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The key to beating this army with Spirit Armor is easy, don't detonate Zeph until after you take out Ironwolf once.
If I am playing Spirit Armor then I will most likely have a formation of High Archers. With 14 inch range and three damage, I will simply sit back and attack your iron wolf.
If you get close my snow centaurs will just surge in to kill your ironwolf.
If we are lucky enough to demoralize your ironwolf, then there will be no attempt to kill him, so he can be brought via phoenix lance.
Hey, that could work! Though I figure teh Spirit Armor wearer will target your healer instead of Iron Wolf so that your healing is gone, and your mount either runs off, or is really fricken pissed and starts biting your ankles.
Probably the BPR warbird would be "safer", I see I diden't list any domains, how about (some hate) blasted lands, cold snap and open terrain. other options are darkness, and rain and mud (anti surge, pro mounted charge). braden brings up a good point (sort of) there ARE other ways to build this thing, I spent like 5 or 6 minutes building it so I'm sure some actual hard thought would pay off. :D :confused:
Put the lance on a rider and bring an extra horse! :D
Static range is easy to shut down so nevermind the archers with their puny arcs.
The problem though is that we cant load up the rider because the relic spot is already taken.
So what you need, is two unique riders. At the beginning of the game, the armor player needs to declare his choice, then you quickly switch over relics before he can set it off and he is badly screwed. :)
Depends on whether he can reconfigure his target or not, though.
I said something similar on another thread in this forum - I like the fact that people are thinking of ways to counteract the Spirit Armor. If there is no substantial erreta to the Spirit Armor, I think that an army build that forces the Spirit Armor user to make a hard choice can be somewhat successful.