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.
Drop the Gyrfalcon altogether. No Gyrfalcon or pre-FI Shrike is really worth it. Especially Benj Malthus.
In short:
Take out Jiyi, add in an Ocelot, 3 Trackbikes, a Saxon, with a Sniper Team inside.
The TB's move with the Saxon to give the Sniper inside a 21" drop range. The Ocelot is a good ranged Mech, which can shine if it MDFA's something and gets to use its massive pulse.
With my Firepower case getting opened tomorrow, and building an army out of it, what would people recommmend bringing to support the FI units? Bear in mind, the game is 900 points, and I hope to only bring about 300 points of support before the case gets opened (and they may not all get used)
My thoughts were something like this:
:^^: Cardinal Transport
:^^^: Sniper Artillery
:^^^: Sylphs x3
:^^^: Elementals x5
Artillery in case I do not pull enough infantry artillery, Sylphs becaue they are just great, and Elementals in case I do not get enough Raidens.
Thoughts?
Yeah, seems about right :)
I'd be tempted to bring one less EBA and shove the other two in a Cardi of their own. Air Cav!!!
So, three infantry, three vehicles and four mechs - and at first glance none of them are flotsam. While we've been drawing up our opinions for a while, here's my relatively short summary of what I like and love about CJF Firepower.
Infantry
:^: Towed Thunder Launcher 23 points
Common References - TTL;
8/10
You can't complain about the stats too much - it IS a little vulnerable, but it kicks out Pogs like no-one's business. AP is good, although the first SU click is annoying, while range is very snazzy - possibly a Sniper Team on steroids. A good option and probably everyone elses fave infantry this set. My premier issue with it is I don't actually like the design! Oh well, that's my problem!
:^^: Centaur Battle Armour 21 points
Common Reference - "Kenny";"Spike";
8/10
While others may not like the less effective pog ability of this unit, I love it - BA means it won't take free hits from some of those nasty new CECs, while the DV is amazing for an infantry - thanks to Evade, you are looking at 19! This isn't a dedicated pogger - it is a gem of multi-role - 8 inch basic range with a respectable 7 attack - I'd slap a couple of these next to an Undine in moments!. Sure, he looks like he's taking an inopportune moment to use the potty, but for a unit this flexible, I can forgive. The only huge downer in my eyes is the amount of Salvage SE. Due to the pose and the sculp of the head, I was instantl reminded of a certain late cartoon character from a popular American series of noteriety, hence "Kenny". "Oh, no! They ki-.......". :p
:^^^: Raiden Battle Armour 16 points
Common References - RBA;
9/10
The only way this could have exceeded my hopes was if the move had been 10, not the respectable 9 it turned out as. I've wanted a BA equivelent for TrackBikes since... well, FOREVER, since they provide a greater flexibility, IMHO. That and my Cardinal can drop them off from Cruising! The dial isn't as long as an EBA, but the Reflective armour does mean you can feel safe around most laser-armed opponents - a first choice versus Spirit Cats! Standard 135 arc is okay, range is a CJF norm (6), although the Damage does stay at 2. The dial does drop a tad faster, but hey, this is a 16 point unit that can potentially do 3 points of damage to an :^^^: target! What's not to like?
Vehicles
:^: Shamash Reconnaissance Vehicle 22 points
Common References - "Smash";"Mini-Kite";SRV;
10/10
They even gave it a semi-decent gun, for crying out loud! :p :p :p
With or without the option to infiltrate, you too can hurtle huge distances across the battlefield and cause your opponent to go "what the he-", just in time for that nice new shiney mech with JJs to land an MDFA on their head. Seriously, if the RBA wasn't to your taste, this thing should give you ample reason to say "TrackBike? Ha!" - remember, you can use this 22 point wonder to break the lock of that new Grapple Gear you are seeing on mechs now - Fa Shih can go whistle. Your AV isn't quite as good as the Kite, but for 22 points, WHAT DID YOU EXPECT!?!
You may have gathered - I like it!
:^^: Mars Assault Tank 107 points
Common Reference - "Brick";
7/10
A useful alternative to our other big bruisers in the vehicle stakes, the best thing about the Mars is the two targets - careful use will make sure that every shot counts. Damage stays longer than the Kelswa, but the DV isn't as great. With IT cutting in after 2 click, though, this is a much more offensive tank. Could have been better, but still very nice.
