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In my area, everyone has an Amazon Draconum and an MLer (mostly Autumn, but one kid only has a Techno). So I wanted to make an army that was capable of beating the Amazon but not lose to everything else. I also did not want to use the Amazon in the army itself. So heres the army I came up with (I also wanted to use the Conquest LE I won from the 10,000pt. game):
I'm the only person at my venue who plays or owns Rammers, so there's not many toughness figures. Plus, Corpheus is owned by most everyone, so I had to be able to fend off him.
The basic strategy is to keep the Techno and Autumn near each other with the Shadow as a LOS blocker and a bodyguard. The Pyre and the War Krugg can be ML/RAMed and the Khumeret is the main bounder. The only weakness I can see, off the bat, is the lack of a solid healer, but I'couldnt think of a way to add one in unless I dropped the Shadow to * and I like the 3 damage.
So tell me what you think,
Since you can and will engage at such a long range, I doubt the LI of the shadow will be used much. I would suggest trading him in for a stronger non LI charger, like a hvy lancer* or a light lancer***.
yeah I'd have to agree... 9 attack just isn't very scary when you're contemplating whether to go after support figs or not... especially when there's a pyre spirit being flung into them, but hey... not a lot is effective against the pyre. Use something beefier as a bodyguard, or drop it altogether would be what I'd say... as for LI, I doubt you need it, as was pointed out, at the range you'll be engaging at, not much is gonna shoot you back.
I'm in the middle of trading for an Athene and a *** Light Lancer so I'll be able to make the switch. I have a question for everyone though, is the *** War Krugg needed at all? Is the Pyre Spirit enough auto-damage?
I love the Pyre Spirit... you should keep or drop the War Krugg depending on where you want to go with this army.... if you drop him then I'd also drop the Technomancer and upgrade Autumn, but I think the army shines like you have it with both rammers in there.... also. if you see he has war kruggs on the other side... you can always send Pyre into his support and leave your War Krugg near your support, so if he rams you you can ram him back AND charge him with your lancer or whatever you put in.
Thanks for the suggestions everyone!
I think I'll alternate between the current version and Borg's version (except I'll be using a *** Horned Impaler instead of the Sislith).
I love the pyre spirit. the only problem i have with rammers is the usually die to easy, but the pyre spirit is immune to charge (with polearm) and can only be heurt by ramming (and then the rammer takes a click).
it is also funny to see the look on your opponents face when they push to hit pyre spirit out of its venom aonly to knock it into tht coveted last slot.