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Frenzied Golems....Counteracting the frenzy disadvantage
Alright, skull golems*** are fast, hit well for their points, last FOREVER, and have terrify. However, they have this frenzy disadvantage...meaning they take up all your actons...well...looking at the frenzy defnition...
Quote
FRENZY
This warrior cannot be a part of any formation. During your turn, you must give this warrior an action before you can give actions to figures that do not have Frenzy. If you have more warriors with Frenzy than you have actions, choose which warriors with Frenzy will be given an action. A warrior with Frenzy cannot capture or be captured. If this warrior is a captor when it gains Frenzy, its captive is eliminated.
So...if i have 6 frenzy figures...all around 50 points...then i won't have to worry about the disadvantage of frenzy? "Beezly, you are Insane" you say...but i shall do it, just because these figures look really darn cool.
alright, here's how it works, frenzied skull golems move in and destroy lots of stuff...last for a really long time and can hold objectives for...a really long time. THey can reanimate fallen comrades for a turn, also giving them a bit more longevity. They can still use the gang-up proficiency against bigger opponents...even though they can't move in formation.
domains:
I'm gonna want to shut down range...a lot...also, i don't want viserathi to ruin all my fun...so i think i'll pack:
Clear terrain (a must for any melee army)
Storm Gale
Darkness
Magestone Strip Mine
You know, the best trick to deal with Frenzy is to actually pass one turn out of 2... so have 2 100ish pts figs and a couple of support figs (Healers, harassers, etc) and just pass when you don't want your Frenzied guys pushed.
Also, Quickness is another great way to deal with Frenzy... since you odn't need to give figure with it actions to move :)
Fianlly, another cool idea would be Overwatch... by delaying the shot to your next command phase, you can soften up an opposing figure before your Frenzied guys barges in.
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Olan you cannot simply pass a turn when you have figures with Frenzy. You MUST give a Frenzy figure who has zero or one action tokens an action during your turn. Notice that with the new rules there is no pass action any more. The 4 actions available are:
1. Close combat
2. Range combat
3. Movement action
4. Special action (replaces pass)
The only way around it is to have more figures with Frenzy then actions per turn. That way you can choose which Frenzy figures get an action.
Originally posted by bardtas Olan you cannot simply pass a turn when you have figures with Frenzy. You MUST give a Frenzy figure who has zero or one action tokens an action during your turn. Notice that with the new rules there is no pass action any more. The 4 actions available are:
1. Close combat
2. Range combat
3. Movement action
4. Special action (replaces pass)
The only way around it is to have more figures with Frenzy then actions per turn. That way you can choose which Frenzy figures get an action.
Read what it says from the FAQ, you must give a character with frenzy an action before giving an action to any other unit. If you don't give it any other unit an action, you don't have to give the frenzied unit an action.
agromancer, who cares? it would be nice to run a frenzy figure in an army, irregardless of whether its all frenzy or 1 fig. personally i love the skull golems (especially the ***) and hope to get a way to run them. maybe a *** rage paladin and a healer is the answer, which is a good idea to start on, see you guys later.