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ok ive been playing MK for quite a while. Before I make my request on what i would like you all to answer; i know uniques aren't the best in the wolrd and are ussally over priced. Anyway, i need help on where i should use my uniques. like what kind of tactics i should use for which ones and how others have used them. EX~"magus should be used as the deathstar but dont rely on it alone to win you a battle."
my uniques are as followed;
Thanatois reaper
magus
dwarven jarl
wraith
thunderdoom troll
Golden orb myrmidon
Drac....mystic, magus, magna.
thnaks for all of you who will reply with some MK knowledge.
Not all Uniques are overpriced and worthless, yes some are quite bad and will rarely see use but others are the centerpoint of armies.
I'll toss out some idea's on the ones you listed
Thanatois reaper - Big flying sweeper, he would basically work as a loner and pick a nice juicy target and do his best to take it down. Possibly a formation of support troops or figures that are pushed or have a token already then he can sweep at his leisure.
magus - A very deadly piece but a very fragile one, keep him in the back of a AG formation to add his enhancement for fire from the back. Deathstar works very well. He's got command and big damage so don't overlook him.
dwarven jarl - He's tough to use, expensive, slow and has to be in melee to be most effective.
wraith - A great piece, he's a good loner, stick him in hindering and he can be downright evil. Great stats through her whole dial but she's got a short dial so be carefull!
Thunderdoom Troll: Big overrated charger, who can still be relatively well utilized if you know how to do it. I have had great success with my 300 point Tank army starring this big guy.
Magus: I somewhat disagree with what Druss said. Magus is an awesome offensive weapon; keeping him in the back cuts off two of his attack options; blasting for an (often enhanced) straight 4 damage, or hitting two targets for enhanced damage. My advice is to keep him in the front with a couple of Demis and a healer such as Krugg Seer, who can easily heal him and provide additional enhancement as well.
Thanatos Reaper: Cheaper than Gate Lord, but I'd rather have the Gate Lord anway.
Golden Orb Myrmidon; His depth of Charge is among the game's very best, but keep him safe in a melee; his attack and defense drop like a rock.
Wraith; An old school favorite, due to the fact that a piece of hindering terrain makes it immune to ranged combat; unless you throw an OST into the equation. Because of the commonality of OST in the environment, Wraith loses a lot of power. But it's still a warrior that is not to be taken lightly.
Originally posted by mighty_cell Thunderdoom Troll: Big overrated charger, who can still be relatively well utilized if you know how to do it. I have had great success with my 300 point Tank army starring this big guy.
Hey, mighty!
Could you please post your tank army with TT? And strategy?
I would like to note that my strategies mainly revolve around ranged standoff/killzone and melee units for counterassault and mop-up, or, in WCS, tie-up, lockdown, blitz, or blocker.
Uniques make an excellent "Hammer" for breaking a tough/strong/durable figure.
Thanatos reaper-she is a nice one, but glassjawed on the dial. She works best as a loner/bully. Since she has horrible durability, but a nicely high defense, throw her at units which have an attack value of 9 or lower (if they can make a formation for a 12 attack, then they have a better than 50% chance of hitting). This can be risky, some opponents can throw just what they need when they need it. Preferably, do this on a unit which has no special advantage on breakaway and/or already has an action token. This gives them the option of attempting a breakaway, which still causes damage, and if it's not on a "anything but 1" unit, they have a fifty-fifty chance of failing, increasing the odds that the reaper will harvest.
Also, she can be held in reserve as a final destructive force when you're well and truly stuck in, making for a quicker mop-up of opposing forces and makes it easier to quell the tough resistance. Perhaps less efficient, but who cares about efficient if you win?
magus-The original glass-jawed howitzer. If you can Defend him up, do it. If not, keep someone blocking LOS to him. use suroks, not demimagi, for enhancement (they're cheaper and work well as bodyguards with that WM). He CAN run point, chewing up anything in his path, but I find that too risky unless you've shoehorned in an EGM (and if you're doing that at 300 or less, you're shooting yourself in the foot, IMO). His major advantage is in ME/MB nastiness. Before there was the OST/Cannon/mortar, this was the original "indirect fire artillery".
dwarven jarl-much as I love BPR, and even though I asked for him for christmas last year, I have a hard time figuring out how to use this guy (although Sham-Rin and Hammerskald make it easier, even though I have no skald while maintaining reservations about using Heroes in Skirmish). He's slow. However, he does have 12 inch range and 3 damage, as good as a troll arty, 17 defense and immunity from magic blast, and command and weapons mastry. He seems like he could be good in any number of roles. His major fault is his speed. If you created a large, slow-moving, ranged block centerpieced around him, it could work. Use fast outriders and harassers to make sure his forces could get in range, then pound to scrap.
wraith-do not use hindering. Use low walls. She still gets her "no shoot me!" from low walls, and you don't club her major advantage, friggin awful speed, if you use the walls. She's best used in the role of a harasser, running around, hiding, shooting up the baddies, getting in base. Be aggressive with her. Most people play conservatively with her and simply nail her down in hindering for the whole game. Anyone who does that against me finds their wraith pinned and ignored for the entire game while I go after an army which is, for all intents, 71 points less than mine. I've seen her used aggressively once. She did the most damage out of my opponent's entire army.
thunderdoom troll-slow, hard to use. Keep him reserved as a counterassault unit or else rush your entire army at the bad guys, screaming defiance, and slam into his line all at once. If your opponent is stupid enough to let one of his guys run away from his main body, then DESTROY HIM!!! Otherwise, keep this guy as an ace-in-the-hole, similar to the reaper.
Golden orb myrmidon-lotsa charge, fragile stats. He's fast, so he's more usable than the TD troll, and he can be used as point. Just don't send him out unsupported. Try to make sure he goes after guys who don't have a good shot at popping him one first. If GOM gets nailed, he has a harder time earning his pay in melee, although with the revised rules, he has a better chance of getting back to a healer for a second go-round.
Drac....
mystic-high-point healer. Only use this guy in higher-point games where you can afford to make your high-point fig a support fig. Has good range for his heal, has high defense, has MI to keep from succumbing to the MB support-killing "artillery." Has a high attack, so he'll be able to heal just about anything, and even though his damage is a plnking 2, he can even get a shot off occasionally. Also, as a drac, he's fairly durable. On the other hand, I have trouble believing he does anything the Elemental Priest can't do better, or at least cheaper. And anything the EP can do, the EGM can do better.
magus-the original "Blam! Ha! You can't hit me!" I once fireballed a death star magus to death from behind blocking terrain. He couldn't touch me. That's the way you use the drac. You firebomb from cover, and if you have to, move out and shoot the MI igs, or flit into close combat and rip out their heart with those friggin huge claws of yours. There's nothing the Magus Drac can't do. Downside: 16 defense is merely average. Make him use it too much, or leave him unsupported, and like anything else, he'll die. He'll just take a fair bit with him for company.
magna-melee. Flying melee. Not much more to say. He can take a light hit, he ignores ram, venom, polearm. He breaks easily (until wounded, of course), and can move full-distance, regardless. As with everything, support him, and he will do well as a hammer, similar to (but not quite as good as) the Thanatos Reaper.
magus-
high power unique which is very fragile. Back him up with a healer. He badly needs one... If a kill zone is your strat, use him with the Golden orb in 300. But in 200...
Magus 68
2 Amotep gunner*** 24
116 points
2 Light cavalier** 32
Faith healer** 20
84 points
2 actions to move. The magus formation moves 8 inches anyway. The 7 move of the charge formation is nice enough...