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1) So you are now using luck to win, why bother basing if luck is your strategy assume he will miss every shot?!?!?!?!
2) But without playing he already caused you to unpack your TD parts, still can hit the Art. in a direct line, as 2 vechicles can not block all sides not while touching so you gave up on your TD all together then he can shoot the tank. In the rear if he does it twice he salvaged your Tank even more points.
3) Ask Kotch about the odds for 3 command to come up...... and you are now relying on luck again.
Your army will lose vs. Brinxters army. If you feel you dont, fine by me. Dont take my word for it. Test it.
you cant fight armies online,so stop. all you can do is suggest how a certain senario would pan out.
@elite
how can you say, fox has lost already when brinxter would leave 148 pts sitting right in front of milagro sitting inside a base screen,even if he does salvage one A4. All fox has to do is AO the two sprints killing one salvaging the other then finishing off the other while doing so blocking LOS from the TGRS', effectively turning momentum in his favour forcing brinxter to come forward with his ID and TD,at the same time facing a td and MDFA mech.
I dont know how you guys feel about salvaging a tranny with passengers while effectivly placing units around the tranny but it works well against TD
the first strike is short lived here,you guys are assuming that brinxster will hit milagro's 23 twice. now making a RC formation with the two drops will ravage milagro with the harrasers basing and killing and the TD being salvaged milagro would be finished
1) So you are now using luck to win, why bother basing if luck is your strategy assume he will miss every shot?!?!?!?!
2) But without playing he already caused you to unpack your TD parts, still can hit the Art. in a direct line, as 2 vechicles can not block all sides not while touching so you gave up on your TD all together then he can shoot the tank. In the rear if he does it twice he salvaged your Tank even more points.
3) Ask Kotch about the odds for 3 command to come up...... and you are now relying on luck again.
Your army will lose vs. Brinxters army. If you feel you dont, fine by me. Dont take my word for it. Test it.
Good luck with your army.
1) Any game that rolls dice relies on luck for some part of it. And of cource, the pulls in a sealed event play even more to luck, especially with FirePower. But I am degressing....
2) I said 2 vehicles (+ 1 ATV) and I believe using the back edge it is possible. Moving the screens forward and slightly angled it allows the ATV to close off the front while still blocking enough of side that a clear line of fire cannot be made. True it exposes other things, but its a matter of prioritization. Against no "big fatties" the TD isn't as important as the artillery.
3) No commands: 30% 1 Command 44% 2 Commands 22% 3 Commands 4%
When I place strategy on his missing 62.5% of the time its luck. But relying on 70% success is not? Im not baiting for a flame war here. This is quite the engaging dialog. Its interresting to see how the "eiltes" think and stratagize. I assure such information shall not go unused. I will have to theorize another army over the weekend.
While I won't be so quick to brush off the Milagro/A4/Tokugawa drop, I will say this: it's an old archetype that I think you'll find most people know how to play against. It's not that it isn't solid and it won't win you games, it's that it's an army that we've seen over and over and over to the point that there really isn't much to say about it anymore. Elite is not wrong to point out that hoping your opponent will fail a breakaway with Evade is sub-optimal, nor is he wrong about your army vs. a heavy tankdrop army like Brinxter's. Any TTL-centric force will give you serious problems because none of your units is very well taylored to taking them on. Any tankdrop army will give you problems because it outranges you. JF Sylphs give you problems, Sprint-Fenrir drop gives you problems, blahde blahde blah.
For local competition, it's just good enough to get newbies angry at you for fielding it. For high-level competition, it's just outdated enough to make sure you won't win many games with it. It's a pretty meh build as far as I'm concerned.
And this was the reason why i was trying to avoid "if you do this, then i'll do that"
If you start totaly deployed i'll take my time, and by turn 3 you'll have everything of my army in your face.
I dont need to drop on anything, but the threat of a drop is enough to make you react to me, to let me dictate the pace... wich is half the battle.
