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it allows my armies to get where they need to be by the end of my first turn and if my opponent goes first i may very well be able to get the first hit in.
your body count is way low, you're investing too much in one or two big figures, and there's not much opportunity for formations, especially with the overabundance of Mage Spawn.
just too many technomancers and no rammers, yes you may think of them as troop transport, but it's investing on points that won't get used much :( if you like, remove all 3 and replace with a lvl 2 autumn, and ESA ** is a good addition
If you have one...replace the Stormy with Thunder Golem...Think you'll like the difference...Have to agree with the above about the Autumn but think you need a little more support for the other wing and push them to the Thunder...just my 2.1 cents....
Keep Stormy! Thunder has pierce, but that doesn't really phase Stormie all that much. Enhance him with 3-4 yellow demi's
Hang a couple Scorpem Gunners out on the sides to protect the flanks. in 3 moves you could move stormie, and shoot twice with the scorpems. Otherwise, Stormie will be hitting for 8 or 3 for5 on a group. And don't forget ME isn't an action so you can use the demi's Magic blast too. Also Bounding into the demi's and fireing off an ME FL shot is nice too!
I would use army # 2 as the base. Downgrade the ESA to a * or ** and add another. Use these b2b with Storm Golem (minimum 3 damage for your multiple shot). Next take out the technomancers (they really don't add anything to this army), and replace it with a solid mounted rammer (i.e. WHK). Downgrade the healer from a CP to a Solo Channeler **. Provides healing and solid ranged attack.