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i've been playing with this for a couple of weeks already, and i've been thinking of revising it. the Crystal Protectors form a wall that keeps my units safe from ranged attacks, but they do very little else. they also have a hard time healing my other figs, and they are easy targets for rammers. i've been thinking of the following modifications:
pros: entire army can be moved in two turns; Mancatchers add harrassment and capture abilities, and can deter Rammers from basing the Protector
cons: only one healer; Mancatchers only deal 1 damage
Army 2
59 Centaur Champion
49 ***Sislith Tracker
43 **Sislith Bladesman
32 ***Thorn Maiden
17 **Crystal Protector
pros: Thorn Maiden can deter Rammers from basing the Protector with its Polearm and Venom SAs; it can also be used to run after and damage most healers
cons: although the army can be moved in two turns, it'll move slowly; only one healer
Most of the rammers I think of (war kruggs, minotaurs, pyre spirit) have battle fury so you cannot capture them until you weaken them. See if you can buy the package "Heroic Quests: the Citadel" with Astrus; he is a good healer with toughness at level 3.
Army 3
Army 3
59 Centaur Champion
49 ***Sislith Tracker
43 **Sislith Bladesman
34 L2 Autumn
15 **Crystal Protector
ok, now, here's my latest dilemma: i'm gonna get a ***Horned Hatchetkrugg soon, and i'm thinking of using it to replace the **Sislith Bladesman. any suggestions?
same here ...
i'd rather go with the horned hatchetkrugg ***
much better than the sislith blades ** ...
it has an initial damage of 4 and can charge for 6 :)
well that's just me ...
i like horned hatchets
Originally posted by billybob ok, now, here's my latest dilemma: i'm gonna get a ***Horned Hatchetkrugg soon, and i'm thinking of using it to replace the **Sislith Bladesman. any suggestions?
Well the Krugg is the tougher of the two and has the reach advantage over the Bladesman, but, you have remove a certain potential with this army - formation.