancer helps, too. All within one faction.
Sinister made your same idea sooo much better. Replace the Artillerists with *Gunners for the same points and gain F/L, although you get a 10 to hit and more fragile figures.
I play lots of ***Khamsin Fusers and leech medics in my conquest games. I have three general ways I use them. First I have my 'combat squads' which I find good for blocking/holding certain areas... especially in places with lots of blocking terrain. These are a steam golem (flavor of your choice) with two fusers on either side and a leech medic behind. Fielding 3-4 of these formations can cover your flanks very well if you use the terrain well.
Second, I have large combat lines designed for head-on combat with other large formations. These are either 1 steamer, 4 fusers and a medic (steamer in middle of 4 fusers, medic behind steamer) or 2 steamers, 4 fusers, and 2 medics (fuser, steam, fuser, fuser, steam, fuser, medics behind steamers). This is pretty vulnerable to F/L though.
Third, I have combat walls. This is 5+ fusers in a line in front of 5+ steamers with medics behind the steamers. I use the fusers as a combat unit that can actually hurt an enemy in addition to protecting the steamers from ranged attack. Go after the fusers and you'll get slammed by the steamers, go after the steamers and the fusers can hurt you as well (conquest formation attacks make fusers nasty).
Sure, there's plenty of stuff that can wipe the floor with these things, but they're fun if you like all BPR armies (like I do).
those formations were ok back in the day, but just too much speed and range, like send that formation against a striker or something. many of the old strategies have been pushed out due to the new innovations in each set, but still fun to play
When sham-rin gets released you are probably going to see a resurgance of boomers and fusers used taking advantage of her fast movement potential.
Back in "the day" my formation was 3 *** fusers and a *shaman. Since then I've traded out all my fusers for a striker and some money for MW and while I miss them, I never used them past lancers.