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Strategy
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The Amotep Gunners, can atack in formation against the Big guys, but can attack one by one, always with the ME of the ESA.
With the technos... and the war hatch... is simple the combo ML - RAM, to damage EGM, Eldrich, enemy's technos, etc.
Bakus... kill the Big guys, or make them weaker for the Amotep Gunners... and the Crystal Protector, to heal damage figures... actually the Crystal, was a really good option, because yesteday, with my bakus was damage 5 clicks, and the crystal heal him for 6!!! WOW.
Please rate my army, and feel free to make suggestions.
Originally posted by wacho Formation
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(AG)(AG)(AG)
(ESA)(ESA)
(Tech)(Tech)(Bakus)
(War Hatch)
Crystal Protector
This is pretty good IMHO, it is a variation on the Bakus/Khumeret/Ram/Levitation cheese army. You might consider replacing a tech + Protector with Autumn; she's easy to obtain (available in a dungeons blister pack) and combines two functions in 1 fig for very cheap cost. AG's are pretty nice but I had a fairly easy time with such a formation (but he combined AG's with demi-magi). Let's see what you have: A formation with 11 practical life (1 AG dead and 2 wounded badly enough that they matter for little), an attack of 14 and damage of 5, for 122 points. Plus flame lightning. Let's check the Mage Knight Army Database... I dunno, seems like a Dwarven Stomper would give you more bang/buck. You could get a stomper plus AG for 118 points... attack of 13, damage of 4, but defense of 19 with toughness... it takes 9 clicks of damage; could be up to 11 (practically speaking) because of the toughness. And you still have a helper to boot. With the money you'd save from losing the CP you could do it, and may pack a better offensive punch (since you'd need to give all your AG's an action if you wanted to hit with 14 attack in any event).
With stomper + AG, you have the potential of attacking with 13 and 4 damage, then following up on the weakened enemy with 10 attack and another 3 damage.Plus... you really don't want to push your AG formation; that costs too much. You could push the Stomper to dispatch an enemy.
The army is vulnerable to Magic Blast + well-placed terrain. Also vulnerable to a high-speed army (movement of 14 with levitation).
You'd probably want to think about how to defend against it. Again, the large arc of the Stomper may do better against a speed army... geez, the more I think about that dang stomper the more I like it! I wanna get one.
As you can see its very similar. The army (and yours) works very well against most of the field which is very nice when you can never expect what to face. The only problem area the army has is dealing with armies that are both very mobile and are packing LI. The gunner group is very powerful but takes some effort to manuver. A mobile army can set up shots and protect with LI, and then fade away. This forces you to really have to commit to a fight (throwing everything at them) and hope to overwhelm them. Sometimes this works sometimes it doesnt.
I found one of the biggest areas I needed to work on was engaging and fighting quickly. If you commit to a fight you often lose something early on. If time runs out and the opponent can hold you off, then you lose. Effectively managing time really helps to prevent this.
I used for many battles, and works very well, even for these nasty LI units, because with my war krugg and the technoss, I can damage the LI figures, and finishing with my others units.