I got no Glory, so I won't rate a unit I haven't got yet. ;)
Mechs
:^^: Jaguar (Light) 98 points
Common Reference - JGR; "Jag";
7/10
It's 98 points and it out performs the Stinger, that's all I know. I'd be singing this thing's praises if we could have had Jump jets, but as it is, it ain't half bad - high marks for damage, speed and starting AV/DV, this is a worthy unit to pop on the battlefield. I can certainly see myself using it to back up my Mongoose configs. Decent heat dial, great arc - just "why no Jump Jets Gear?"
:^^: Goshawk (Medium) 130 points
Common Reference - Vapor Eagle;GHK;
10/10
I am sure that someone out there will criticise this for the lack of ballistics, but let's face it - point for point there is no better MDFA nightmare out there. Stilck in any of the three Generic medium pilots and you have a unit that outshines all of the Eyries, while also making most of the JHKs squint. So much better than the Hatchetman and Uziel it almost isn't funny, our GHK is set to be one of the few competative mediums out there. This is to us what the :^^^: Targe is for Liao. And ours is mostly cheaper!
:^: Zeus (Assault) 249 points
Common Reference - ZEU;
7/10
Even with a range that really does hurt, the Zeus is excellent - the sculpt has always been a favourite of mine, and now we get one! You may want to seek out ER Ammo, but to be honest, it's worth thinking about just wading in there and letting fly - while you are moaning about the range, with a speedier pilot on board, you can Assault and hit for 6AP to the same distance as Hazen's Shrike can MDFA - instant kill on infantry, useful against targets with Agility, and not countered by any weather condition! Top this off with a very supportive heat dial and excellent Vent (as all our stuff got!), and this makes a pretty good big mech. You may wish to invest in something to make the energy weapon punchier, since late in the dial you gain IT with your 10 inch energy weapon for 2 damage - you'll still be packing an 8 or 9 AV with a pilot on board, so keep this in mind.
:^^^: Shrike "Black Rose" (Assault) 253 points
Common Reference - "Black Rose";SHR;
10/10
Thank you, Wizkids!
Love the new energy weapon, plus a good tie in with the fluff.
Stat-wise, unless you've had your head under a large mountain for the last week, you'll know what a bruiser this Assault is - the ballistic weapon is an after thought - this is almost purely an anti-mech mech. With Malvina in the cockpit, we have the most aggressive mech in the game, so expect people to be gunning for it. Huge MDFA at 9(11) inches, with an AO of 17 - and you'll still have an effective AV of 12. Wipe that silly grin off, NOW!
And for those who complain about the lack of ballistics on the Vapor Eagle, WK gave us the 5 point extra ammo card for mediums, which lets the Vapor Eagle retain 2 damage all the way down.
I would go so far to say that the most popular variations of the Vapor Eagle will be as follows:
V.E. + generic medium pilot + Extra Ammo = 145 - 149 points
and
V.E. + generic medium pilot + ECM = 163 - 167 points
I almost want to put Pulse on this beast, but would rather keep the cost down.
And in regards to my support choices for this weekend, I may drop 2 EBA for a second Cardinal, leave 3 EBA on the ground, and use the Cardinals for a pair of Raidens and a pair of artillery infantry. Thank you, White Knight, for pointing me in that direction.
Oh, BTW, did you read the comment on the Shamash I put in?
With my Firepower case getting opened tomorrow, and building an army out of it, what would people recommmend bringing to support the FI units? Bear in mind, the game is 900 points, and I hope to only bring about 300 points of support before the case gets opened (and they may not all get used)
My thoughts were something like this:
:^^: Cardinal Transport
:^^^: Sniper Artillery
:^^^: Sylphs x3
:^^^: Elementals x5
Artillery in case I do not pull enough infantry artillery, Sylphs becaue they are just great, and Elementals in case I do not get enough Raidens.
Thoughts?
From what I've opened so far you don't have to worry about artillery infantry at all. TTLs are dead common and Centaurs only slightly less. I didn't get many Raiden at all (haven't gotten my case either). I'd say you're almost certain to get a Zeus or two and likely a Black Rose. I would suggest dropping the Sniper for some more Saxons if you have them. And maybe another Cardinal.
