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Caldera 136
-Decapitator 31
** Blood Shaman x 2 39x2 = 78
* High Elven Warrior x2 16x2 = 32
** High Elven Warrior 21
Smoke and Fog
Darkness
Storm Gale
Grasslands
Total 298pts
The two Shaman allow me to alternate use of Hex (for Caldera and the Decapitator).
The three Elven warriors will take and hold the objective nearest my baseline - with occasional support from the Shaman for healing.
Caldera just moves around the battlefield dealing death and destruction. With a total attack value of 14, speed of 13, and defence of 20 (and doing 5 damage plus thunderblow) he will be a nightmare, even for mounted units.
Yea, well first of all, for what its worth, Caldera is a She. Nothing serious. lol. Secondly, this army has some descent potential. But why on earth dont you use Weak Blood Shamans Instead, niether of them can heal Caldera, and they both have the same attack and SAs. The difference is that the Weak one is 5 points cheaper that when you switch out both of them you have an extra 10+2 from the remaining points. Thats 12 points that you could either invest in a handy item for caldera, or upgrading some more High Elven Warriors.
why not out the blood shamans since they can't heal Caldera? for those points, you get
Heartdrinker 44 plus
Wand of Curses 27
if you cut down one High Elven Warrior to *
you can also add Magestone Bracers to Caldera or Heartdrinker to up the Defense.
Heartdrinker still has Healing even after a K-bow Blast, plus Vampirism, so he's a great choice since you know you will see some K-bow, and if you get hit with a Storm Gale for some reason, Heartdrinker is still effective.
heartdrinker has sword not wand so not wand of hex it requires a :wand: but he got :sword: (y he can heal her) um wait can you hex a fig magic immunity?(it wand ablity)
:confused:
doh! forgot to check the Wand of Curses, my bad (too busy at work) :)
still Heartdrinker gives you a great secondary attacker in case Caldera does get hit, and you put Ranger Plate and Magestone BRacers on him, so he can't be shot and he has 19 Defense with Parry!!! Heartdrinker is pretty dangerous with that combo
You can indeed Hex the attack of a figure with :mi:. You cannot target :mi: with :wand: attacks (close combat is okay) or affect them with any special ability with the word 'Magic' in its name.
right, but the reason the blood shamans are nifty (great word)lol, is for the hex. this army needs it (any decapitator army does). so, if you really want to heal caldera then put in heartdrinker and switch to an atlantean enhancer-guy (dont remember the name) that has hex for cheap. plus, as long as youre going with the range limiting theme, why not use inferno? it cant be countered by clear skies :)
Well first, i dont expect too many people to obtain Heartdrinker. And second, i was thinking about the hex. Any good Decap. army needs some hex. Also, if you really really felt the need, you could just drop the other blood shaman altogether and you should be able to fit in Heartdrinker alongside the other blood shaman for all-around healing capabilities.
Thanks for the critique and advice. Unfortunately, I don't have Heartdrinker. Here's an alteration I've come up with:
Caldera 136
-Decapitator 31
* Blood Shaman 34
* Deathsinger 29
* High Elven Warrior x2 16x2 = 32
* War Priestess 35
Smoke and Fog
Darkness
Storm Gale
Inferno
Total 298
Blood Shaman provides Hex for Decapitator. Deathsinger gives Revenant ability (and given how quickly Caldera could kill an opponent this would be useful). War Priestess can heal Caldera.
War Priestess and warriors can seize near objective. Otherwise very similar outline of plan as above (with only one Hex).
As for Caldera, my apologies, I forgot she was a she. Oops.
The army looks solid over all although I wonder if you have the right type of support. The High Elven Warriors can take objectives, but don't have much staying power. The Deathsinger is a nice addition. The two healers I think are key to this army as they should both be able to heal Chroma after it has taken damage.
Watch out for Khan Rava armies as with his 22'' effective bound and base 12 attack he stands a good chance at hitting Chroma. Plus most Rava armies will have some sort of relic that will likely add to his attack.
Rava with Lightning shield. Turn1 turn off shield and bound for 3 damage pierce. Turn 2 stay put and cap for 2 more damage pierce all tokens clear, repeat as needed