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Ok I have been hard at work alot lately trying to come up with some good solid armies that are surrounded around what I think are the best uniques. Here is what I have so far:
well, they look pretty sturdy... the first one looks like a worker... the second one intrigues me... tell me how it goes up in battle.. i'd lke to know an effective mortis army... :D
Ok let me break down the Mortis one since it seems to intrigue you.
Imagine if you will this:
1) opponent moves one of his warriors, big or small doesn't matter
2) move Mortis into back arc
3) opponent can either
a) push to spin and face
b) push to break-away
c) stay
4) now depending on what he does I can
a) M/L Mancatcher into back arc or Charge/Ram his back arc
b) Yo-Yo with the Sislith or Charge/Ram him
c) push Mortis to deliver the devastating 10 clicks!
Or
1) opponent moves warrior
2) Charge/Ram his figure
3) Opponent can either
a) push to attack
b) push to break
c) stay
4) I can either
a) M/L Mancatcher to capture or move Mortis into back arc
b) Ram/Charge, which ever one I didn't use the first turn, or Yo-Yo with Sislith
c) push figure and hit him again for an additional 4 clicks, making 8 in two turns!
I have noticed that the armies evolving today aren't GA amries, but they are not traditional formation type armies. Instead they are loose fit warriors that act as loners but synergize with the rest of the army. I have also noticed that M/L is become that much more popular and it's not even to M/L bones, but to help move your own peices around the board faster and more effectivly.
As you might have noticed some of the peices in both armies are the same. I have found that these peices or peices like them are the most effective. Weather it be in Action Usage or Healing or damage.
Example:
Autumn- She is the most cost effective for what she does. She not only has 2 slots of M/L but she also has the added addition of Healing, which you cna never go wrong with.
Horned Hachetkrugg- He is the most cost effective, Action Usage, and damaginf for what he does. He has 4 clicks of damage, and a 6 in. Charge. Because he has Charge he can move and attack in one turn, helping eliminate the least important action. He has all of this for 44 points!
I could break down each figure if you want me to, for both armies. I am also working on a GA army and I will post it when it is finished. Thanks for the comment Ronanov and I hope this helps.
I really like your Mortis Army better. I don't care much for the tormentor, and the Mortis army looks really interesting. Most people wont use a tracker for a yoyo, so that's unique. Go with that one.
I didn't put this up to see which one everyone likes better. I put this up so that everyone could see and tell me what they think about both of these armies, which I think are my best yet.
I would also have to disagree about the Tracker. Alot of people use the Tracker for Yo-Yo, plus I dont have to use him I could use him just for cover fire.
I am in the process of posting a thread on the clan forum about these types of armies, with a complete break down of each figure.
I think both armies are strong and have a good basic strategy, but I prefer the mortis one myself and I'm a big fan of tough horned hatchetkruggs, I use one in every army. Though what would you do against fast figs and/or have long ranges such as striker, creator, hierphant, storm golem, and corpheus. I would like to know how you would handle these before I can give a true opinion.
Ok now as for the two armies up there I have decided to drop one. I have told myself that I am only going to keep and modify the armies that I think are the best. I have come to the decision that the Assasin army is better then the Tormentor army, therefore I am no longer going to keep or modify the Tormentor army.
Draco222- I think that range is lot easier to use then melee, but that is one of the reasons that I love melee. Hand-to-hand combat takes more skill to use then range. With range it is pretty straight forward, he moves I shot him, anyone comes to close I have a bodyguard to protect me. Now of course it is not as clear cut as that, but that is just a generalization. Melee on the other hand is first I have to close in, then if he moves I can do this, this, or this. Now if I do this then I can do that. But if I do that then he might be able do to this. Melee has so many more options then range does, which makes it more difficult to use.
I am not saying that melee can not beat range, or that this army can beat everything. I am saying that it will take more skill to play against something like a Striker or Amazon Draconum then another range army would.
In order to combat range I can do a number of different things. I can M/L Mortis into thier back ranks, causing him to choose. I could ML/Ram form 20 inches away, or I could throw a Charger at him. Of course I would have to first close some distance, but use terrain to my advantage so that he can not easily access me.
I have however decided to take the easy route and create a range version of this type of army. Here is it:
The only thing about this army that I dont like is that I don't have the good of a healer. I could downgrade the Horned Hachet, but I believe that every army needs a stable Charger, weather range or melee, incase someone decides to get too close.
Let me know what you think about my new range army. Thanks again for all the comments in advance.
i see your strategy with the mortis dude... nice... but i can't say it could work in general with the army types you have over there to the ones we have here...
i like mortis, but here, it is quite difficult to use him first because for a drac he is pretty slow... if only he had flight with greater range... anyway, as i was saying, he has decent attack values true, but he is very susceptible to swarm, with little & big goons... he was rather effective with the old ML rule, but after that, he sorta drooped freom common usage... but i must commend you for having faith in the critter... post battle reports ayt?
as for the new amdrac army, it does look good, but i agree, melee does take much more skill in playing and having an army made of the amdrac doesn't require much strategizing... it's "point and shoot, repeat..."
nonetheless, i think autumn would be able to do the healing job even just at level two... as for a bodyguard/charger, i'd suggest trying out the shadow in place of the hatchett krugg... yeah he's a mounted, but LI is nice to have in a range army... you get an instant living wall that follows you around and it can do its share of bodyguarding your attackers... then just little figs for fillers and voila... just some thoughts... agian, i hope you post battle reports...
I like the Mortis army because it doesn't give your opponent that many options. It is almost like a choose your own poison. yes Mortis is slow but with ML to help him get started I believe he can be a formitable opponent.
Now as for the Shadow, I like it. The bodyguard won't be doing alot of hitting especially with the Sislith, Amazon Drac, and Hachetkrugg after them. So since he is not going t be doing that much work he might as well serve as a blocker. Here is what I cam up with:
Granted the Shadow does loose some of its power, but you get an extra slot of Healing, with 9 attack, and an extra slot of ML.
I happen to like both versions. If yu tend to push your figures more go with the second one, but if not I would suggest the first one, of course if Mochoch is not available go with the second one.