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The Launcher formation is centered around Snurga (two on either side) so that the launchers can make a formation shot. Snurga is also touched by the shamans, who are behind him, and the Chaos Mage touches the two launchers to the left of Snurga and Summoner touch the two launchers to the right of Snurga. They are also in base with one shaman each. The piper just touches the formation somewhere. This formation is responsible for taking out REALY big targets (uniques, titans, multi-dial, etc.) and then they pound into whatever there is left.
The Half-troll formation is centered around the Orc Slaver and Clurch Piper. They go around killing whatever the can gang up on (range formations, weak titans and multi-dials, etc.
The Charge formation is centered around the Taskmaster and the Clurch Piper giving them a shield of figs with BA. They go about finishing of leftover figures, nearly dead stuff and more or less clean-up.
On turn one I have a total of 4 actions (one atomatic command) and 4 command roles.
I built this army to bring to life the classic orcish hordes, and to show of all of my Orc Uniques. I do not own an OST (yet) and I plan on buying the Cyclops ASAP so I can counter the bane of my army (Anceint and Mature IRHGs) and still stay in faction.
Happy rating, and be productive in your comments :)
You may want some deep water terrain instead of blocking, so you can shoot over it with your Launcher squad. Maybe one piece of blocking and one piece of deep water? Very good army though, I can't think of any suggestions and you use exactly the same color of figuers as I would.
Minor suggestion: Remove the Imp** and upgrade a Tribal Brute* to **. Then add in a Podo.
And about the water terrain I can see a few problems:
1. Most other armies that do have range, have a much stronger and far superior ranged unit (stormgolem, thundergolem, etc., remember, launchers only have 12 inch ranges) that would get first strike and threaten me on its terms.
2. A dragon could also out range me and pound the formation to kible with its bound and shoot with the head.
But the deep water could have its advantages:
1. Keeps melee away from me that much longer.
2. Could channel enemy movement to one side of the board (not towards my launchers who are hiding across the lake).
But, I still would prefer blocking terrain to hinder where a dragon can move, channels movement, and alows me to choose when an encounter between ranged forces occures. Besides, I don't like camping out at the riverbed, waiting for someone to come get me.
I do plan on getting one soon though, and I will consider using it, but with a 12 attack its not much better then my formation of launchers, and its not too likely it will hit the IRHG (the bane of my life :mad: ). What I am realy waiting and dreaming for is the Doomblade Orc Cyclops :D
If I do end up getting an OST ill try it in the army. And if you could refresh me on the rules for it, It would be very helpful.