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I just put this army together and was curious what you guys might think. I have not played with it yet, but I like the idea. It's a 300 point army and it works with two domains that I have: Fen Swamp and River Valley.
They both create shallow water - hindering terrain. This is key. Here's the figures involved:
High Elven Knight - w/Potion of Water Breathing and Potion of Dueling
Morathai - w/Magestone Bracers - just for the +1 to defense
BPR Salamander
Amazon Scout***
Khamsin Artillerist**
Khamsin Trooper**
The strategy I thought of with this is use the Elven Knight as a punch and move figure in his starting clicks b/c of bound - gets +3 to movement with Potion of Water Breathing and +3 to a possible initial or other timely attack from Potion of Dueling. After the Bound is gone he is still a hefty figure.
Morathai comes in on the Salamander using Submerged and use him w/Mounted Bound proficiency or Mounted Charge depending on the other army. Use the Amazon Scout for the Pathfinder - ignores the hindering water terrain. Move the Artillerist and Trooper together in front of the Scout so they gain her movement and get into position to use the Artillerist's Pierce along w/a modifier from the Khamsin Trooper. Also if the Salamander gets taken out and Morathai is put into the water, the Amazon Scout is quick enough to get into position to pick Morathai up into the formation to give him a quicker speed. Also, the Elven Knight and the Salamander will get +2 to their defenses because of the wave movement type. The domains will both create the hindering water terrain and also add double time to figures w/ wave movement type or an additional +1 to defense for wave movement figures. I'd like to add more wave movement figures so they can get the defense bonuses and double time proficiency from the domains, but unfortunately this was the best I could do using my wave movement type figures. Watcha think?
not much on water moving pieces good idea, but the only problem i see is the fact that your amazon scout has pathfinding, not forced march. I hope it doesn't screw up too much of your game plan but just know that the figure who comes into base contact with another figure who has pathfinding doesn't gain their speed, they gain the ability pathfinding. Good gaming.
Well the two domain cards state that it would make shallow water terrain on everywhere there is clear terrain. The rulebook says that shallow water terrain is considered hindering terrain. Thanks Khan...for some reason I thought that Pathfinder had Forced March built in. I'll have to rework that a little. As far as the High Elven Knight's attack value, that's what the Potion of Dueling is for. He gets +3 for one attack no matter what, even ranged because he has the sword attack type right? If I'm incorrect in this, LMK....I don't want to be playing incorrectly.
well, first off, water terrain is special terrain, so Pathfinder DOES NOT work in water terrain. This is not obvious from the wordings, but it has been officially ruled.
Secondly, Potion of Dueling will work for one attack, even ranged, but then what? his attack is still low in general, if you see a Chroma or Caldra out there with a defense relic you'll be in trouble...
Well, if I had Khan Rava, he'd be the centerpiece of this army, unfortunately, I don't have him. That would take away worrying about figures such as Caldera and Chroma or Kossak, etc. Varatrix would be tricky b/c of ghostform. Rhava is only 10 points more than the Knight too - definitely rather use him. Thanks for the feedback.
jgklaw you are right that shallow water terrain is special terrain, however in the rulebook it says that shallow water terrain, such as streams, fords, and ponds, is hindering terrain for movement purposes and clear terrain for line of fire purposes. Won't Pathfinder work, given that the movement in this special terrain is hindering terrain for movement? And also as far as Caldera and Chroma work, they would have to base me in order to be able to attack me. If I saw Caldera or Chroma in the opposing army, I would most likely try shooting them if at all possible while moving with bound at a 9 speed b/c of potion of water breathing. This would be an almost impossible task I know, but they would eventually have to come down from soaring and base me. This is when I would use my Potion of Dueling and I would want to have pushed myself into my charge slot by this time. I'll then have a 9 attack with an attack bonus of 1 for close combat and +3 for potion of dueling for a total of 13. On my charge slot also, I would have a 9 movement with charge +3 movement because of potion of water breathing for a total of 12 movement with charge - even higher than Chroma w/o a relic or item to boost her speed.
"SHALLOW WATER
Shallow water terrain,such as streams,fords,and ponds,is hindering terrain for movement purposes and clear terrain for line of fi re purposes."
It is always water, but gives you the same penalties as hindering terrain.
I know it gives you the same penalties, but I do not have to reduce my movement on my figures with Pathfinder. That is my whole argument. If the entire terrain is considered hindering terrain for movement purposes, then Pathfinder (this warrior's movement is not affected by hindering terrain. All figures in a movement formation with this warrior gain the Pathfinder special ability.) allows my formation of the Scout, Artillerist, and Trooper to move up to their full movement of 6.
Though it is "hindering for movement purposes", it is still really a "special terrain". Pathfinder works only for "true" hindering, and thus would not work for Water.
Ok, I revamped the army and here's what I've come up with:
High Elven Knight - wielding Potion of Water Breathing and Giant's Wrath
BPR Salamander
Morathai - wielding Potion of Water Breathing
Blood Shaman*
Still using domains Fen Swamp and River Valley.
This way High Elven Knight gets a decent attack from Giant's Wrath, gets plus 1 to his defense and another +2 due to the fact that he gains the wave movement type and is in water from the domains. Overall he gets a +3 to attack and defense. His speed also increases 3 from the potion. So he winds up with a 9 movement in water, 12 attack for range, and 21 defense.
BPR Salamander w/Morathai get deployed near the other army and use Mounted Charge and/or Mounted Bound to start dealing damage to the opposing army for High Elven Knight to clean up or for even the Blood Shaman to cause damage if possible. Also if Morathai's mount is killed, he has the wave movement type to move freely. Both the mount and Morathai have the wave movement type and get +2 to both their defenses, giving the Salamander a 19 defense and a 20 defense to Morathai.
Blood Shaman is there to heal the mount and High Elven Knight and also can be used for attacking smaller figures or cleaning up after the other two, or use Hex in case of bad rolls.