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Well i tested out this army in two tournaments, won 4 games and lost 2. This is very hard to pull off in competitive play but is tons of fun.
Anunub- 77
w/ Tome of Brass 33 (110)
Magestone Arc- 8
Technomatic Overload- 6
Disbelieve- 6
Arcane Sight- 4
Sniper- 32
w/ Karrudan's Bow 30 (62)
7x * Golem Familiar 18 x 7 = (126)
298 pts
The idea is obvious, the golems go boom. The golem familiars are super-harassers. Dont need to worry about pushing because of their strategically placed demo clicks combined with rally and they have stealth and a modest 8 attack. Sniper has two boom options, either wait for them to kill you and let K-Bow get them, or use Overload on him and deal that damage.
A problem with this army is low rolls on the Overload. Rolling a one or two when the Golem Familiars are 2-3 clicks down makes them too easy to kill, and 'nub can only cast once every other turn w/o pushing. Im very interested to play this army or a similar army, anyone have any suggestions?
*Notice- Any changes to the army must keep 'nub (because he is the only one who can cast the overload) and 1 * golem familiar because i have one with sentimental value. It has so far killed a *** Blood priestess, a Golemkiller (who was weilding stoneshatter ;)) and also captured a Pathis.
Khurga would be a great idea. Another option is to use Kytrhen with Cloak of Martyr and substitute Call Familiar for Arcane Sight and Disbelieve. Kytrhen would be the familiar.
Although the combo costs 53 points, with Cloak of Martyr you can continuously push Krythren to provide "leadership." Kytrhen can provide "leadership" to multiple figures in one turn. When it dies, it comes back immediately; pick up the Cloak and continue. If need be, you can also blow up Kythren, although it will be removed from the game at that point. Khurga is cheaper, but I think the Kythren combo is worth the additional 14 points.
If you want to increase the odds of a golem doing 3 or more damage when blowing it up, do not blow it up on its last or second to the last click. For example, move the golem familiar 8 inches. Next turn, move it 16 inches using double time. This will put it on its first demo click with pushing. Attempt to blow it up. If you roll a 1 or 2 it will not blow up. You can try again next turn if you use leadership. Of course, the opponent can kill the golem, but that is the chance you take. If you go for an opposing figure that has a token on it, at least it will have to push to attack you and take 2 clicks if it needs to surge.
It does take some skill to use this type of army successfully, but it can be devastating to an army based around a uber unique. The 22 defense on that unique is worthless against Technomantic Overload. It is always funny to cause 4-6 damage to an opposing figure with a demoralized golem.
What we need in the next set is another wand unique with the Golemkore subfaction.
Disbelieve only costs 4 pages so you can also add Archer's Aim to give 'nub or Sniper Pierce; or replace Disbeleive with Disenchant which is 6 pages.:cool:
Stacked toughness and invulnerability is one of the disadvantages of using this type of army. As I mentioned above, you could roll against the golem a few clicks from death to possibly give you a couple of chances to cause damage.
You could also use Archer's Aim to give Sniper or any other applicable figure pierce. Other options include:
adding 1 or more empire veterans or a ** Palm Magus with crushing blow;
adding Fumarole to the spellbook to give Anunub and everyone in base contact with him crushing blow (although this does not work well with blowing the golems up!);
adding a *** Palm Magus, ** Technoprentice, *** Delphana Master or *** Magestone Golem with pierce;
adding a silver technocat and surok rider (the technocat has crushing blow) or an elite warhorse or horned stag and Ironwolf (the horse and stag have crushing blow);
Tezlaraptor gains crushing blow a few clicks down and Magus Relaphon surges into crushing blow;
the Spirit Blast spell allow you to ignore the opposing figure's special abilities and subfaction abilities until the next command phase if Anunub's attack is successful;
while it is difficult to pull off, Agony and Serpentfang allow you to ignore an opposing figures special abilities;