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Heres an almost Faction pure Dark Crusader army I just finished playing at a venue.
It went 3-0. Its not faction pure because I needed a solid strategy against variation (BOL, Beastmaster, Kyma boom)
and random domains
I had to play 2 domains because it was 3 rounds-
Clear skies
Open Terrain
300 points
For Terrain I picked blocking Walls and Hindering.
The Centaurs** can advance in Formation or individually for free with Quickness. This is to allow me to use them as long distance Harassers or to cover a large area of surge capabilities.
The Blood Shaman usually stays at soaring and provides a Hex every other turn when I decide to commit. The Blood Shaman can also heal or attack when in a pinch. The Deathsinger usually advances with the Centaurs or stays back. If I chose to play static with her the Zombie Centaur*** stays with her as a bodygaurd.
Marrow advances and plays the field responding according to my opponents movements. Marrow often is the first to claim objectives because of LI.
The Crystal Protector either claims the closest objective or stays with the Deathsinger/Blood Shaman though I try to have the Crystal Protector at another area of interest opposite the Shaman for more Healing options. LI is a huge range counter as well as forcing soarers such as Varatrix or Vithzerai to come to the ground in order to claim/contest objectives.
Sanguine provides the mobile offensive and forces an opponent to commit in ways he or she may not want to. Sanguine w/ Kbow is such a threat it works to my best interest either way.
The key is threat response with so much 'quickness' and overwhelming offensive synergy. Hex is another key ability in that it increases my odds for the better.
What do you guys think?
Not too shabby for almost faction pure, eh?
I think this is an excellent build. it would work well against pretty much any army except for a few. One possible counter for this is a werebear/summon army. I played an army similar to this, however with less LI and more punch. (they switched out marrow and protector for better chargers/melee figs) and i whomped him. the only problem i had was his revenant which removed my bears forever. :( one change i would make is maybe taking out some of the centaurs for vampiric skeletons. however, im sooooo glad the marrow finally gets used. i was always shunned at tournaments for using "stupid marrow." altogether a great build though, i might have to try it out!
The problem I see with this army is a lack of soaring support for Sanguine. If someone ran a Varatrix or Vithzerai army, or another Sanguine army with Cloud Warrior or Rock Griffon support, they would take out your Sanguine A) While it was still in an area that would damage your army, or B) While the only units you could damage were his soaring support.
To keep things faction pure I've been pondering Grave Robbers as another form of reanimation. They can also hide with Deathspeaker in Hindering. The Crystal Protector would have to be replaced by a grave robber(not sure which one is closest or equal to 15 points.
I like the Blood Shamans Hex but at the same time I'm considering dropping the shaman for 2 shades* and a skeleton*.
So the design would be Faction pure aside from MS and Grave Robber. (though the Necropolis Sect is the Dark Crusaders)
Sanguine w/ Karrudan's Bow
Marrow
Deathsinger**
Grave Robber * or ** depending on point cost
Zombie Centaur** x3
Zombie Centaur***
Shade* x2
Skeleton*
Obviously the design isn't to overwhelm and outmuscle but to utilize Revenant in conjunction with Necromancy to maintain and hold objectives with a portion of the figures while being offensive with others (Centaurs, Sanguine).
The idea is to outlast an opponent and gain a huge advantage with Quickness or being able to doubletime with the Centaurs to cover Objectives late in the game.
White Lancer,
strangely enough I played against a well built Vithzerai Army (Vithzerai, Zeph Wyndfenner, 4 shades*) that used Zeph Wyndfenner to take Viths action tokens and I had no problem outlasting him with well placed blocking and hindering terrain. I did lose Sanguine but was able to easily set off the Bow and deal enough damage to Vith so that he lost bound. I was able to kill off her 4 shades and concentrated on support knowing they could claim objectives the easiest. 45 minutes goes by real fast. She did kill most of my army but there was no way she could have been able to claim all of the objectives. Neither of us opted to use domains.
The main problem with 150+ point soaring FBU's are thier inability to properly hold and maintain position at objective tokens.
Sanguine also moves quite fast and with a 12 inch range many "would be" soaring harrassment will be in my range.