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Wind Minion is definitely one of my favorite uniques. Definitely top 5, perhaps top 3. But I don't see many armies posted which utlize Windy. I've seen a couple (And only a couple) armies which use him theoretically, but none about what they played? Why?
One answer could be that these particular armies were projected before I joined. Blah.
But assuming that's not the case, I'm curious as to why. 12 inch flight makes him highly maneuvarable and an easy break away piece.
LI makes him very good at threatening Bounders by getting right up in their face without threat of reprieve.
10' is no longer the acceptable range it once was, but LI does help that.
19 defense is still one of the best in the game, even without toughness/Invulnerability.
10 attack is perhaps a point or two lower than most people are comfortable with, but time is (usually) on Windy's side since it's so hard to keep him based and you can't attack back.
Shockwave is underutilized! Ignoring all defensive powers is the tops! It always gives me a little thrill.
Battle Fury, so he can't be captured...at least for a bit.
Obviously, he's not the perfect piece. Rammers are always a problem, one has to be careful of chargers...and his 3 damage means that he'll have to pick apart people with Toughness or Invulnerability slowly.
But he is, perhaps, one of the best Guerilla pieces in the game.
What strikes me about this is all the debates over Corpheus and Amazon Drac. Isn't this one of the very pieces you want to stand up to them?
The Wind Minion is a great piece. The only problem is that it usually is a support piece because it can be ignored. No player wants to be chasing a Wind Minion and most players just go after the support pieces instead. With it's static range it just serves as a big harrasser, not a main piece. As with all LI units, they are ineffective after a couple of clicks and are expensive point-wise for what they do. An all LI army is feasible, but is still hampered by chargers with the lack of range LI units have, with the exception of Vyre. However, I do encourage you to play with the Wind Mininon and find out ways to utilize it.
Move Windy and Scarabet together, bounding and then blocking and setting up another shot. Or, if you're feeling brave:
Wind Minion
Pyre Spirit
Crystal Protector * and **
lots of fun, but only being able to deal 6 clicks of damage in two turns isn't great.
In 300 he is great heavy support for lots of armies. In 200 he really needs to be a big part of your strategy, and at 85 pts he just doesn't pack enough punch to be a A-level primary attacker. I still love him, though. :)
you should try it with the drakona majoris. use the minion till it dies and then you allow the majoris to be damaged into its summon slots and bring the minion back at full health. i think that the Wraith is a good addition that is close to 300 pts. you just have to be careful not to allow the majoris to die. the minion can handle close combat with shockwave no problem. so rammers arent a big deal either