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I wanted to use Therenody and Khumeret of Caero together. And I thought it would be really cool to make a highly mobile gorrila army. So heres what I just came up with:
So there it is. The four main guys all move 14" so they're really fast. Khumeret can shoot from 19". Therenody is a multi-purpose charger and shooter (with shockwave!). Fell Reaper is extremely powerful if used properly. The Lancer can act as a secondary charger or can be used to capture. The Channeler is an awesome healer and the Amazon can be a blocker or a capture piece.
This army isn't supposed to be a highly competitive army because it would almost be destroyed by ML/RAM, but I wanted to use the Conquest LE Twins (as I call them). So what do yall think?
Hmm... actually, it might not be exactly potent, but it could give ML/Ram a run for it's money. if you play your cards right, you can move the Fell and both twins into threatening distance of the ML'ers. they can only really hurt one of the twins if they want to keep their Rammer, and since it's 300 point, if they ram both the twins, they would have to strand their Rammer, which the Mancather should be in between both the twins [who, by the way, should be more than 10" apart from each other] so that no matter where the rammer ends, the mancatcher can base it and attempt to capture it if they don't move, which will waste actions they need to use to deal with your threat.
This way, no matter what they do on your next turn, and especially because Khumeret threatens 19", you can always pick off one or more of their ML guys, or even weaken their Rammer to the point of no return [but not kill... just weaken so you can capture it. once you've captured the Rammer, you've basically won... use the ability to charge and capture with Thernody to your advantage!]
The reaper will help a lot, since it's immune to Ram...
Danm i hate ML/Ram! Wizkids has to do something about it!!!
Good points Kallacato, maybe I won't lose to ML/RAM. And thanks for an indepth strategic analysis (or whatever you call what you said...hehe). Yes Therenody has toughness. What do you mean, my faction is too loose? And it takes me two turns to move the army anyway. And if I remember correctly, it doesnt matter if GA takes 2 turns to move or if they dont use up all the actions.
Originally posted by the fallen And if I remember correctly, it doesnt matter if GA takes 2 turns to move or if they dont use up all the actions.
the fallen
You remember correct , Fallen.
For a GA it's better to have more actions than figs IMO.
Having all actions used up on different figs every turn,
meaning you have at least 6 figs in your army
is not ideal for a GA approach.
for 300 points 4 (maybe 5) figs is ideal I think.
You don't want to give the opponent too many targets to go after
and you like to keep actions open to push your figs if necessary
and not leave any other figs open for attacks without an action to move them.
Using EVERY action is not that important for a GA.
If you can pressure your opponent by taking just one action for a turn
and letting your other figures lie in ambush , so be it.
Don't put too many counters on figs,
move after they have moved ... etc.