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Solovavi Avenger takes out any threats to the Steam Golem formation plus any healers/necros , also could kill MLers in a Ml ram army if I ever incounter one. Steam Golems would provide ranged support. Shadow could be an harraser. And Minotaor Warroir would take out weaker units with ram/sweep combo. One thing I like about this army is it's capture resistance.
I realize that it probably has some problems so comments are welcome. Also you can post what you would do to counter it , but please don't post an army that is designed to destory this exact army. Any ideas for my army please post.
First, I like Steam Golems a lot. I think they are one of the coolest figs around. Unfortunately, their range is not very good by today's standards: 10 inches may give you some headache.
Avenger is also not exactly the most efficient of units. I don't have one, but a friend of mine has, and I must say it would be much better if it had two extra clicks of easy Breakaway, instead of Quickness. Also, I think Weapon Master is not a good ability for an expensive Unique. Avenger would be much better with 5 (or even 4) Damage instead of WM.
The Minotaur Warrior is a fine figure, but for the same price, I would take a War Hatchetkrugg **.
And the Shadow is fine.
To sum it up: it's not a very competitive army; nevertheless, looks quite resilient. Be as careful as you can when positioning your golems, so that they can shoot back if shot at. Also, protect the Avenger with your Shadow, but take into account that the Avenger is much faster than Shadow.
Frist I don't have War Hatchetkruggs :(. I'll post all my figures so you can have an idea what I have. Thanx for the comments, I remember when 10in. range wasn't to shabby.
That leaves me 17 points, that I don't know what to do with.
This army has 3 chargers. Cenetuar Champion and Erhomn the Strong will act as main attackers. Minatoar Warriors can hold off a swarm and if the 2 main attackers run into any trouble they'd ram 'em .Shadow would attack like a harraser, and I'd base the spine sucker with the enemy in base with the attackers.
One problem I see off the bat is the protecters are not as fast as the chargers. But the chargers can break out on a roll of one, I think.... So that'll allow them to retreart if needed.
You need at least 3 figs for a move formation, and I believe for a ranged formation as well. I'd add in your fuser or boomer. BTW Khamsin Fuser is a great piece for the cost. I have 5 of them that see play regularly. My favorite grunt unit!
I wasn't going to use anyone in formation. I know there's no range, but I was hoping that I would use terrain to my full advantage. MB could be a problem....I usually don't see many armys that use MB though. Thanks for the comment/advice.