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Oh, it's totally doable, but then you don't get the formation bonus that the ROTS/LI Alliance gives you, and you're still firing across the board with a 7 attack. That's an army that won't be able to deal with a broad range of threats, sadly.
I didn't account for the -2 Attack from ER-Gear in addition to the penalty from Ydek's ability.
I suppose that you could always use the BR Sprint/Oni drop in addition to the Alliance and ATVs to get the same result...
Hmm Trevor said I had to look in every couple of days and say something intelligent.
See that presumes I have something intelligent to say every, Oh, couple of days? :)
Anyway on the SSw/BR alliance army (since this is a card I have used competitively - yes, really) ...
Quote : Originally Posted by General
SS Thunder Fox 135
--w/ Duke Aaron Sandoval 34
--w/ Mech. Repair 17
SS Garrot 27
--w/ Hendrene Michalik 67
x2 SS Arrow IV Arty 102
x2 BR Sprints 68
--w/ x2 BR TGR 38
x5 BR AVTs 60
Killer Clowns-Combat Engineers 12
BR/SS SA 40
----------------
600
I have to agree with AsburyGrad. I've generally used this card in 600 to support a particular "focus". Usually Persuader/Pulse but I'm not picky.
This build has all of its BR stuff in units that start in-yer-face. Since these units are easy to kill and in short supply that's the one place you don't want them.
Sandoval in his Quad is a good solid guard for those Arrows. But as AsburyGrad said, you need something Bannsons sitting further back. Now one option is a Bannsons Hatchetman. Not as good defensively but it does have the advantage of a primary >1 in a close combat attack - hence it'll repair for 3 rather than 1d6 if you prefer (4 if it is running hot).
Myself I'd swap one of the Arrows for a Paladin to get the extra counter-battery range but that's because I face a lot of counter-batteries myself. Also the permanent ArP is useful and the defense helps against CJF Sylphs or CJF Fenrir (who stand a decent chance of salvaging an Arrow IV in one turn).
A couple of chunky, well-placed, blocking terrain pieces can defend much of your DZ.
If you go second rather than first then chances are the only stuff left in Trebor's formation range will be stuff Trebor doesn't want to waste effort attacking.
Hashira/Sutoku/Concussion Ammo ... 319 (ouch)
DF :^^^: Garrott ... 33
> HK :^^^: Oni ... 22
> x2 HK :^^: Oni ... 40
x3 LI ATV ... 36
Total ... 450
Obviously the point of this is to make use of the 2-action guy. More importantly he can target lots of stuff (up to 6 targets a turn) and then Concuss it. All you need to do is deal damage to add a token. Great way to pinch an opponent's momentum.
No, in actual fact it isn't. I put too little thought into the support, in particular. I've since been thinking of what the best follow-up would be but the problem is, 319 points doesn't leave you with much to play with!
I toyed with swapping the Garrott and an Oni for the Zahn and a SC Undine to get a capture squad in.
As an army, it'll never be "competitive" because ... 319 points on a 21 defense?? Even with Improved Targeting, the damage and heat you deal yourself using the extra order cripple you. I'm looking at other platforms for Concussion Ammo now but I liked the idea of 18" range when I put it together.
The lovely beasties in full gear edge up toward the 300 mark.
It is why I woudnt be surprised if after Nationals/Worlds the standard will become 600.
Off al the Yamis I like the 2 turn wammo the best, but you must play it like it is made of glass, dancing around keeping it out of allkind of scary TD and AO ranges.
The new TTL's will be excellent to support him. But you have some command problems then.
fever addled as i am looking forward to the marquee.
16 Inch 4 pulse 24 defense. 20 inch AO range. It is a beast. Your heat dial is ....iffy... It doesnt need the shamash otherwise a good army. Although it is basicly a 1 Mech army. Watch that heat dial as it isnt made for that pulse ability.
16 Inch 4 pulse 24 defense. 20 inch AO range. It is a beast. Your heat dial is ....iffy... It doesnt need the shamash otherwise a good army. Although it is basicly a 1 Mech army. Watch that heat dial as it isnt made for that pulse ability.
24 Decoy helps a lot.
Yeah i know about the heatdial.. dual artillery would give my army fits :P
The shamash...
yeah i dont really know why i put in in there other then 5 clicks life 16" infiltrate..
And its kinda hard to make it 450 without it.