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ok, i know a lot about mageknight. i love to play the game and i could do better if i was able to create better armies, my armies are almost pitiful and i don't know how to fix them.
i figured that ram is a good way to build a strategy over, it doesn't need to roll to do damage and a sure thing is always good (especially with all my friends runing dodge armies).
i decided that the Stiker was a very good piece that could take and dish out a beatiing all by himself so i decided to use him to protect the ram engine and soften up figs with toughness.
finally i needed a healer and a charger to protect him and this is what i came up with.
the basic strategy is to use the techis to send Rammar into b2b and bring him back.eventually striker can be yo-yoed. the channeler can be a healer or a secondary threat and beserker charges anyone that is close. i know this army is pretty basic but as i said i'm coming up dry with ideas and i need help.
Feel free to make comments or constructive critisism.
You've got a strong concept, but I'm not sure about some of your figure choices.
First, do you really need 3 technomancers? True, with three you can move in formation, but if you're ML'ing with all three, that eats a whole turn's actions for something that could be done by moving the rammer and then ML'ing it. I'd drop the ** Technomancer, and probably upgrade one of the others to Autumn level 2.
The Galeshi Ram is a decent choice, but what about a War Hatchetkrugg ***? About the same price and 4 damage. I guess this comes down to wether you'd rather have a dependable 4 damage or roll for WM. I have a lousy record for WM, so I'd go with the Krugg and not worry about only doing 1 damage.
If you played around with the Techno, you should have enough points to get a better charger. Some of my favorite choices for chargers are the Horned Hatchetkrugg (I do like those Kruggs), the Centaur Lieutenant ***, and the Shadow ** or ***. Good luck,
if i were you i would take out the channeler, berserker and ram charger and replace with a red crystal protector and a pyre spirit (not sure if that adds up right cus i dont have either of the figs with me to know point values) because whats happens is you ping the person with ur pyre and ml it back and when/if they come up close enough, the solonavi striker is there to hit them and the pyre spirit is a very nice piece to use in actual combat also because of 19 defence and venom...if it comes down to it and you are not sure you would hit with the pyre, go into base (1 click of ram) next turn (1 click of venom) move up a techno behind it (with any luck it will not have taken any damage) next turn (1 click of venom) push techno to lev hhim outta base and ram him (1 click of ram) and than try and break with the pyre and if u do, ram again (1 click of ram) that means in 3 turns you have done 5 clicks of dmg without even rolling the dice...thats wut i would do but everyone has their own style
reux, I love that version of the army, even though anything with toughness will give it major problems. Crystal Protectors truly do rock. Plus, you'd need them with that many war kruggs, as they do tend to take damage rather quickly once they are engaged in combat.