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rmachado: you need some form of fast harassemnt to base the OST until you can get your pounders in close enough to take it down... of course, that's just me.
fast harassers. Shades can give a Stone Thrower fits. At least they give me problems every time I play a Stone Thrower. An opposing figure basing the OST takes away its greatest advantage, the move & shoot. Once based it can only move 4", so it can't outrun much of anything. Use *Shades or a flock of *Imps to occupy the OST until your melee force or chargers can base it. I prefer Chargers, since Titans only fail to break away on a 1.
Its easy to take down stonethrowers. Use something like a shade to base it so it cannot fire as you march across the field. A red fell reaper would work extremely well. Base it with your rear break away deal one damage and rebase it. But, you need harassers. There are several posts on harassers and thats the best way to take it out!
I think BlackMomba hit the nail in the head, Fell Reapers *** are great for that purpose, with high speed, easy break and decent attack / damage stats.
The Shades are also good, but their speed is no match for the Reapers'.
To actually attack it causing heavy damage, fast chargers seem to be a good option, as rgrayua mentioned, their easy break makes melee very difficult against them.
remember that an OST cannot double its range against a regular figure (like a striker or fell reaper), only multi-dialed figures. So you can move to 16" without fear. LI figures (such as zombie baron) cannot be hit without being based either. Harrassment with low point figures (imps or shades) can slow the OST down while you eliminate all of its supporting units.
Still the OST is one of the most valuable units for its cost.
just in general, if you can add one of the standard woodland snipers from sinister to your formation, your arties will have a 11+2+2= 15 attack at 12" range. not too shabby.
You may want to go for a formation (if points are an issue) of one troll arty, 2x woodland snipers and the elven mage. that way your formation hits with a 15 attack and 4 damage to one target, or you can hit different targets for extra damage as well. How many times do you actually get to heal anybody anyway?
what everyone else said about titan hunting is true...tie it up with a little figure, then pound the heck out of it at your leisure.
Originally posted by BattleMaster I think BlackMomba hit the nail in the head, Fell Reapers *** are great for that purpose, with high speed, easy break and decent attack / damage stats.
I like the speed of the Fell Reaper, but isn't 43 points awfully expensive for a harassment piece? Just curious, I've never thought of using them for that role. I like the *Shades because I can get 3 for less points. I worry about the points because I expect to sacrifice that piece anyway. Although the fact that the Fell Reaper actually has a chance of hitting the OST and doing decent damage may offset the point cost. If the Stone Thrower hits with a close combat attack on the Fell (especially if played Heavy) it will crush the Reaper.
Against a HOST & LOST you need to take into consideration a couple of things when planning your attack strategy. They are:
1. Indirect fire,
2. 2 actions per term can be assigned to a Titan
3. minimum range
4. can attack with close combat (and therefore can charge)
5. deep dial
With this in mind I would recommend the following when building your army:
A. Healing
B. High damage stats on your attacker or weapons master/magic blast
C. Speed and break away.
D. Use Indirect fire to your advantage with LOS blockers and terrain.
OK, healing will be critical. The HOST has a deep dial so it can outlast a couple of hits that would cripple most other figures. Although it can't be healed after several moderate hits a HOST/LOST is still a formidable attacker. Therefore, you need to be prepared to shoot, take a hit and then retreat for healing, and then go back in. I would recommend a healer with MH, so you can keep it in the background. A Corrupted Priest or EGM are my favorites (both can provide defend if needed).
High damage stats will be critical. You have to hit it hard a couple of times. I would recommend that you attack with figures that can dish out 4-5 clicks of damage un-enhanced. My personal favorite is the Techun since it has a deep dial, good attack stats and 5 clicks of un-enhanced damage on his first click of life. Base the Techun with an EGM so that it will take on a 21 defence on range attacks. Another favorite is a Striker. Same advantage as the Techun but with an extra 2 inches of range. Don't forget to turn off F/L when attacking the HOST. The only disadvantage to these 2 figures is that they lack MB which may be needed if the HOST is using a cheap figure to block LOS. Therefore, you may want to use a figure with Magic Blast. The 3 I would recommend (in order) are: Magus, Destroyer & High Battle Mage. I like the Magus since it adds ML, can be easily healed and has reasonable attack. The only problem with the Magus is that he is extremely fragile. You MUST protect him with defend (Corrupted Priest or EGM). A Destroyer is good, but is not as easy to heal because he is magic immune. The High battle Mage is my favorite, but at 143 points you cant reasonably fit it into a 200 pt army.
Speed it going to be critical. You need to support your main attack units with speedy harrassers. You must tie up your opponents HOST while you position your heavy iron. Shades or Imps work well here. They will be used as cannon fodder so remember their use is to tie up the HOST/LOST for one action (or more) while you get in range and to keep the HOST from moving and shooting. I like the Imp because if you have the HOST based you can't shoot it with range. Therefore, if your IMP is still alive with flight, break it away with your first action and then shoot it from range. If it's a 300 pt game you can use your 3rd action to use another figure to b2b the HOST again (wash and repeat)
Indirect fire is a real advantage for HOSTs. If they are in range they can take a shot at you. You can not block LOS if it uses indirect fire. However, IF reduces damage and it's attack value. Therefore, always keep your LOS blocked until you shoot. That's why Magic Blast is powerful.
Well, that's my thoughts on the subject. I've seen lots of people recommend using chargers to take down a HOST, and this is a good strategy. However, my experience is that by the time I get my chargers into range (unaided) to make a charge they are well within range of the HOST and his support minions. Therefore, if your going to charge you need a coordinated charge attack.
no one has mentioned this yet and its works pretty well for any army:
blocking Terrain is your friend against stonethrowers. Sure they can indirect fire around it but do less damage and are less likely to hit. The most important thing about it, is that it can clutter up the board and limit where the stonethrower can move do, and indirectly cut its range shorter as a result. Deep water can work as well to shorten its range.
A great tactic against stone throwers is to clutter the board a third of the way away from their starting area with blocking or deep water and force them to fight it out in there. They will not get much room to manuver and any other figures they own will constantly be getting in the way of where they need to move the stone thrower.