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Strategy is simple: Depending on what army you are facing, cast mechanoid on your opponent (most likely) or yourself (least likely). It works best to cast it on your opponent to take advantage of the instant kill relics in this army, but they aren't necessary to win, as giving toughness to all of your own figs is actually worth it in some situations. (in head to head, if you or your opponent played Pestilence domain, you would more than likely cast it on yourself, but this isn't an issue for King of the Bridge)
Seems pretty solid. You have some great first strike potential and can revenant figures. However, I am not a big fan of Grathakar, I think he is a bit overcosted for his attack value. A standard Delphana Master will counterspell him 50% of the time without using any sorcery-counterspells. In my 400 point armies, I try to make sure I include a means to make one or more of my figures immune to range. While movement of the opposing army is reduced by 1, with double time, the enemy could still move its figures 15" or more.
Try exchanging Grathakar and the tome by a standard Tempest Priest + Teachings of the True Way. I'm sure you'd have better chances against a counter and you can carry more spells either! You can even use another Mechanoid (if your oponent cast you a Disbelieve...)
I would also remove Stoneshatter and place those 27 points in another figure to fight or heal. Pierce ignores Toughness so no need to add in a relic which can mess with your damage if you can't cast Mechanoid on your enemy.
your opinion for this scenario is completely bad... guys, add up the point values of my draconum before you post suggestions about removing them. I have exactly 200 points of draconum warriors in my army, if i remove them, then I have to change HALF my army so that it will be 200 points of one of the factions for this scenario. Oh, and teachings of the true way does not give you Dragon Mystic ability, it only lets you use cheaper page counts.
Stoneshatter = instant kill at 14" range, or I can bound and deal 4 damage to a figure that has the golem damage type. Oh and don't forget that if mechanoid get's disbelieved I can simply DROP stoneshatter...
9 + 2d6
vs
12 + 1d6
50/50 chance I get countered, big deal, if it happens I'll simply try again. Countering an illusion does not remove it from the game.
Aside from all that, I went 3 and 0. My games were finished within 20 minutes of start time, by annihilation.
Sorry. I wasn't aware of the 200 points faction ruling... and for a Scenario where domains doesn't count it's indeed a good army.
About TotTW you are correct, but since all your spells can be originally equiped by a Tempest Priest I thought it would be a good idea. Obviously if you can't remove Grathakar from your army, then it's out of question.
Well, Grathakar could be replaced with Tens', but you would have to switch out the revenant fig for a Pain Wraith and switch out the Feral Whelp for a Whelp Monk. The spells would also have to be juggled. Probably not worth it, but I do like the 11 attack on Tens' better than the 9 attack on Grathakar. I guess Charnel's version would be better even with the lower attack on Grathakar because you could use Waterspout.
and i did a few times too Kenntak, he hit a *** Dwarven Forgemage for 6 damage (instant kill), and helped finish off a wounded Zeph with a critical hit for 5 damage. Plus a bunch of minor hits in there for 1 to 4 damage around the house, it is a really amazing spell to use for this scenario.