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The X-axis needs partner I feel. Remember it's heatdial forces it to rest every other turn. That will make this a difficult piece to play. I would suggest to only use it in a 2 mech army. As to compensate for the rest it will need. It's defense are brilliant for a Medium and the evade will help, although you lose it after I think 5 damage.
the rest of your army is very decent indeed, however you are very vulnerable to Sub-Zero and caustic. I got the feeling that outside of the Worlds and other big tournements people arent using these PCC's to much.
the rest of your army is very decent indeed, however you are very vulnerable to Sub-Zero and caustic. I got the feeling that outside of the Worlds and other big tournements people arent using these PCC's to much.
I don't necessarily agree that these cars are not used often. In the events I've played since Firepower has been released, I know players and bringing them in their deck and have seen these cards played often.
The reason you don't see as big of an effect on local play is the difference in the number of rounds that you play. Given that most local events are 3 rounds, you stand a good chance of cancelling SZT and CA. However, in nationals and worlds, there are more rounds, so the likelyhood of facing these cards is greater, if not for certain.
Your army concepts are interesting, however they all share the same mitigating factor: lack of basers. 'Mechless pog armies NEED basers. Crave basers. Live and die by basers. A single filler ATV doesn't help you, mehtinks.
I agree that the army lacks a hammer. Maybe ditching some artillery for a pair of TGR-drops?
I love the HK Morningstar.
@direwolf...
If you dig X-Axis, more power to you, buddy. I think the best army featuring him I've seen is one Elite suggested to me with him recruited to BR with Mech. Repair and Persuader with BR Pride. As for your specific army, I'd expect your support to win your games, while X-Axis serves as really expensive RHDM-bait.
I'm really curious on this point - why does the double-order Shiro not see much play? I'm wondering if people are turned off by the mediocre stats, or the heat and damage incurred, or both. My thoughts are that the potential to use it twice could really turn a game in the late turns.
Harcore competitive scene -- the 10 attack/21 defense is too mediocre, the heat dial too severe, and the penalty for the special ability too steep to really merit play over the other two Shiros.
Local scene -- Now we're talkin'. You throw IT on this guy, a ton of basers, and water, and you can really wreak havoc with it. I've made Hashira do backflips at times (charge followed up by close combat attack; AO out of water, then AO back into water [meaning you still get the extra cooling]), and it's a ton of fun. But I really think that's where the 'Mech's greatest strength lies, is its fun value. And it's fun mostly because it's freaking devastating.
I want to do a competitive army with Kaminari + Horiama Moriko, but I am not pretty sure how to support her... My first idea was:
Kaminari + H. Moriko + Concussion Ammo
SW Zanh Transport + SW Arrow IV
Scout ATV SH x3
Minigun Cycle x3
450pts
Basers, a transport + arty for counterbattery fire and a long range mech with concussion. However, I feel that this army is short on firepower... Another option could be:
Kaminari + H. Moriko + IT
SW Arrow IV
Scout ATV SH x3
Centaur BA HS x2
450pts. Loose some basers and the transport, but gain multipog and AP...
Or
Kaminari + H. Moriko + Concussion Ammo
SW Arrow IV
Scout ATV SH x5
Shamash HS x2
450pts
Lot of basers + arty...
What do you think? I am tryng to create a multi-treat army (arty barrage + long range mech) but I cannot find a combination that I like... Your suggestions and advice will be highly appreciated...
By the way, the only ATV's I have are the SH ones... And I do not have the MERC Zanh or hte SS Arrow either...
Concussion Ammo Shiros like to have Pulse backup. JF Sylphs/JF Fenrir-drops are good for this role. They also like cheap poggers. My Nationals army was:
Thought being that you freeze the transports with your 'Mech, and let the arty/Sylphs take 'em out. If you have some HD Centaurs or HS/SH Towed Thunders, dropping those is a great way to follow up your Concussion shot.
Or, you could ditch Concussion entirely (not great synergy with a 10 attack 'Mech like Moriko) and go with IT instead and just make a more balanced force.
Arty is optimal backup for the Shiro, it's just a matter of bringing an arty that can cover enough of the board to be effective. :)
In the present game I find an 11 attack already an liability. So a 10 Att. to me is totally unaccapetable.
Dont get me wrong I love the Shiro's. But in 450 they just dont make it. They can make it vs. certain type of armies. 21 to 22 Def. Mechs will be killed, with concussion ammo you can do very well vs. TD. And Pog stands next to no chance against it.
Your armies with Art need a meatshield I feel or reduce the role of the Shiro to protector of the Art. For me that is not what a Mech is supposed todo.
Go with the 2nd or 3th army, depending on what you expect in your venue if you expect to face TD take concussion otherwise go fot IT.
Alright, a quick one for review by anyone who cares (this Thread ceased being about me reviewing some 30 odd pages back) ...
Yami - Shiro
Kenshin Tadashi
Concussion Ammo ... 290
HK Faction Pride (+1 dmg) ... 20
HK Morningstar HQ ... 48
HK Tokugawa ... 56
HK Raiden BA x4 ... 60
HK :^^: Oni BA x3 ... 60
HK :^^^: Oni BA x3 ... 60
Total ... 600
Intended for a Storyline (no arty, no VTOLs)...
Basically it's an infantry swarm intending to get up close and personal. Since the +1 damage applies at step 6c, it happens after Yami's damage has been dropped to 3. So he'll be doing 4 ArP indirect!!
Yami - Shiro
Kenshin Tadashi
Concussion Ammo ... 290
HK Faction Pride (+1 dmg) ... 20
HK Morningstar HQ ... 48
HK Tokugawa ... 56
HK Raiden BA x4 ... 60
HK :^^: Oni BA x3 ... 60
HK :^^^: Oni BA x3 ... 66
Total ... 600
I got a kick out of using the same FP card recently. The ability to crank up the damage output of a infantry unit to 3, combined with Kurita's insane attack values as they take damage, means your opponent has to respect every HK unit. Base a mech with a formation of HK infantry and your'll opponent will be forced to move. If he doesn't, the formation will eat him up with CC attacks - especially if he only dings one of the infantry (leaving it at 2 damage).
You might consider dumping the Morningstar, Concussion and enough infantry to field the HK Crimson Hawk with HK pilot. I'm not sure how much Consussion will help, given the lack of arty and VTOLS in the scenario. The HK CH is a great support mech, especially when equiped with evasion. Just don't let it get a big head.