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The goal of this army is to swarm around figures and capture them with the Aquatic figs. The Bloodsuckers can weaken figs and then my Zombies formation capture. Then they procede to cart off a figure and drown it.
I was also thinking about Nightstalkers*. They have 6 inch range and 10 attack with weaponmastery and 3 damage. They only cost 22 points and the only special ability I'm wasting is Stealth.
iD100o - I do not fear rammers for the simple fact that the entire field is shallow water. The fastest they can move (for teh Kruggs) would be 5, and seeing as how this is a 200pt game, ML ram would be very ineffective.
SupaMOJO - Allow me to teach you how to drown a captive. This scenario has 3 VERY large peices of deep water terrain. You put the captive into the deep water (make sure your figure is not in it) and you turn of Aquatic. The ccaptured figure is no longer able to comply with the requirements to be in deep water (must have aquatic turned on) and thusly sinks like a sack of potato:cool:.
My Deep Spawn and my Zombies can all drown things. And if I had another ***Deep Spawn I would drop a **Zombie and the Imp to add it.
One Small Problem. If you look at the terrain templates for the week 2 scenario, you will find that they are not Deep Water Templates. They are instead normal blocking terrain. Therefore, you cannot use them for drowning figures.
Seems like Wizkids actually want us to play with Xandressans during the second scenario considering there is such a vast amount of water terrain :rolleyes:
Beware the Pyre spirit, it will slaughter your zombies, two by two. The last time I played a limited range game, my opponent MLed a PS into my formation of weak Amotep gunners.
It seems strange to me that firing range is limited to 6, yet you can ML a figure 10.
Grave Robber* 14
Deep Spawn*** 19
Crystal Protector** 15
= 199 pts...
the flying figs move in formation and the others support...
not a lot of figs without toughness will like triple venom... plus they all can do a formation attack... oh and they (the flying formation) all have vampirism...
*note that drowning won't work in shallow water...
i think i'll also see some boarders here... imagine that 11 movement will just bllitz past them landwalkers... but as for the sailors... well... hmmm...
deep spawns would be nice... they'relatively cheap, fast and have a high attack value to begin with... great for capture attempts...
i'd be expecting solonavi flyers... or other 14 inchers like the fell reaper... egad...
i still say ML will play a big role here in speeding up non flying armies...
Originally posted by Wilde Chaos Why does everybody forget how flight works?
Flight can only be used in formation if it is a Conquest game. Otherwise, you have to turn off flight to run a formation.
So, a formation made of Rancid Bloodsuckers would move about 5" inches a round.
Unless i missed a recent rule change the only difference in formations between conquest and rebellion is that in conquest you can have you can have ten figs in formation i am pretty sure you can use flight charge and bound in movment formations in rebellion
Originally posted by 00kilo Unless i missed a recent rule change the only difference in formations between conquest and rebellion is that in conquest you can have you can have ten figs in formation i am pretty sure you can use flight charge and bound in movment formations in rebellion
No, you may only use Flight, Charge, and Bound figures in formation movement in Conquest games only. You will have to turn them off in Unlimited games if you want the figures to be in a movement formation.
Right. The SAs for Flight, Bound and Charge say the
SA cannot be used in formation. Allowing this is one of the exceptions to standard rules that occurs in Conquest.