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Just about every does or has play(ed) an amazon drac and knows how to use it. heck, most people on mk realms know the general play types of each faction. But what about the mage spawn, with thier rainbow of abilities? not every body knows how to play a shelled one right, or can get the hang on those tricky throttle worms. Basically this thread is for any tips you many have for playing any of the more uncommonly seen spawn (tomb horror for example). Also please stay away from more "common" spawn that are played, example: just about every body knows how to play shades or imps, but most people don't know how to play a werewolf (right).
im pretty sure that for any of the "were" magespawn, you can make a formation with some shyft and just hope that by the time you get it to your opponent that you can shockwave them into their good clicks. or maybe your opponent was nice enough to do this for you. at least this is what i would do...
with werewolves, you simply push them once. They become a fast, sneaky, and very stompy little freak. Never ENTER hindering; skirt it to take advantage of the stealth without crippling your speed.
Same with the Wraith: if you park her in hindering, you're wasting that 12 inch move. Not only that, but you're nailing her down so she can be easily avoided by your opponent until he has time to come back and wipe her out. She's fast, she's strong, and she can't be targeted if LOS crosses hindering. Use her to move and snipe.
Ok, to play Werewolves right in Conquest, do this:
9x Werewolves, preferably **, you pay more on the *** for 1 more stealth click
Hambulandroika
have a * Digger in the center of a half-ring of Werewolves, 3 deep, and Hamburglar 3 wolves away to avoid shockwave. 1st turn shockwave.
Thotle worms my way, ege around the bourd and base low attack suport then use MBers to pin down eny one trying to save the suport and if you have Corf, AD or other big bound figs use to pin
shelled ones; put em with a * bondmaker, along with some big stripes of water terrain, and stick the shelled ones in the water, in contact with the BM who is just out of the water, advance behind that; it has 20 defense, along with 3 damage each.
spine suckers and throttle worms; these make a great team, nobody wants to base em, but 2 damage pierce with 11 attack for the ** will make em either run or base. use in a Hammer and Anvil stratagy of army, flank to one side with the worms and suckers, and too the other side with an orc swarm. ####ed if you base the worms and suckers, ####ed if you don't.
wereravens: can't touch that! dooo do do do can't that..... lol
"and he charges in with the techun; wait! what's this! the techun is out of control! oh no, it just based that mortis with it's rear arc! WHAT A HIT! a massive 10 damage to the techun! oh wait it still has 8" flight! oh nooooo and the ram warrior kills the Techun... what a shame." to bad he ignored that magic confusion on the inconspicous wereraven.
Possesing Spirit; i have no idea... ideas anybody?
phookas, plus matriarch/fiend makes one devil of a death star.
All I know is that occasionally I play at a venue in West Lafayette, Indiana and there is one very solid player/Warlord who almost always plays one or more Throttle Worms. He know how to use them and they are ALWAYS a big pain. He has killed many of my figures by tactically using his TW's to great effect.
Also at the other venue where I play most of the time there is this very solid female player who almost always uses some form of Were creature. She plays them well and it seems like whenever they are ready to attack me they are in their sweet spot.
Personally, I think the MS are underutilized in Rebellion. The lack of formations without a Shyft seriously hinders their functionality (even with the new rules). I see MS primarily as loners in the Rebellion world. I would like to see them played more often, but in the age of big bound and LI I doubt if we will see the used to a great extent.