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.
I'm not sure how many of you are familiar with the large-scale campaign rules Fram has been working on, but if you haven't seen them I highly encourage you to check them out. Anyhow, I'm planning on playing out the campaign this summer, and wanted some help coming up with functional starting armies. I want to know how you'd structure them: should the High Elves' 800 points been in two 400 point armies? Two of 300 and one of 200? What would you have in these armies based on the enemies you think you'll be fighting? Etc. I just want to get some ideas flowing so I can get started as soon as possible once summer roles around.
Well, If I had not have the exams right now, then I could not just scrolled through all...but:
I think try not putting in too many uniques, because if they are killed then it will be longer to get them back than most common pieces. That was in the chatting when we talked back about 2-3 months ago about it as I remember.
I also think this type of game will be a great example of the great campaigns in the history, so some tactical rule of thumb:
-attack concentrated, defend scattered
-attck from two or three sides
-Risk approach: the less adjacent territorry, the more you can defend yours.
-don't rush in battles, but instead try to bring the battle to a point where you can certeanly defeat the enemy using terrain, weather, the morale or any other condition is present at the time.
-somewhat connected to the last point: try to be creative & innovative when you build a strike force; a completely balanced team not always the best choice, but in the most caes, it is the most safe. Try to enhance your powers and cover your weaknesses. As the elves are stronger when they are in a formation, keep them close to each other. You can even form a living wall in front of your archers. KI has pole-armed guys-make the enemy hard time to chase the archers down.
The magic circle of counters:
->archers--->infantry-->cavalry-
I------------------------------I
In other words: archers shoot down the heaviest infantry, but can be chased down with cavalry. Infantry is somewhat more resistant to the charging of the mounts, but it is vulnerable to archers. Cavalry is basically fragile, but fast enough to get in close range to archers.
There are the extreme and the combined types of these: extremes: light cavalry, siege weapons, pikemen. They are all better at countering, but chooses to part some of their defense against counters. The combined units: heavy cavalry(combines cavalry&infantry), cavalry archers(, light infantry(infantry&cavalry), javelin-thrower skirmishers etc. They all better vs. the first part and somewhat resistant to second as well, but more costly.
-Use powerful units to achieve victory. When it fails, use ranged units. When no chance shoting down the enemy, use speed. When you cannot destroy him with your charges, then simply use power to overcome him. Generally be at one step before the enemy. When he shifts to counter, you can shift too.
My idea was that each player could choose the figures they want to start with and then play those in any of their respective starting territories they choose. This way you can position your forces on one border or the other, maybe even 'faking out' opponents who are nearby.
Oh okay - Yeah, I dodn't see anything wrong with trying to put players on a bit more rails when starting. It's basically up to you, so if you feel like that'll work better, then go for it.
If it were up to me, I would probably go with numbers. In my experience, High elves work best in quantity. I'd say, go with 2 200 pt armies and 1 300 pt army. Use the 200 pt armies to defend territories and the 300 pt army to claim new territories to start out.
Note On High Elves: Please, utilize the subfactions in formations. I have seen very little success with the Elven Lords except when one actually utilized the subfactions. Free armies for speed and mobility
EX: **High Elven Warriors + *Regal Skymage= formation with a speed of 12-great for flanking manuevers.
EX:***High Elven Warriors +Gabriel Starsdawn(or)Master Cyrus=Cheap formation with a set defense of 18. (I have seen very few people who have utilized the full potential of an entire formation, or even 2 entire formations of nothing but daisy chain defenders!)
Note On High Elves: Please, utilize the subfactions in formations. I have seen very little success with the Elven Lords except when one actually utilized the subfactions. Free armies for speed and mobility
EX: **High Elven Warriors + *Regal Skymage= formation with a speed of 12-great for flanking manuevers.
EX:***High Elven Warriors +Gabriel Starsdawn(or)Master Cyrus=Cheap formation with a set defense of 18. (I have seen very few people who have utilized the full potential of an entire formation, or even 2 entire formations of nothing but daisy chain defenders!)
Thanks for the advice, guys. Any similar thoughts on the other factions? If and when we get this campaign started (sometime next week hopefully, our third gets back from a trip and my castle lot should be in by then), I'll be sure to let you all know how things pan out.
I'll be sure to keep y'all posted! Out of curiosity, Fram, what would you say the best three factions for a three player game would be? Obviously our collections will factor into this, but I'm curious to hear what your opinion is.