I only suggest senario's that might occur,pro & con.I think
Quote : Originally Posted by Elite130
Steven i do hope you make Worlds ill show you the error of your ways :p
HA! :p you wont have that chance.I'm to poor to go,maybe next year with some carefull financial and schedule planning
I know what my weakness are but cant seem to overcome them. I played a better venue player last night he played
ezpanranza
2x ss A4
df atv
merc infantry
I beat him with my thunder chicken only loosing 84 pionts.then I play a noob using a design the battlemaster thought up
enrico
persauder
3x oni
br towed a4
sm2
after killng his arty I was over confident and arrogant needless to say persauder smacked me to hard and dead I was , it wont happen again :devious:
Thanks for helping with my Malvina and Chikako armies guys. I ended up using Black Rose in a 450 constructed unrestricted event using PC's and MC's. I ended up winning all three games. All of the enemy mechs that I faced were completely wasted.
Shiro - "Kaminari"
Moriko Horiama (291)
SW Blade
Lil Turner (SW Recruit)
L Decoy (G003) (159)
450pts on the nose.
The Shiro boasts only a 10/22 which is vulnerable to charging because its armor wont help it, but with an 18" range, 23" AO, its a long run to get there without getting shot first. Plus its Sweeping Blow Ability can keep opposing units from being in base allowing more frequent AOs.
The Blade can either run its first move with Evade on or take an attack with it on (21 decoy) to get to its optimal click of 12/20 evade decoy with 11 move. A respectable 16" AO with dual target Armor Piercing. Shutdown on click three, but the evade should keep it running cool.
Strengths: 23" AO on the Shiro outranges the formation drop range of the Merc Kelswa + HLSnipers/TGs (21" because of 12" range and smaller bases of the infantry). The SW Blade is a fast harassing unit that is tougher to hit than the Shiro. Both have 270 arcs. Reactive and Hardened armor make non-armor piercing ballistic attacks from infantry and artillery "far less effective". Outranges most Mechs and many of the the fatties AOs (Hazen's AO is only 17"). Works well with most PCs (Dust Storm and Desert Wasteland Exceptions). Sweeping Blow and Evade greatly reduce base and break tactics.
Weaknesses: The Shiro's 22 defence only requires a 12 from the Merc Kelswa (24" TD) alone (or 12 with IT for StormHammer Behemoth). Desert Wasteland. A counter-able PC but there are only a few counters for it and Im likely to get burnt at least once. Cedes VC3 to any ATVs so playing for VC 1 and 2 are a must.
Ideal PCs: Storm (water terrain), SZT (-1 heat on AOs), Ice Field (extra cooling).
Weaknesses: The Shiro's 22 defence only requires a 12 from the Merc Kelswa (24" TD) alone (or 12 with IT for StormHammer Behemoth). Desert Wasteland. A counter-able PC but there are only a few counters for it and Im likely to get burnt at least once. Cedes VC3 to any ATVs so playing for VC 1 and 2 are a must.
Ideal PCs: Storm (water terrain), SZT (-1 heat on AOs), Ice Field (extra cooling).
Other weaknesses:
Low starting attack on Shiro. Sure, it outranges everything and the kitchen sink, but against fatties even that first shot (assuming they have no ATVs) will need at least a 13 and possibly a 14. Decoy can make your day very long.
Black Rose will almost indubitably wreck your lifestyle, even with the brushaway. (Forcing a MDFA mech out of base contact is a bad choice. Giving a fat assault mech a free shot is a bad choice. Those are your options with Black Rose basing the Shiro.)
Lack of disposable anti-arty units. No chance to tie up AP arty with something that won't suck to lose. If they do have AP arty, there's almost no chance to engage with less than an awful heat dial, especially if they toss in disposable ATVs or, God help you, a Fa Shih.
Lots of these, mind you, aren't problems with your build in particular, but problems I had when I tried to run a Shiro. Such is life.
For the upcoming July storyline what kind of army would do the best: BlackRose+Malvina+ATV support+arty support. Chikako+Gabriel Smith+arty support+light mech support+ATVs. Persuader+Enrico+SS Thunderfox+mechanical repair+pilot+ATV support + arty support.