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Both use blocking to their advantage. Both are basically an "Offensive Turtle". You advance slowly (or not at all, if possible), and use the Krugg Seer to heal whenever my Scorpems get hit. I do have one more Scorpem I can add, but I'm not sure if I should.
your army is more suited to ranged fights. but what happens if your opponent sends, let's say, a fell reaper to come into base contact with the rear arc or sides of your Scorpems? no more bound. no shakeoff either. or how about if he's able to capture one of your scorpems? how will you free it?
in your 300pt army, you can at least replace one of the Fells with a ***Horned Hatchetkrugg. that way you'd have charge, and you'd get exactly 300pts.
If the event is a sealed booster. bring dice, measuring tape, action tokens, Paper and pencil, calculator, and MONEY. You will buy boxes of figures there and create your army there.
I've only done 1 sealed booster event. The guy who pulled an amazon drac won (or won twice).
He has 1 melle guy that could try to free up people or units. In the second version I would suggest takeing out 1x *** Scorp Gunner to put in what ever charger you have.