You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
1. Spending 80+pts on items for a single figure. If Vextha is take down that's almost 1/10 of your army that becomes useless. Also, figures like Vextha are deadly because they move so fast. Take away the speed (like Souldrinker does) and they lose some of their bite. For under 40pts, you can take Decapitator and get +1 speed, +2 attack, +1 def and +1 damage. Yes, there is that chance of a crit miss, but with the points left over, you can afford a hexer anyways.
2. Vorgoth's best attribute is his high starting def. And, imo, you should build off of that. I cringe whenever I see Voroth played without Monk's Blade, Torengrimm's, Paragon's or some other relic that boosts def. A 21 def really isn't that impressive as any figure with an 11 attack and PoD has a 50% chane to hit. PoV does give the the ability to try to heal back what that hit took, but it's not that reliable since it does come down to a die roll. If you put Galeshi Sunsword on Vorgoth that would be better than the Luckblade.
3. I'd trade in a couple Scalesworns for a couple more Leech Trolls. In a 1000pt environment, there will be alot of attacks made. And alot of damage being dealt. You need to be able to heal at least 3 figures in a round. I know what you're thinking: "I have 3 trolls so I CAN heal 3 a round". But not if 3 or 4 of those attacks land on the trolls. In order for healing to be effective, you need to be able to break away and get healed on the same round. If you can't then it's usually not worth the effort. Being such, your healers have to be fairly close to the melee, which exposes them to attacks and harassment. The trolls may be tough to take down, without concentrating damage on them, but it's not that hard to stop them from healing.
4. You should expect to take alot of damage from ranged attacks. The only piece on your team with range is Vextha. If he started with Bound, it would even the odds only slightly. But he doesn't. You have to be very careful playing this army as you have basically only terrain and your own figures to block LoS.
thanmks for that, but under 2., you suggested some relics that require the:defense: , but vorgy has the:mi: . the only defense relic i can see is the wylden shield. also, i don't have the decapitator. as for healers, thats about all i have, but i have a few :wand: healers, which don't help either. also, i forgot to mention that this was to be up against a magic army in casual play, and both vexy with the relic and vorgoth have :mi: as for the scalesworns, i can easily replace them, and the other dracs i don't reaaly need, so how about this:
vorgoth= 200
cloak of vipers= 30
bracers of the giant=34
wylden shield=39
total=303
instead of the trolls:
phreggs=36
gate shield=35
total=71
grand total=959
vorgoth gets healing with the wylden shield, which i think he can use on himself. i included phreggs for all of the golems. finally, i will use the magestone strip mine terrain for all of the :wand: figs.
I would watch out for a bound based army. If you were to see a combo of vithzerai, rava, laurel, red duchess and uncle guns + etc.....you would be dead.
I keep forgetting Vorgoth has :mi:, I don't have one. :(
In any case, I've seen Monks Blade on him w/ MSB. That boost his def up +3, iirc. And it gives you parry vs :bow: type attacks. Almost as good as the Galeshi Sunsword.
Gate Shield is probably one of the best defensive relics available. I like to equip it on a second line attacker. That way, if one of my big guns gets hurt too much, I can just move to base, teleport it with the shield back to the closer obj. token for some healing/magic healing or Auraheal. A figure like Khan Podo would be ideal to use as the shield bearer...too bad Podo can't weild the shield though.
If you are up against a :wand: heavy force, I'd suggest a different set-up for Heddy. You could put the MS Shield on him to give him +3 def and the dodge-like ability vs. :wand: type attacks. If you're worried about the -1 speed, then you can give him the Cloak of Shadows to offset it. Or you can lay down alot of hindering terrain and give Heddy the CoS. Keep Heddy on the ground, bounding from hindering to hindering until most of the real ranged threats are gone. The Fist domain card will work well also.
Another relic to consider using is Woundkiller. I've used it on Heddy before and having him be able to heal my forces from soaring (even if you can't bound when using the bow's ability) is great. Also, there are no restrictions for base contact, and because it's a friendly figure, you don't even need to use precision. However note that the relic text does not say to ignore modifiers. This is a double edged sword since you can gain the rear arc modifier, but you also have to deal with relics that give def bonuses.
I'd drop the Bow Golem for the **Rivvengaurd Archer. They are about the same points and the **Rivvengaurd is infinitely more deadly than any bow golem.
Finally, if you have 6 pts left over, try to fit in a Potion of Dueling. value-wise there is nothing better than this little gem. A one shot +3 attack and weaponmaster. If you have 8pts and don't like/have PoD, try to fit in a Cloak of Shadows. :)
I would still honestly go with Monk's Blade on Vorgoth. It makes him near invulnerable to ranged attacks (barring crit hits). 30pts for venom seems a bit steep to me.
As for Vith, I'd replace Scroll of Shielding with Scroll of Storms. It will give Vith 8 ranged damage for a single attack. That and his bounding range will be enough to scare anyone off.
For bombardment I'd suggest taking a long look at the ***Mortar Altems. They have 1 less damage and 2 less attack then the Steam Maulers, but in trade they get infiltrate, 2 ranged attacks, arcing fire and cost 21pts less each. And they are Imperial Legion figures with 3 demo slots making it near impossible for 2 damage harassers to kill. Also, it's possible to push into demo to bombard, then on the next turn rally, and then resolve the bombardment. They won't be doing anythingto invul figures, but they can harrass everything else like there's no tomorrow. They can rally up to their second slot, and if that's not enough, they can be healed by magic healing or regular healing.
The Thunder Golem is a great piece, aven if it is a bit slow...enough said.
Finally, the lack of healing would make me a bit uncomfortable in a 1000pt environment.