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I was looking through some of my old Mageknight stuff, and I'm wondering what figures are still useful. I know that most of them will now be obsolete, but some of them should still be useful? Right? So what would you guys say are the most useful figures from pre-2.0 Mageknight?
Orcs, orcs, and more orcs. Surge and double time just make them beastlier(I don't care if it isn't a word, it is know). Goblin Volunteers are as cheap as ever, and even more cost-effective now that they can surge out of their demoralized click. Ironclads, Hackers, Tribal Brutes(though they're a bit slow), Fodder, and pretty much anything else with a picture of a sword on its base and a weapon bigger than itself are all good.
Oh, and Blade Golems. They just become even more bladetastic.
One simple rule from Lancers still applies: If it rides an ankhar and doesn't have the word "Behemoth" in its name, avoid like the plague. Most other mounts, too, have been weakened, though some of the faster ones could potentially be decent.
Hey Gnarsh...I hope your not cheating your opponents...you can't surge out of your demoralized slot...you take the click of damage before you attack but you have to base first...and demoralized figures cannot base opposing figures...
Maximillion1...all the 1.0 stuff is usable...nons are becoming less important in the game...you need a few uniques with big attacks...I play mostly 1.0 and they are much better than most 2.0 stuff...just look for 1.0 figures that have a few good clicks...make sure they are surgable...Nightfiends**/*** are the best...I like using 2 of them as a tag team...surge the rear and make him spin...surge the rear again and make him spin...somebody will get the rear arc and deliver 6 damage with Sneak Attack...surge and Sneak Attack does work but...you only get to double the damage when surging...your opponent does get a free spin...unless he is a mounted figure...that's why I call them mounted killers...good luck...hope my advice helps...
Weres are awesome ,surging and doubletiming cliks them into their killer stats. the ram mounteds from whirlwind are very good now 12 move to ram then surge attack usually with a not bad attack against a weakened target and an often awesome 20 or 24 doubletime . surge helps any melee fig just make sure they are not too brittle
#1 - Like bluedragon said, Demoralized figures can't base opposing units, and you don't take the click until AFTER the move.
#2 - You can't give CC actions to Demoralized units, and you can't use Surge when you are making a Move action, so you can't use Surge to begin with :)
Thanks for all the tips guys. I'll have to take a close look at all my old figures to figure out what's really useful. Thankfully, I don't actually have that many. So, not too much money wasted. Thanks again.
Actually, when it comes to obsolete units, there are less than many people think. Most of the discussion on this topic regards "playable units." To many members of this forum a unit is only playable if it's likely to be played in a top player's competitive army. Most players I know don't design their armies with that in mind, they play with what they want to use.
For the most part, here is what to look for in 1.0 to find a "obsolete unit."
1) Charge without a high movement rate.
2) Close combat special abilities only on the first click.
3) Bounding units without a huge striking range.
4) Figures with Flight that work best in formations (Rancid Bloodsuckers come to mind)
5) Magic Healing units with multiple targets and not much else (i.e. the Radiant Light Dragon is still playable, Paladin Priest isn't)