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Jareth get the leaves w/ one spell - mechanoid
Kyma gets the stoneshatter
Zeph gets the forgebreaker
HEWs - fodder
Shade - free leadership, toughness, pierce, whatever you might need.
turn one - cast mechanoid - target your opponent - all his figs are now golems. and they get -2 speed
shoot with kyma - one shot one kill
pierce with jareth
4 damage with zeph
total victory points you can give up: 201 if you loose everything
The premise is good but I think the bounders out there are still going to out play this type of army. Kyma has a range of 8 and a small 90 degree arc from which she can shoot from and she doesn't have arcing fire. Jareth has a good range valua and can help cover kyma but I think I'd sacrafice one of my figures getting shot to take out Kyma.
Khan Rava bounds and pops Kyma then move a non inte the Jareth's line of fire.
I'm not sure what you can do to improve it however. I think Rava sees too much play not to consider him as a match up however.
You seemed to have thought this one out pretty well. Your main figure has pierce to get by the toughness of the enemy golems. Kyma and Zeph are cheap relic holders. The idea of using the Shade to copy leadership since Zeph will be busy killing golems is excellent. With the 8 points left over, I would recommend throwing a cloak of shadows on someone or upgrading your spell book to one with more pages so that you could include another 1 or 2 spells.
One thing I question is Kyma's durability, and you will have some difficulty hitting high defenses. Otherwise, this looks like it would be a fun army to play.
new considerations on using rava -
rava would keep his damage on all targets (since they all have the:golem: , but can only one shot one kill one target.
"Mechanoid is canceled by the Downpour or Rain and Mud weather domain, the Fen Swamp or River Valley terrain domain."
This could be one of your biggest fears. Apart from that, you could throw in Illusions to handle weather and terrain domains, or domains to counter them.
Another problem could be going against a more fearsome sorcerer that could counterspell your Mechanoid and make the army a bit less intense.
Otherwise, a good army for a fun game - I have a similar AE faction pure version, but I find the same problems affecting it.
Ah, yet another Mechanoid army. The tactic is frighteningly powerful, but the tactic relies almost solely on the ability of the caster to pull off the Mechanoid. Your army is strongly geared around the Mechanoid, and offers little in the way of competetiveness outside of it. If your Mechanoid is Countered (by the Proficiency, Domain, or Disbelieve) you'll run into some trouble for certain, so I would work to tailor your army into an all purpose army that, if you pull off a Mechanoid it just gets stronger. To that effect, I would lose one of the two relics, upgrade the wielder into somethign a bit stronger (hopefully on a mount). To this effect, you'll be able to employ a beatstick that can take on non golems, and still beat the snot out of golems while your at it.
You can't counterspell if he does his thing at his starting position. so counterspell needs LOF, i think. i guess torc becomes much more important now... equip him with a shield of the dwarven king and you get an all around healer
Thanks so far - here some things to throw in the mix.
domains issue - yes it is - this army would/could be a good base for any storyline tourney - i would not use in constructed. - maybe unresticted...
to vaopr gecko:
valid points - but heres the beauty of the leaves book - there is only one spell - mechanoid. Its always face up under the book. no action browsing cost -
the disbelieve - once disbelieve is cast it is removed from the game - not mechanoid.
now about casting - I have the potential of double leadership.
It is entirely feasable that jareth will not get a token until the mechanoid succeeds.
Most people will play with at least one disbelieve with a strong caster or two if they know that you are using mechanoid. Once your spell is gone, so is your game. Your army is fun at play but not competitive at all.
Check out my MEchanoid armies if you need some help man. Your two LE's with relics have tiny little attacks and will probably die before they kill much of anything, and only 1 mechaniod isn't a smart idea since so many things shut it off.