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Let me know if this is a good army so i know if i should spend the few dollars to obtain the rest of the figures... thanks a lot
Im still looking for a tough orc tracker, a weak or standard clurch piper, and a tough goblin archer. if you have thes and want to trade for anything please pm me
There are only 5 orc (excluding uprising) range units worth using.
Chaos Mage - dirt cheap for a fig with his stats. You do sort of have to memerize his dial though.
Summoner - a more stable and more expensive chaos mage.
Launchers - especially the LE snurga.
Shaman - to enhance and heal the launchers.
Half troll behmoth- This big brute may only have a range of 9 but don't you forget it. 5 damage
Basher is right by thge way Ironclads are a handful. If you can't get your hands on that many also try Tribal Brutes. They do a similar job with a lower defense and speed. Another thought is try to shove in a taskmaster. should your Ironclads or Brutes get demoralized he's heal them right back to they're berserk click for heavy damage.
Ya gots some good bruisers here....I think that you will do fine. Rnaged attacks are all the rage these days, and one way to get around that is to not give your opponent any serious targets. The mob should do quite well in that regard. Another way to frustrate range is to use figures that can take the first hit, and come up smiling...again, the orcs are masters at this art with their Beserk Slot. Take a look at each guy and see where they stand after a hit of 4 damage, and a hit of 5 damage (rotten Amazon Draconum!) and pick figures that hit their beserk slots there. Nothing worse than setting up that big shot only to send and Ironclad into beserker rager mode! A great figure for this is the Tough Crusher. He is a "sleeper" Heavy Hitter, gaining 4 damage late in his dial...for 20 points! Whoo!
The Orc Tracker (my favorite sculpt ever! hee hee... pineapplehead!) and the Goblin Archer are obviously your front men, keeping the enemy at bay whilst your melee figures can close. With a Ten inch Forced March, your Beserkers should be able to get in there and do some damage!
What I might do is swap someone out for a healer...i dont really care who. Keep the clirch in the back of the formation, and he can run anybody that is hurt back to the healer to keep the process going.
Bring two big fat pieces of blocking terrain, and arrange them with a little sliver of 2" between. Clog that entry with your blockers, then swarm in with the melee!
Huaaarrrrggghh!!!
Play the force a few times, I think you have done well here!