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I'm thinking of an army with a Wind Minion because of its high defense and LI but I can't come up with an idea. What do you think is the best army for Wind Minion?
I'll try to give some suggestions in general form, since I don't know what figures you have.
First, the most dangerous enemy for Windy is a Rammer, since LI does nothing agaisnt it. This way, a good Charger, kept relatively near Windy is a good idea to protect against Rammers.
Second, a Bounder is useful: you can Bound and fire and then protect this figure from return shots by placing Wind Minion in front of it.
Third, a harrasser, be it heavy or light, is always useful too. I like Fell Reapers, specially *** ones. Just place it at the back of your enemy Chargers/Bounders and they will be under control. But don't fly to far away from the rest of your army.
So, I suggest, for a 300 points format, with a Healer.
This is a balanced army, composed mainly of proven figures (I still haven't played the Channeler, but it looks fine to me for a 300 points game). Also, the entire army can move in two turns, so no action or unit will be left unused.
You probably don't have all the figures I listed, but you I believe you can get the idea.
Of course, there are MANY other armies with Wind Minion. I find Striker-Wind Minion-Wyvern-Centaur Champion to be a very cool combination.
And I suggest you look for the thread about a "magnet" archtype... Windy is very useful in it.
Charge is a great asset to the Wind Minion army. Since the only way your opponent can damage it is to base it, a charge fig will deal with anything that bases the Wind Minion. So it goes like this: your opponent bases you, you fly away with the minion, charge with your charger, and your opponent is back at square one...if not worse because you are in a different position and he's lost some life on one of his figs. Take it from me, it's deadly.
in a low pt army wind minion and 1 or 2 good long range magic healers make a good combo. wind minion is a good long rang fig and when ever i use him(all the time) i break away when ever i get based even if i need to push and the healers can cover whatever damage he gets.remember li is optional so you can mh him. my favorit fig to use with wind minion is astrus because he has necro also solovani chanlers** are good to use too. just try not to get based, thats not what wind minions are for and since he has fllight you only fail break away on 1.Wind Minion is awsome! The one thing that seems to get my minion all the time is sneak attack.
S0lid_Snake, not only LI is optional, but also Magic Healing ignores any defensive special ability.
And, Leon007, what SmilingBOB wrote is quite effective, but you can do a little variant:
If someone bases you, break away with Wind Minion, Bound with Scorpem Gunner and then Charge with Horned Hatchetkrugg. It's a potential for 7 clicks of damage, something few figures can ignore.
well successfully breaking away the wind minion sould be followed by an action which is essential like bound or charge so that the figure who bases in cannot follow.
it might look like a strange army but in fact it works quite well...you could change the *** skeleton into a Graverobber and a other figure if you need to...but like this it's fine....
too many.....3 out of 10...30%....that isn't toomutch..and the skele's also work nice..as do the shades..they can't deal high amounts of damage.....(shadow's 3, wind minion 3/Shockwave) but that's not too hard...and you can still move your entire army + you have defense against gange with three figures and 50% chanse of no-damage with 3/4 of them.....
So it goes like this: your opponent bases you, you fly away with the minion, charge with your charger, and your opponent is back at square one...if not worse because you are in a different position and he's lost some life on one of his figs. Take it from me, it's deadly.
Just a thought on tactics:
If a figure bases old Windy, why would you break first ?
Use the charger/ / Ram Figures and see what happens to the atacker before you decide whether to break. This also has the advantage of forcing your opponent to decide between being hit in the rear arc or changing face (potentially away from a position in which he can attack the minion).
The only time you need to break first is if you wish to shoot at the attacking figure.