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Okay, I really, really want a Storm Golem army, but all I can decide on is the central formation:
Storm Golem
Krugg Seer
2X ESA*
196 points. That gives me 104 in a 300 pt for harassers (some combination of Shades/Imp/Podo?) and support troops (Scorpem Gunner or Fell Reapers most likely). And I may need a charger bodyguard, I was thinking Centaur Champion. Also, some Warror Sprites may be helpful to block LOS if necessary. I could use some help with these last few points.
The charger is a must. People will try to base Stormy to negate his range. Also, just to mess with people, you might want to try a techno instad of the ESAs. You aren't really enhancing him to the absurd levels people used to, so the marginal benefit may or may not be there. Being able to fling him out of danger (or into the thick of it for that matter) may be enough to make people keep their distance.
As for harassers for a 300pt game go with the fells. They are just incredible and can deal a hefty damage themselves. With the 14" flight nothing is safe.
299 pts. If I had a Podo, I'd make Imp a Standard and toss him in. 5 damage a shot from the Stormie is good enough for me, it still makes Striker useless. The technomancer was a great idea, have him touch the Seer as well and you have a backup 2 damage FL. The Champion and Reaper play bodyguard, and the Imp harasses. I like it a lot, but is it tournament level?
I would just like to make a couple of suggestions to make it a wee bit better.
First of all try to downgrade the techno to * (this saves us 4pts) then replace the imp*** to a shade*. The shade moves faster and has quickness.
One other thing is the Krugg Seer. Perhaps we could use those 45 points to get in 2 elite surok apprentices *** (enhancement and wm). Or put in 1 *** ESA and a ** Shaman (healing and enhancement).
The krugg seer is good for a healer who's going off on his own. In this army I would expect you're not counting on your healer to see much action, so the seer is little to tough for his use. A *** shaman would be good allowing for more points worth of ESAs.
I never really liked the fell reaper. Now I haven't tested this, but your bodyguard duo of the champion and reaper is a little one sided. Why not try a Pyre Spirit and a huntsman. ram is great defense, and you can always theaten with bound. I you find you have a lot of points left use Athene.
I'd say sack the Seer. Play somewhat defensively (if they have 14 inches, wait at 14.5 for them to approach you. If it's striker, if he bases you, he's still in trouble). a double-enhanced stormy is plenty of artillery for 300 points. You might want a LITTLE backup range (like boomers, or such), but your focus should be on charge/ram counterassault and a few harassers for those trying to base Stormy.
I'd like to advise a healer, but all you really need is, say, a leech medic. Avoid pushing, avoid being hyperaggressive (moderately aggressive will do), and try to maintain the initiative in the fight (make him react to you).
Playing off your initial idea:
Formation 1:221 points
Storm Golem
2X ESA*
EGM
The Atlanteans move in formation, Storm at front, ESAs on either side, and a techno connected to either ESA, small space on middle to fit Seer, So Storm is enhanced 2X and its 3 targets can really be abused. The EGM is there to boost defenses.
Rounding up the rear
"Formation" 2:
Grave Robber*
2X Skeleton*
This group forms around the hind of the EGM, with at least one of the skellies touching the Techno.
The whole army is pretty straight forward, maximize Storm's range and arcs (as well as use terrain wisely) so as not to let enemies go behind your line. EGM provides defend in case stormie is based, and a handy bounding healer so you don't waste actions turning your arcs. ESAs can also engage opponents basing the storm golem. Skellies are there as recyclable fodder that either pushes and uses WM on basing figs or tries to capture.
Just keep at the back-center of the board, near the starting area, and use this formation to blast anyone who dares to approach.
You'll be dealing 5 damage to 3 targets, or 8 to one target, if you decide to go postal. Push later on to make it a total of a huge 10 damage to three targets, or almost guaranteed death to one target. After that , just heal ol' Stormie up with his Eldritch Draconum friend...
The Eldritch Draconum's defend keeps the Storm Golem's defense at 21 against ranged attacks (and that's almost until death!)
If anyone gets close, use your extra turns to multiple magic blast with the demi-magi, or use them to pick off what's left after the thunderstorm...
Don't EVER let the Eldritch get damaged without getting healed, or you might be in trouble...
You might want to use Morg Bloodspiller or Solonavi Creator as a back-up healer.
Stupid as it may sound, I've beaten Dragons with this formation...
Forgive me if these are not good strategies... see, I just discovered that I'd been playing with some seriously screwed-up pushing rules, and I only "saw the light" a few days ago, and I haven't gotten the opportunity to have a battle since...
[ag] And that, my friends, is why they call me StormChaser [ag]