Blitz 150
Froehnhofer 12
Recruit CJF 14
Command 5
SM2 36
SM2 36
Trackbike x 3 54
Shamash 22
Sylph BA 30
MH1 APC 44
Towed TH L 23
Towed Th L 23
I've had quite a bit of success with twin SM2s (which move into a postion as part of a trackbike formation - usually into woods) but I realise they aren't top tier. The MH1 is a quick way of getting the TTLs into position (turn 1, unload, shoot). The Sylph and the Shamash are there to stop opp artillery targetting the SM2s until they're in range (ie stop firing on opp turn 2). Blitz with command should help with the orders.
Comes in at 449 - I'd like to swap the Trackbikes for Raiden BA but I only have 2 - at least it would reduce the vulnerability to Caustic Atmosphere.
Hey, its FP and I get to play POG warrior with Jade Falcon - pretty mondo dude (as my 12 year old would say).
You see, tjpandv, thee and me aren't born to be Falcons.
I'll have you know I was the original Falcon pogwarrior. :) I remember appalling all the CBT people when I used dual Long Toms back in FP. I actually kind of miss the old buggers.... :devious:
Remembers the day he took down a SH pogwarrior force with CJF Long Toms backed up by Jiyi Chistu and a pair of CJF Panthers.
Didn't last did it? :)
[sniffle] :knockedou
Those were the days my friend!
We swore they'd never end.
We never thought we'd get a real DV.
We played with mechs with wings.
We blew up everything.
Those were the days, oh yes those were the days...
Those were the days my friend!
We swore they'd never end.
We never thought we'd get a real DV.
We played with mechs with wings.
We blew up everything.
Those were the days, oh yes those were the days...
Without a Malvina Hazen card (yet), that is somewhat impossible.
Only 5 more hours until I open the case, and 8 more hours until I get to use the stuff.
The wait is killing me. I just hope the children who play are good tonight. The temptation to throw them in the "time-out" bin (dumpster outside) is going to be very high.
Drop the Gyrfalcon altogether. No Gyrfalcon or pre-FI Shrike is really worth it. Especially Benj Malthus.
In short:
Take out Jiyi, add in an Ocelot, 3 Trackbikes, a Saxon, with a Sniper Team inside.
The TB's move with the Saxon to give the Sniper inside a 21" drop range. The Ocelot is a good ranged Mech, which can shine if it MDFA's something and gets to use its massive pulse.
The only problem is I dont have any Trackbikes and those 3 sniper teams are the only ones I have.
And for those who complain about the lack of ballistics on the Vapor Eagle, WK gave us the 5 point extra ammo card for mediums, which lets the Vapor Eagle retain 2 damage all the way down.
I would go so far to say that the most popular variations of the Vapor Eagle will be as follows:
V.E. + generic medium pilot + Extra Ammo = 145 - 149 points
and
V.E. + generic medium pilot + ECM = 163 - 167 points
I almost want to put Pulse on this beast, but would rather keep the cost down.
And in regards to my support choices for this weekend, I may drop 2 EBA for a second Cardinal, leave 3 EBA on the ground, and use the Cardinals for a pair of Raidens and a pair of artillery infantry. Thank you, White Knight, for pointing me in that direction.
Oh, BTW, did you read the comment on the Shamash I put in?
Yes, I read it - did you read my reply? :p
As to today, had some Combat Evaluation - first game with the new stuff, and it was COOL! Took this lot;
Good grief, what a blast this was - faced a Kev Rosse'd Cave Lion with Reactive Armour (odd choice), a SC TD with a Skanda, and a smattering of infantry.
I guess the Shamash must have stank of "Cheap Rammer" because they received a great deal of early attention - they were all dead by turn three. Not that I minded, because that allowed me to set up the trio of mechs for a blitzkrieg against "Anima". The MDFA was absolutely classic - opponent winced at that one. But the real beauty was when I then started letting fly with Refocused laser - careful attention to my AOA meant that I'd lined up a shot on the deployed TD and an infantry. Look on my opponent's face was priceless!
I'll be taking that one again!
As to the Jaguars, I was amazed at how long they stayed combat worthy - they are definitely worth a closer look. Their AO isn't bad, and while I didn't get to use TSEMP, the ballistic weapon is very respectable.
I can see people wanting to play at the 600 point level more and more, though...