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Alright, well I'm playing tonight! After a month of warlording I'm very eager to actually try out the centaur swarm. Unfortunately I need a token Atantis figure. To top all that off I made it rotation-compatible...it's 100% 2.0!
Well, here it is:
*Crusader Priest-35-he's the necromancer.
***Dark Crusader-29-revenant, gotta take care of those summon engines! Also a back-up in case I lose two zombies in one turn.
2x***Zombie Centaur-32
3x**Zombie Centaur-28
3x*Zombie Centaur-24
**Shocktrooper-16-Token Atlantean Empire figure!
Basically I'm most likely going to be keeping the DC and the Crusader Priest on opposite ends of my starting area, far apart so that they can't be taken out by one lucky rammer. The Priest is actually a sufficient range attacker, not like I'll be using him for that, but he does have a 10 attack at 8 inches away, so that's nice.
The Shocktrooper will probably be DT'ing all over to keep up with the undead, that or he'll be doing bodyguard duty for the crusader priest. He's not good, he can't surge, but he also has an 8 inch range, which isn't really that horrible.
Anyway, the ZC's are probably going to be moving in formation, although the don't have to. I'll be mixing up the ranks between two formation of 4, and they can all doubletime for 16 in formation, which is pretty mighty. Once I get close enough, the ** will break off with their quickness to add some confusion to the battle.
So how do you think this should fair in Blood on the water?
I forgot to mention, if you mention Mountain Pass to me, I'm going to punch you in the kidneys. I know about Mountain Pass, and I know how to counteract it as best as one can, so like I said, don't mention.
and as you said, the mountain pass could cause issues...but it's relatively easy to deal with.
I ran into the same issues that you probably did when making the army 2.0 compatible but I commend you on the effort. Not too many people in my area are even trying to go straight 2.0.
The one figure that I don't like in your army is the same thing figure that I didn't like in my army. The * Crusader Priest. Unfortunately, he's the best necro figure I could find in 2.0. he's fragile...and almost worthless for combat, which is ok because he's a support figure. I just don't like having to push to get to the necro...and then still having a chance of the Zombie Centaurs not even coming back when they're necroed. But this issue is unavoidable...so roll well.
I think that with the number of zombie centaurs you're fielding...that you should do extremely well. I've always been a fan of mounted figures....and the shakeoff and doubletime are key to your success.
Just make sure to choose your domains...and the time to use them, wisely.
The original version of this army had 10 Zombie Centaurs and two yellow grave robbers. I could still play it technically, but I always craved revenant in the case of someone using summon, not to mention the need of an atlantis guy, well, is just makes more sense to try to start living in the future and thinking towards rotation.
I plan on using the ZC format well into future sets, I just love melee so much, and the fast swarm is very powerful. I'd rather get used to what I have to work with now than have to do it when a lot more DR LE's are offered and I'd actually really want to go for the win.
But thanks everyone for the input. By the way, I don't think Paladin's Greatsword is used ANYWHERE, let alone where I plan on playing, hehe.
....OK, I'm back and I must say that I really love your stampede Folds, and am still waiting for a chance to playtest my own. A few notes I'd like to point out still though. The quickness on the **Centaur has really gotten my approval and easily makes it worth the points and effort to incorporate as many as possible, especially when trying to create confusion and stack up autodamage. For those reasons alone, I'd rather see 2/5/1 ZC. And as for your mandatory AE figure, did you ever think of something with a bit more punch rather than just filler? A Mortar Altem might be interesting if you dropped one *ZC. Well, anyways just my $.02
Alright, well I played the army tonight, and it rocked very hard. I went 3-0 winning by elimination every round. I even was able to take out a magna draconum, a very annoying threat for the centaurs with a high defense and toughness.
I most happy about beating a Rava w/wound killler/Kurga w/Karrudan's Bow/Sauria summon engine army. I put off the k-bow in my third turn, causing much devastation to the rest of his army, made mostly of mage spawn.
Yeah, I'm really psyched about the win. However I'd be even happier if we had our prize support on time!
The one figure that I don't like in your army is the same thing figure that I didn't like in my army. The * Crusader Priest. Unfortunately, he's the best necro figure I could find in 2.0. he's fragile...and almost worthless for combat, which is ok because he's a support figure. I just don't like having to push to get to the necro...
...I had to do a search, and decent necro figures are scarce in post-rotation... As long as Pyramid is legal, I plan on using Delara. She's 35 points too on level 1, and even more useless in combat, but gives you necro for 2 clicks, LI and stealth. And for the truly hopeful, vampirism to get back to necro (uh-huh...)... Here's hoping there'll be some cost-efficient necromancy units in Dark Riders...
"A Bunch of soaring figures"? You mean like four of five, maybe even six? They're way too costly to field a "bunch" of, and in the case of soaring, I avoid like the plague, I can outrun the range of any non-unique soaring figure pretty easily. Vithzerai would be annoying, but in the end I don't see him killing off all of my ZC's and being able to hold two objectives by himself. He has to attack each one twice before they're dead, and while they're alive they can always contest objectives and have a minimum DT movement of 10, a threat the whole dial basically.
This army is made to eat Varatrix up. With his 8 inch range/3 damage range attack I don't fear him whatsoever. I'll always stay away from him so that he never gets a shot off and he'll have to land to do any damage to me. When he lands I surround him with ZC's, all not facing him so that he has to either choose to push to break and go soaring, or wait it out and take like six clicks of break off damage the next turn. His defense of 18 with counterattack doesn't matter when I'm never making an attack roll.