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The orcs get in there and rough it up. If the threat of WHK looms, tie up with the Fell, or straight assault with the Clads. The Mancatcher provides harassment, capture threat, and the high attack to worry any high defense that might apear. The Fell is tie up and heavy harassment. The Channeler heals after the clads pound something into the dust.
Loner (but uses base length to cover Splinter's rear and get defend)
***Light Lancer-36
This army was built on the assumption that you can shoot into other people's melee. Then I can stay back and keep the fire rolling. Everyone is surrounding Splinter.
The two armies are great but I liked more the first one!!!! I think that in the first one you can some changes but it will no big effects, but you can make several modifications in the second that will turn a lot better!!!! Make this:
Elven Acolyte** or Shaman** - 23
War Hatchetkrugg*** - 40
Warpath - 36
Total => 200 pts (flat)
The formation shoot in everything, use the F/L if needed, if you use the elven acolyte stay close but not in contact with the formation if you use the shaman put him in contact with the formation, this way you can ME them!!!!! The krugg will take off high defence, LI and the support of your opponent and the Warpath bodyguard the healer and formation!!!!!!!
In this scenario everyone is preparing yourself for pieces with defend so if you want to waste 38 pts with it is with you, but i think that is crazyness, with a simple base contact you can lose your defend!!!!! Insted of that i will use this points to add another troll but the gunner with F/L, distroy formations, take out the medicine troll because you have low defence so you don't need a high attack healer, the best bodyguard ever is warpath, charge and sneack attack with 3 damage and later has regeneration!!!!!! Well i think that already noticed the diference, for me its o lot better!!!!!!!!!!
Thanks for your advice guys. But my venue missed out on Warpath, and I never got any Sinister, save the Striker. My Warlord said that we can shoot into other people's melee, so I'm going with range:
I think that you're right, the prevaiance of WHK's will totally ruin derend. So I dropped Splinter for the Cent, who gives me a charger with a higher attack. I upgraded the Peacekeeper because the *** keeps FM longer than the *, and has a decent attack (8) with WM after being rammed. The Channeler is back up range if need be, but mostly an awsome healer. The imp is a filler.
How's this new one? Thanks! :).
Its a lot better than the first one but still can be improved!!! The first that comes to my eyes is that the Centaur Lt. is in the formation, why do you put he in?? If he is in the formation he's speed will be decreased, he may soffer F/L, and you will waste one action!!!!!!
Other thing, i realy like the IDEIA of FMing the trolls but increase only 2" for 30 pts i dont think that is a good ideia, you can use these points to put in two Crystal Protectors**, will be much more usefull, blocking and healing!!! Now you can take off the Channeler, strong healer for low defense??
A must have in this scenario is auto-dmg, with it you can deal with lots of things, like: LI, KI Swarm, Defend pieces, ....... You dont have the Gunner so you're out of F/L but you can put in a rammer or venomer, some auto-dmg, it will be very needed, lower the troll** so you can have more points for the auto-gmger!!!!
I will think about an army like this, and will post here so we can review it, two heads are better than one, hheheh!!!! Think about what you will deal with to make the army, most important think about what everybody is thinking and make an counter strategy!!!!
The Trolls are really slow, but ram immune, and their lack of speed is made up for by having that range. The Thorn Maiden is the auto damage, and sticks with the Centaur, for support in case she's rammed by a WHK. The light Lancer can go solo, but usually sticks with the formation. The reason I want him is because I'm a bit scared of Black Dirge, and his charge range takes care of that. Thanks guys, keep the comments coming! :)
It has Ram and Charge, plus a bit of Defend and Magic Healing. It moves quite slowly, but has a lot of Toughness, and some LI to get into range. I'm not so sure it's a winning calibre army though. More playtesting would be needed...
Thanks for the comments guys. I think that so far the last version I said is the one I'm going to use, unless something better comes up. Keep the idea's flowing! :)
I moved the Trolls out first with the Nymph hugging their big manly troll butts to provide defend. I then moved the Warpath out behind the cover of the CP. I went for opportunitist Sneak attacks, but mainly pounded away with the Trolls. The Elroodon was used as a general harrasser and long range charger.
I actually enjoyed the tourney and the scenario. (said in a fake Mexican accent) 2.0, WE DON"T NEED NO STINK'IN 2.0......
with a simple base contact you can lose your defend!!!!!
Ummm. It's true that Ram, shakeoff or even Charge can take away your Defend, but "simple base contact" cannot. The SA does not depend on the absence of opposing figures. This may not have been what Yoshi_BrG meant, but just in case...
SolonaviRule, i think that the last army ive posted is great, but im still preffering the ram over the venon for this situation, but anyway good luck, post here how it was!!!!!
DragonVenom, yeah its better clear up things when i speaked "with a simple base contact you can lose your defend" i was reffering to the SA Ram!!!!!! Thankx