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Just getting back into the game after a decent amount of time, did pretty decently at the last two scenarios with orc hordes so I figured I'll try this one out.
First off, my spell collection is extremely limited, so I have Krang equipped with Call Familiar (figure I can cast on a Harka or on the Deathsinger to get a little tricky) and Fumarole, which I'll probably toss on Krang and the 3 *** Marauders around him.
Second, I'm not familiar with recent domains and could use some assisstance in finding 2-3 that could be useful to the Orc cause.
Alos, I have a couple of questions. For Call Familiar, since I don't cast it I don't have to put it on top and browse through it at the start of the game, right? Meaning I can just have Fumarole on top and I do what, just show them Call Familiar?
And for Fumarole, the non casters affected by it don't have to stay in contact, so by say, surging my Deathsinger into base contact with Krang and an opposing figure the Deathsinger will gain Crushing Blow and Venom, even though he didn't begin in contact with Krang.
i dont use sorcery becuse it isnt yet come here in croatia so i dont know about them. :(
But i know 1 nice faith domain from dark riders. (code of the riders).
Also you should find some good unique (like harrowblade)
I looked up the Code, I'll try to get my hands on one. I do have Harrowblade but it seems a waste. I'd rather not spend a thrid of my army on a big target. The Marauders, Harkas, and Ub-Khan have great damage potential and all the attack I need.
1. When the game starts, you announce that call familiar is in effect. you show the card, indicate your familiar.
2. I'm almost 100% sure that because it is a 'Do not cast' spell, you could have Fumarole be your bookmarked spell, even though you announce call familiar. Call familiar can just be on the bottom of your spellstack.
Just remember that Krang sucks when the opponent has a counterspeller so try to jump him to his center 2 clicks as soon as you need the spells cast. His roll vs the average counterspeller will be 0+2+2d6 vs 1+1+8+1d6.
Personally, the Call Familiar worked good with him as it is non-counterable, leaving you one spell to try to get off. The fumarole is a glyph so you will spend a few turns getting it cast.
Likewise, if you work to get Krang to his non-countering clicks, he will be within 3 damage to be put past regen, and on his last click.
Lastly, maybe concentrate on the low range domains like darkness etc. Otherwise, The Fist is nice for the Orcs. If no luck on these, maybe play defensive domains instead.