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Back to the question of Mercs and Liao (and also JF).
So, Liao's Merc contract card is 10/150. Fair, since the Mercs will get Liao faction abilities.
Problems: none of the AoD Merc infantry or vehicles have a rank marking. Okay, so they're "neutral" rank for joining up with the Liao forces. But what about when they're on the opposite side and a target for Ruthlessness (or JF Zellbrigen)? Do you just assume that they're not green (or elite)? None of the Gunslinger/Merc uniques are ranked either. So they can be recruited by paying the faction cost, but count as zip towards Awe and won't be targets for Ruthlessness.
A New Years Present for all loyal fighters for the Capellan Confederation.
If you would like to be commissioned as an officer and as a Mechwarrior, I have several versions of scans of the original certificates from the old Battletech Liao personnel file.
PM me your email address and I'll send you two zipped files for various jpg versions. Helps if you have access to a color printer, but you can probably still do black and white.
Since you don't get any units in AoD, you can at least treat yourself to a couple of nice certificates to hang on the wall. And no, I'm not selling frames to go with them.
All I ask in return is that you pay it 4ward by giving some figures to a newbie at your venue.
Originally posted by Subodai Xtatika,
Too simple. Does anyone know how to say "that f'ing sux" in Chinese?
Yeah, the point cost will put us at a severe disadvantage going into the game. However, there has been postings of a Liao/CJF force that will enable the use of all 6 faction abilities. I believe that it consisted of Lioa Elite infantry/vehicle pieces and CJF mechs. It's in this thread somewhere.....blasphemous to some if not most, but it's something I'd try.
Originally posted by ixnaydude Yeah, the point cost will put us at a severe disadvantage going into the game. However, there has been postings of a Liao/CJF force that will enable the use of all 6 faction abilities. I believe that it consisted of Lioa Elite infantry/vehicle pieces and CJF mechs. It's in this thread somewhere.....blasphemous to some if not most, but it's something I'd try.
Ixnaydude
I play both factions, but I agree - never at the same time (unless someone REALLY hacked me off... :devious: )
Fluffwise, I've never had a problem with Liao and Mercs. Seems to flow from what they've always done. Don't feel guilty about using some Bannson's to fill out Liao either.
But using Mercs with Falcons? That doesn't work for me. Can't see the Clanners doing it, even if it would fit into Malvina Hazen's "Mongol" strategy and have historical precedent.
Still, combining Liao and JF for six faction abilities in one army! Now that is a temptation.
@Subodai: I've been out of the loop recently (holiday stuff and all), where did you find the info on the Liao merc contract card costing 10/150? Personally, I'm not surprised by it, but I'd like to know the source. Thanks.
Well, I guess we're 'officially' the bad guys. I saw somewhere that Kelly (the lead designer) called Banson's the games 'ultimate' bad guys. And, since Banson's is now under the control of the Chancellor, that makes us the bad guys too. Just because we fight aggressively for our territorial rights doesn't mean that we're evil...
Catalina Trujillo
2x LI Arrow 4 Artillery Tank
4x LI Special Forces Team
LI Infiltrator Mk I BA
LI Gray Death Scout Armour
LI Sniper Team
TOTAL: 450pts.
Basically this is defensive army that has infantry mostly as meat shield for A4s. Sniper Team's task is to set up to position to proper cap in terrain. Catalina and A4s shoot behind blocking terrain.
I'd be worried about being outranged by the Long Toms and Paladins. Being a turtle army, I would think that range and defense are the keys, of which this army doesn't have. Granted Fanaticism can help some, maybe some capturing too, but I think this would be hard to play with. One thing that I would suggest is to somehow fit in a Combat Engineer, their short dials would help with Fanaticism.
@Mechafan: If you don't have range, you need mobility. While I've used the A-IV's before with much success, they have never been one of the foci of the force. To get the most of them, you'll need to put them on the front line of your DZ, which just allows them to hit the front line of your opponent's DZ directly ahead. With the blast radius, you can get further in, but in general, your opponent can hide out of reach. The forward drift pattern is helpful, but not reliable.
If your opponent is running one of the Chancellor's PDS or Long Tom, they can position in the back corner, angled such a way as to most likely not get hit. They can then strike back at both of the A-IV's. Your opponent should win the arty war (especially with armored arty, as those mentioned above). That leaves you with Catalina heading downfield by herself.
Now, if your opponent isn't running one of the long range multi-pog arties, then you should do fairly well (even against a few VTOL's). It depends on your venue, I guess. With AoD rules, it performs a bit better, though.
While I'd like to claim some inside track to Wizkids or highly accurate ESP, the truth is simpler. Can't hurt to say how. Someone posted a 24 hour auction on eBay for the starter and two boosters. This obviously ruled out getting the LE offer (no receipt), but I guessed right for a change. It went for a relatively low bid and I assumed that the boosters would be loaded because they were intended for the pre-release. Seems to bear out the supposition that pre-release boosters are seeded in order to generate some excitement. A really good reason to head for the pre-release events. From two boosters I picked up two uniques and the Kev Rosse card. On the good side too, the new boosters are even more tamper proof. They've changed the plastic inserts and the infantry are much more secure too. The situational and planetary condition cards are on thick cardboard, while the gear and pilot cards are plasticed and wrapped in cellophane. People should start picking up some of the plastic sheets with inserts for CCG games. You'll need them. BTW, the unique and it's pilot card don't necessarily come in the same booster.
Since Com_Raven and others have already posted nearly everything on the poster (located on back of the play mat), I've just added what they didn't have. Don't see any harm in that. I've always looked forward to knowing what the unit breakdowns would be. I'm sure more info will surface soon since the pre-release events are so close.
At 10/150, the Liao Merc card is the only one that is not 5/150.
Don't think I can offer much more, except to say the DF Sekhmet is an anti-personnel monster.
Well, to have 30pts. taken away from a build just to include mercs isn't worth it to me. I'd just go with a merc mech or VTOL than to try and integrate just for movement formations and faction abilities. That's just me and quite frankly, I'd have to see unit stats/details before really committing to this or that.