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The Stomper is kinda stationary (as usual), but still extremely threatening. The KI formation has the Elf General as the centerpiece and he does most of the fighting (as he's quite equipped to do so). The Elf at Arms assists the General in the fighting. The Bearer gives them a move of 12. The HHK can move with the KI formation as a hard-hitting charger or stay by the Stomper for support, whatever the situation dictates. Acolyte sits behind Stomper for healing. Crystal Protector moves up as a blocker and as a 'healing-post' for units farther up the field. Mancatcher tries to keep up with the KI formation as a harrass/capture fig. Deep Spawn sits with the Stomper to pick figs off of the Stomper.
Terrain would be a couple pieces of Blocking for the KI formation, HHK, and Mancatcher to hide behind as they move up. A piece of water could be used for the Deep Spawn as well (not nessesary though).
This army was made with figs I currently own. I need some ideas to tweak it up a bit, so all ideas for changes are appreciated, thanks.
I think that would be fine. The RG is short on the dial, but does have good starting stats... plus, with the four figures, the formation will be more duriable...
Blocking terrain, spaced (anywhere) towards the sides of the center of the battle field, 1 peice on each players side of the board...
CENTER PEICE:
Dwarven Stomper (94) - DS moves ahead of everything (except possibly the *CP) toward the center of the battle field and places its back to a peice of blocking terrain. Once control of the Battle field is gained, the Stomper can wade into combat with the Melee Formation...
MAIN HEALER:
**Elven Acolyte (23) - Follows the DS and acts as the primary healer to the entire army.
LOS BLOCKER/BACK-UP HEALER:
*Crystal Protector (13) - Moves ahead of the Melee Formation, trying to stay between the formation and any ranged units. Once the Melee Formation is in within range of a move that will base the enemy, the *CP posts as a reserve healing station...
MELEE FORMATION:
High Elf General (60)
***Rivenguard (19)
**Elf at Arms (15)
**Standard Bearer (13) - MF moves towards the enemy as fast a possible and ingages in MELEE MAYHAM with formation attacks, or individual attacks if possible...
MIDDLE WEIGHT ATTACKER:
***Horned Hatchetkrugg (44) - The HHK plays as a middleweight attacker and has a verstile role. It can fill any openings, guard, harrass, whatever the situation dictates...
HARRASSER/CAPTOR:
**Amazon Mancatcher (19) - Captures any WORTHY injured figures and/or plays harrasser to healers and necromancers...
Is that the idea..? The army looks great! Like anything, there are weaknesses, but not many... I see Dodge as being the biggest problem. You might work out a rotation with the HHK for a WHK... then you can use either/or...
1.) Don't get them spead to far apart.
2.) Keep the DS at the front, until the Formation can move into base contact...
3.) BE AGGRESSIVE!!!
The point cost probably wouldn't fit, I leave you with a 'template', and if you like the idea, work the points into your army...
KI Speed/Melee Formation-
***Elf at Arms (19)
***Elf at Arms (19)
***Elf at Arms (19)
** Leige Knight (26)
*Standard Bearer (11)
--- or ---
* Heavy Lancer / Cavalier - 35
* Heavy Lancer / Cavalier - 35
( insert KI fig here )
** Leige Knight (26)
*Standard Bearer (11)
Tweeking the KI formation a bit, based on a KI army I'm cooking up..."The Mini-Tank".
The Leige Knight
Leige Knights are good with Elf at Arms and especially with KI mounted figures.
With the KI infantry formation, as long as the Leige is unharmed, you have 2-3 high threat-low cost melee figs with a defense of 17 even if they're wounded. The advantage is clearly obvious there.
If you decide to use KI-Mounted figs with your formation, you have a Mini-Tank. That's 19 defense against ranged attacks ( Battle Armor + Defense), which is good.
KI mounteds are vulnerable to capture attempts, and if the Leige is unharmed, to capture your mounteds, your opponent needs a constant 19 (17 base defense + 2 modifier for a capture) .
first off, i have to question your choice of healers. the **Elven Acolyte has 8 attack, while the *Crystal Protector has 7. with these kinds of attacks, to make a heal, the Stomper's defense should be around 14 or 15. that's about 4 or 5 clicks into its dial. and you're probably going to be able to heal around 3 clicks only. i think you should go for something with around 9 or 10 attack. the best choices for healers would probably be L3 Astrus (ala Borg's Fort), and */** Solonavi Channelers. other healers like L2 Autumn, the Krugg Seer, and the ***Faith Healer come to mind.
secondly, i'd consider blackpowdah's idea of using a mini-KI mounted tank. charge/bound figs are the real beneficiaries of FM. i think you're army would be stronger if you added more chargers, instead of using less proactive figs.
The E@A in the other armies I posted is * not **, my mistake.
Blackpowdah, I don't have alot of KI (my friend does though, but he only has 1 *Lancer anyway). I really want to keep the Elf General in the KI formation because
1. He's one of the only figs under 90 points who keeps his high attack values for his first several clicks, most figs lose the high attack fast and level out in the middle somewhere (Two other figs that keep a high attack at the beginning are Magna Drac and Order of Uhlrik)
2. He draws away more attention than a bunch of E@A would, taking more pressure off of the Stomper.
I really would like to try the charger formation (even though you can't use a charge formation in unlimited rules), but I don't have the chargers.
Billybob, I did think about changing the healers out after I posted the thread. How's this instead-
Dwarven Stomper (94)
High Elf General (60)
*Elf at Arms (15)
**Standard Bearer (13)
***Faith Healer (22)
***Horned Hatchetkrugg (44)
*Solonavi Channeler (33)
**Amazon Mancatcher (19)
The Channeler takes place of the Acolyte. The Faith Healer replaces the Rivenguard in the KI formation to heal if anyone is injured. I do lose the Crystal Protector, but it may be worth it...