You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
I am usually active, and sometimes have lots of free times, so Ive decided to start my reviews, Ive been playing for 3 years, and consider my self a competitive player... please post your armies here and have them reviewed in less than 24 hours :P
My last 1.0 team before nextweek.
Mountain King 108
lvl 2 Autumn 34
*** Galeshi Ram Charger 48
*** War Hachet Krugg 40
** Sislith Bladesman 43
** Crystal protector 15
* Shade 12
total :300
Use Shade a Cp as walls for the MK so he can shoot away.
Rammers just ram people and kill em off.
Baldesman is great with Autumn who can ML and next turn he can charge without a push.
I personally like the army, but I think youll have hard fight against toughness, an and amazon, well, you will kill the amazon, but shelll damage you mountain king seriously, I will suggest 2 ** Dwarven rams instead of the Galsehi ram and the WHK, those will give u higher defense, MI and a formation moving 12 with mountain king, making ur army something like this:
But then, I will rather a better bodyguard, and a higher thread to meele as warpath instead of the SIslith Bladesman, this giving you a higher damage, but lower life, so you can better levitate and then charge for 6 clix, plus 3 of ram 9. So you can add a better harrasser, living your army like this:
Pretty obvious. The Striker is the main guy, and is guarded by the Gyre and at least 1 of the mounts. The other mount either freelances, or if the going gets tough for the Striker, runs back to support him. The Imp holds the objective at home, while the Shade harasses. If the battle goes bad, the Priest makes sure everyone is in tip top shape. If the enemy presses the assault, the Priest can give a 17 defense to an injured figure.
Slightly Competitive, but mostly for fun:
Formation 1:
**Blade Golemx2-66
***Demi-Magus-27
Loners:
HTB-120
***Thorn Maiden
**Solonavi Channeler
***Utem Guardsmen
The HTB is the main figure, using charge and his range. After a little testing, I can see that Charge on mounts is a defensive ability, good for guarding objectives. I really hurts that the HTB can move, attack, and still hit for 5. The Formation guards the HTB. The Blade Golems are the bulk, and the Demi-Magus is in there because, um... I like 'im :p. Seriously, he can hide behind terrain and MB low defense stuff like Fells, Gyres, etc. He can Also enhace the HTB's range, or the Channeler for that matter. The Thorn Maiden is anti swarm/surge. The Utem sits on the objective at home.
Okay, about the first one, it is a good army, but from what Ive tested in 2.0, you have to take good care of the striker, because if she gets shoot, she'll degree alot, and have a hard time running to be healed, I will use her to the center objective, with the protection you said, while the * corrupted guards the first one, it's a very good army, I will have nothing to argue about it, but instead of ** imp a *** Govo, he can surge to protect the corrupted, and has better damage.
About the second one, the piggy is nice to play, and I dont doubt he will keep the objective, but he wont reach the middle one to quick, Instead of the utem, I will upgrade golems to *** and add a *** Govo. I hope Ive helped you, eventhough you ar from the CA :P
This is suppost to be a very fast team. The healer doesn't need to be very fast though.(10in.) Podo is basicly a filler and maybe a blocker for the healer. The Shade goes out and ties stuff up.
Ive seen you putting this army every were kzar, and this are my toughts:
Snake is a good fm, so are Ironcclads good fighters, but I would downgrade Kzar to 1, then, with that and podo will turn the chaneller **, or even better, turn it to mondrovalis and upgrade the shade to **. Very nice armyt, but be ware of fell reapers who will take off your heavy hitters (snake, KOC)
Shaman Og follows amazon, while the amoteps use terrian to thier advantage and wait for incommers, While i use the imp to be a harrasser for the amazon and possessed that stay close to one another. This is just Tryout army. Im not so sure about possessed and the imp. need a little suggestion.
Well Necronum33, there are very good figures in that army, but I wouldnt play all of them with no support, have you thought on something similar, but with LI wall instead of SHaman ogg (after he loses charge with 1 ram, hes useless):
Total is 300, you have the same power, vut a LI wall, if you stand the AG and DM in 2 lines, one behind other, like a Z, you will have a little space for amazon to bound and get enchanced, and than get covered by marrow
romeroboris im sorry to say that that necronum33 reply was actually me. Im Necronums Mage knight buddy and i was somhow sighned on to his name thanks for the review for my army though.
The formation goes straight into the battle with the Cave Butcher. The Shaman hides behind the ST and the Berserker fights off any close combat threats to it.
I personally like orcs, but they need good support, in that army youve got very good fighters, but in 300 puntos Ill say autodamage is necesary; I will change the cave butcher and berserker and put instead a WHK ***, and then drop the shamann to Chaos Mage, and add a gobbo *, this gives you less charge, but a bigg ranged thread, and good meele force.
I love this army, and have had lots of fun with it. All the trools have toughness and Battle Fury (even my healer) so forget early capture attempts and auto-damage. The army moves in a big clump, supporting and blocking for each other.
The most valuable player here is the Medicine Troll. His mighty attack (9) and damage value (3) and great arc (180) means that he can keep the two Arties in arc, and still have room to "dock" any of the loners for a quick healing. If someone comes to tie him up, they better do a good job of it, because he can smack you around as well!
I have heard about swapping the scout out for an Imp or such, bt I like her out there, and she has done a good job for me in the past, so much so that she got her own custom paint job!
Toughness is a very good ability, they cant damage you easilly, but I would suggest to add a ** war impaler, for you having autodaage, and a bit more support, and kruggs are small legges and arms just like trolls! Put him instead of a ** artillerist and the scout. I hope I helped, and just test my suggestion, I find it similar to mines, but yours have some extra power... thanks and keep on posting!
Thanks romeroboris. I guess I'll have to save my flame war for the next SA guy I see :p. Anyway, I don't want to replace the imp because I don't have the gobo. And really, I wanted the imp to sit on the token at home, so the Priest could stay close to battle, to hael where needed. As for the second army, I only have ** BGs :(. I like the Utem there because he can Double Time alot, so he can kinda fill the harasser role if I need him to. Also, sorry to nag, but could you come up with a hate army for the first one that is still competitive? I want some "cut throat" playtesting. Here's what they could/should be centered around:
Mountain King
Vamp. Drac.
HTB
TDT
Thanks a lot SA guy :p. Really, thanks. :)