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.
Storm Maul is no doubt a nifty relic. I used it in an 800 point game yesterday, and it helped out a good deal my opponent.
I'm now trying to figure out if it's useful for smaller games, where it takes a huge chunk out of your points. It's a little bit more expensive than BOL, but it has cheaper wielders, so i think it balances out. Here's a 300 point army I'm working on with it:
Heartdrinker-44
with
Storm Maul-79
Zeph Wyndfenner-38
***Khansin Surgeon-37
Riding:
DC Pegasus-52
*Zombie Centaur
*Pain Wraith-27
Heartdrinker uses Storm Maul, while Zeph takes his tokens. If Heartdrinker dies, Zeph can also wield the relic. The Surgeon is an attacker and healer, and the Zombie is harrasment. The pain wraith is for revenant.
Domains would probably be Storm Gale and something like Wylden forest, to slow down the enemy.
I would be more temped to go with soaring and toughness/invuln figures and Fen Swamp or River Valley domains. How long can most armies survive taking a click of damage to their force every turn. If they want to guard the objectives they have to be in water terrain. So unless they stick to clumps of hindering terrain they are in trouble.
Heartdrinker is not the best figure to place storm maul due to his lack of offensive or defensive abilities...good weilders would be Zeph (38), Scytha(30), or Zurgan(32). Cheap figures with good offensive and/or defensive effectiveness...
I have an army with storm maul with secret weilder + veph, and with that being over half the army you SHOULD NOT have a mount in your army... If you have a swarm army comming at you one mount will do nothing to stop them.
And about the Shallow water idea... It works for u as well. So you too would have to stick to clumps of hindering terrain if you hope to not get the pushing damage.
Notice I said all my figures would be soaring OR have Toughness/Invulnerability. The soaring figures take no damage and the Toughness ones go, "Oh... hee, hee, hee... that tickles."
My ground troops would probably EF because the Leech Trolls have Toughness and Pathfinder allowing the group to move normally in a formation, move into those clumps of hindering terrain if need be and heal themselves.
I would probably use a ranged piece for my soaring troops. Most likely Talon Warriors which are all :wand: type attacks allow them to attack if I choose the third power on the card, but not be attacked back if they have no :wand: type figures.
Points would be at a premium so I'll have to look at it. Might just end up with the wielder and one unit.
Throne Monk 87
Chroma 112
Storm Maul 79
2x Cloak of Shadows
Domains = River Valley, Fen Swamp, Dragon Gods
Have Throne Monk wield the hammer while Chroma captures the objectives. With River Valley or Fen Swamp in play you are doing the 1 to any figure in water terrain with Dragon Gods in play you ignore the objectives and plow into their army. If they hide in hindering terrain only those with their front sticking out can shoot at you because of the Cloak of Shadows and the Stealth it offers. Basically pound the #### out of your opponent if they hide while zapping one figure for 2 points every round. If they come out you zap everyone in water for one if they have more than two out.
Invulnerable figures with have to be dealt with by Chroma and Throne Monk.
Don't forget to focus on anything that can soar or otherwise move fast so they don't run out and grab objectives just before the end of the game.
If they use the Zeph Spirit Armor combo one figure goes away but the other is still around to wield the Storm Maul. Make sure to kill any backup for Spirit Armor wielders.
Zurgan with storm maul 32 + 79 = 111
Zaph with spirit armor 38+40= 78
Kyma plus k bow= 59
thats 248 you can throw in anything else you would like, but k bow gets zapped by storm maul, k bow stops swarm, zeph has spirit armor and can use leader ship at first to help storm maul get going. he pushes later on to kill a big figure, and you add rev and a harraser.