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So basically I advance as close to the center of the board as possible with the Lich using a formation of the 2 chargers and the Faith Healer as a screen with Splinter sharing 18 defense to the 2 chargers and Lich. It gives them a 20 defense after battle armor. I keep the Sislith within 10 inches of the Lich because playing nerfed ML I can move to the Lich and reposition on the other side of the map.
^^^^^That is the plan, this is how it usually works.
The Lich is a slow lumbering target. With the Lich tank in play my opponent generally breaks up my tank relatively quickly. The Lich is mostly a deturent while my 2 chargers and Sislith use the Lich to bounce around and deal damage. I use the chargers aggressively and after they move into contact and the opponent makes a retaliation hit(sometime at the same time I move in) I base up Splinter to both my charger and the opponents piece. This give venom and protection to my chargers. By using 2 weaker chargers I have to keep an eye on where my Crystal Protector is at all time because I use alot of healing to stay on top of the game.
This army is perticularly effective against big bounders because even though I cant necessarly chase the bounder with the Lich, the combination of large movement support, limited invisibility, venom, magic levetation, and magic immunity makes it hard for most of the bounders to get much done(Amazon drac, Khumeret, and Magus Anendu).
This army is one that at first glance doesnt look like much but when you look at the versatility it starts to be more apparent where you can take it.
I always thought that the Lich was underutilized back in the day, especially in 300 where you can fit in stuff to make full use of its talents (as you have done here). Very interesting squad, thanks for posting it.
Just put together from my figs as a challange:
Anunub
Scorpem Gunner***
Pyre Spirit
Emerald Glade Mystery
Elrooden Lightfoot
Amazon Mancatcher*
Shade*
19defend + BA on a few key figs and the freight train that is the pyre spirit + lev for some serious range. A few quickness harrassers to round it out.
I like the approach, I think the Lich is a fantastic figure. I do think, however, that there are some weaknesses, particularly against speed and autodamage, and I'm not 100% sure about some figures.
I would cut Splinter, as I really don't think she does much for you. The 18 Defend is nice, certainly, but she's very fragile, I think you can do better. Cutting her gives you 38 points. I think the Faith Healer is unnecessary, so that's another 22 points, and I would replace the ***Light Lancer with a *Heavy Lancer or *Heavy Cavalier -- the Lich is slow, so I think your Chargers are better off trading a bit of speed for power and sturdiness. I think you can also cut the Shade, because I'm planning a better harasser, so that's another 13 points.
That's 73 points total. I would use that on a ***Fell Reaper and two more **Crystal Protectors. That gives you a big, beefy harasser that can tangle with a Pyre Spirit, some healing redundancy, and a mobile LI wall for MB or Bound-and-cover with the Sislith. Your army would then look like:
Moves in 6 actions. personally I'd prefer some Ram, maybe swapping out the Fell for Mooch if you have him, forcing a ***WHK in there somehow if you don't, but I think you need the range and Toughness of the Fell. Between the Sislith and the Fell, you have some Toughness and shake-off capabilities to whittle a Pyre away if push comes to shove. The Lancers are great bodyguards, and the CP is probably my favorite support piece in 1.0.
Oombafoo-53
Scorpem Gunner***-47
Centaur Lt***-37
Heavy Lancer*-35
Faith Healer***-22
Crystal Protector*-13
---------------------------
The first variant is very protected against ram and auto damage but with no charge.
The second varient is the opposite.
I really like the Faith healer because of the higher attack, the magic immunity is another bonus considering where I usually have the Lich. I have missed to many heals on the Lich from Crystal Protectors.
While I have played both of these I still like the one on first post because of the early game formation(which always breaks but helps in early action conservation) and I do like Splinter. Splinter gives my Lich with 16 defense a nice boost.
If this were 2002 and I was going for a tourney I would just ditch the Lich all together as I was never able to justify a 93pt 6 movement unique(Lord knows that almost every time I went to make my army I pulled out the Lich and tried for a while). But now, with the game dead, I finally get to use my Lich.
Another thing. There is no real question that the army I use does have trouble with high defense figs. I only really have the Lich, and as a ranged fig battle armor can really cause troubles.
Magic immunity doesnt generally cause much of an issue as it just basically makes the game "fairer." Of course the first rule of battle is that if you are in a fair fight than you havent planned enough. What stinks is that many MI figures are also high mobility and I have to be careful against high mobility.