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i put this together for my weekly tournament today, and did pretty darn well.
dwarven stomper 94
* channeler 33
* centaur lieutenant 33
*** ki devil
the stomper is obviously my main threat.
the centaur either plays body gaurd to the channeler and/or stomper, or flank/bait, staying in range of the stomper, unless it's necessary to leave. i was pretty liberal with him.
the channeler always stays back a bit, so that she has an easier time to get the other three figs in her arc.
the ki devil is "Phil's Trademarked Heavy Harassment." easy break and good speed it's entire life, almost, defense drops very little, and packs a wallop (yes, i just said 'wallop').
terrain is going to seriously differ from match to match. if you can outrange them; water. blocking won't slow down the ki, and with a thirteen attack and a nineteen defense, firing through hindering won't hurt the stomper too much, and is going to be a pain for anybody shooting the stomper.
i beat a HOST army and a striker army tonight with this. let me know if anybody wants a decsription of how.
kurt. kurt used to win almost all the time, then i started showing up =) actually, there's probably a four-way tie for best at the venue.
so, anyway, kurt's army.
HOST 114
? phooka 26
centaur champion 59
199 points
i used long blocking, so that he'd have to indirect fire very often.
first thing i thought: don't let the channeler get any where near the HOST's range.
after that, it was make him choose. i sent to ki devil to the left, the lieutenant to the right, and the stomper up the middle. he hit the ki devil (non-enhanced), flew back and heal, repeat.
the champion made an approach on the looey and stomper, and the ki flew over to threaten him (he had to push to get behind blocking terrain away from the stomper). HOST missed due to indirect fire, and the champion was hit by the ki, and eventually captured by the looey. i then started to approach the host from two sides with the ki and the stomper. i SW the phooka, and then started going back and forth hitting the HOST from two sides. the HOST did i lot of pushing, but everytime it hit the stomper, i healed. he didn't bother with hitting the ki because he new i could still get it away very quickly. HOST died.
second battle; chris. decent player, still new, but getting better.
striker 112
* skeleton (x3) 30
* heart seeker 25
* imp 5
* grave robber (x2) 28
200 points
i herded this one. threaten support with the ki, but stay out of range of the striker. the skellies tried to flank, but i held them back with the looey. there was a choke point that the stomper stayed in front of, taunting the striker (because i'd move 12 from the striker, but stay in the channeler's range at the same time, if i had the chance)
i killed the imp. he had to act.
the skellies moved for the looey. i killed two before he died, the stomper finished off the other two and the heart seeker. while he moved with the striker while necroing skellies. striker also couldn't handle the stomper and ki tag team. he got necroed, too
in the end, i killed the 50 of skellies, the heart skeeker, a robber, an imp, and striker. i was actually close to losing the rest of my figs. all three of my figs were on they're last clicks, but the round ended.
Your working with:
Stomper
Channeler*
centaur LT*
Ki devil***
My general view is that the army would be effective against some army types but have some other bad match ups that could hurt it. Most competitive armies today have either extra long range in the form of bounders, are very fast (chargers with FM) or have ML to toss nasty things around.
The Ki devil is an often over looked figure. Its 10" range means just about everything people play out range it. It also drops pretty quickly once hit. It needs to be played carefully to work well.
The stomper is a great center piece. When backed up by healing he is very tought to take down.
Over all I would suggest cutting the KI devil unless you really like using them. the 40 points is a big chunk in an army with only a few figs. I would suggest using something with LI and another offense fig to round the army out. The LI fig can run interference for the stomper and shield it while you set up shots
actually, there was a bigger space between the two horizontal ones than that.
now, on to bshugg.
what are some of the archetypes you see this army doing well/poorly against?
the ki did, and always has, worked really well for me. he doesn't go toe to toe with the big guys. he's there to go after support, or to just threaten the the big boys.
for example, several times during the second game, my opponent made it pretty clear that he was getting ready to move either the striker or the skellies to threaten the stomper. if it was the striker, then i would put the ki in a position that would threaten the striker, not then, but if he moved where he wanted to be. if it was the skellies, then i'd put him either 10 inches away, if there were other things around, or five inches away if they were branching out on their own, forcing them to either 1) take a click from shockwave, making them nigh useless, or 2) push to base me, in which case, i just fly away.
if i do anything to the ki devil, it would be considering to replace him with a ** one, which would free up nine points. i could either upgrade the channeler to ** or, upgrade the looey to *** and throw in a * imp, which i would probably never move, until much later in the game. why waste the action on it.
unless anybody has a much better idea. =)
as far as big range/big bound goes against the stomper, it didn't bother me with the striker. that's what the channeler is for.
if i put the stomper within 12 inches of a striker, then he'll need to either shoot me or run. now, if i have, 12 behind the stomper, the channeler, then she's 24 inches away from the stomper's target. i safe distance from anything.
what would you expect to be ML'd into the stomper? 200 point ram guns aren't too threatening. bone toss? blade toss? that's what the looey is around for. the ki devil shouldn't have much problem dealing with the levitators after they're ammo is spent.
but i wouldn't exactly call the armies you fought "top-class" striker or OST armies.
114 HOST
59 Centaur Champion
25 **Phooka
from the beginning, your opponent was playing with a disadvantage. with his army being only 198pts, all you had to do was keep all your figs alive and not demoralized.
anyway, first, for the OST to work in 200pts, your opponent should have used a figs with quickness as blockers. then, he should have slowly eliminated your support figs, making sure that the blocker was always in the Stomper's LOS.
it really came to me as a shock that the OST died. from the army build alone it shows your opponent's inexperience.
i wouldn't really call this a Striker army. aside from the Solonavi, nothing else makes sense. against most armies, the Skellies in this army will never get to fight. they will be dead before they can get near anything.
now, you asked what armies you'd have trouble with
i say, big bound armies, definitely.
a friend of mine plays this:
128 Corpheus
43 ***Fell Reaper
22 ***Faith Healer
7 **Imp
if played right i'd bet this can give you problems. an amazon drac army would probably hurt your army even more, because it's quite hard to heal back 5 clicks of damage with only 1 healer.
even if i don't heal five, i'll more than likely heal enough to be able to hit the drac or corphy. i sure as heck wouldn't push corphy. and, even if i missed, i wouldn't push the a drac out of dodge.
lke i said, the striker player is still fairly new, but he knows what he's doing. the OST player is good, but is hardly ever played here... this is maybe the first or second time he's used it, but he knew what he was doing.
Pros: two healers; you can move a blocker out of LOS, fire, and cover in only one turn; war hatchetkrugg helps against swarm, and adds an additional threat that can deal 4 damage; Morg is tough, has MH, and can heal himself with Regen; Amazon provides a capturing threat
while both good armies i A) don't have morg or *** kruggs, only ** and * and B) think that these are just different stomper armies, not suggestions for my army.
i (somehow) don't have a faith healer. what would you suggest putting into the corphy army to replace it? myabe replace with autmun l1 and replace the imp with a * one?