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I find the Highlander Hadur very Acceptable, also it will make working this army a lot easier, hunting a mech down with a drop is hard work in my expierance. There is still a GA between Highlanders and RotS right ? otherwise this is means taking less SC and RotS ATV/Fenrirs and add a RotS MHI/Centaur drop, but the Hadur is way better.
You are right this SA will be a premiere one, still I think a Kaminari Army might not fear it. Specialy when it dances around building shooting ATV's to small pieces.
You might consider downgrading Stark to Frankie. At the expense of 1 AV, you gain an extra 23 or so points with which to work. And since you're already investing in IT, the 11 attack doesn't hurt all that bad. And then you can use those points you saved to fit in an ATV formation.
Really though, is one SC Saxon gonna be enough to keep your SA alive? That one point is enough for me to say that this is a notch or two below top-tier. But it's a good start. :)
Shoulda thought of Frankie myself. The IT should compensate for that 1 point of AV alone.
For the most part (read: so far) the Saxon's done it. I've used a SC T-Bird in the NC T-Bird drop to add a second piece but in this one I used the H TGR for more anti-infantry options. I have considered swapping in the SC NC for the NC NC, but, but... the NC's just so cool. Sigh. Such is the curse of the SA. :)
Maybe I'm missing something here, but I'm pretty sure this army wouldn't "ruin" mine, only because 4 or 5 ArP isn't enough to even Salvage either one of my transports, and after the shot, I still have drop range. Using Saxons and ATVs to keep the HK ATVs from basing the R10, I basically dare Kaminari to take the first shot, drop, and hit him back. He'll get one last shot in on the Kelswa before it and the T-Birds push to rip him to shreds. And I still have an AnP-drop to finish off the short-dialed ATVs.
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uhm since I'm just a scrub, I have a question. How does tank drop work against something like a shiro with concussion ammo??
So you dare him to to get the first shot by moving into range, if he hits you've just been pushed... now what?
Ever since I got my hands on "Jack" and the LE pilot, I've been trying to figure out how to exploit it with my projectile heavy Wolves and Steiner pieces. I figured that she would be best in larger armies where I would have room for "Jack", a hard hitting projectile Mech(s), and some decent support, but I've also been toying with the idea of cramming LE Julie in a 600 pts game. So, I finally made this army:
"Jack" w/LE pilot
SH Griffin
SH Sniper Artillery
SH R10
-SH TGR x3
SH Fenrir BA x2
SH ATV x4
SH FP
599
I'd play lots of blocking and infiltrate "Jack" so that it would become Neo-Arnis. I'd use the Sniper to provoke the enemy to come to me or to help me rush them, dashing behind blocking on the way. The Griffin would stay near "Jack" and blast 6 ArP at whoever is unfortunate enough to be in range. The R10/TGR drop will support the Griffin, firing through blocking with the TGRs. The Fenrirs would be in formation with the R10 and would act as more support if the enemy gets too close. The ATVs... ATV. I figured Mountain Range, Perfect Day, Urban, Pull Together, and Control the City might work well with this army. Sadly, I just realized that within two weeks this army won't be tourny legal. *sigh* Thoughts?
Except for the possibility of facing a SC/ROTS SA (which seriously hurts you), I do like this army. The Tom is a great arty, but I wonder if you could fit a Centaur or Thunder Launcher-drop in for fewer points and keep the whole build mobile. Of course, that MIGHT just destroy all your order-efficiency, but hey! :)
First build I've seen actually use the new PALs, and already you're giving me nasty, nasty ideas. Domination's gonna seriously change things, I think. Annihilation just added to the status quo, I think, whereas Domination is gonna reveal several new strategies. Good job.
While I certainly don't disagree with you in general, since new SAs mean new tactics (and is it just me, or has WK suddenly become obsessed with "free order" abilities? What's with that?) it does seem to me that recon infantry is going to be given fits and starts by arty. Sure it can move for free, once. But they'd better be together at the end of that order, or they're gonna face the old "push&click vs. stay and eat pog" dilemma.
I have found the DF Tokugawas to be all that you need against most opponents. In a pinch, the NC ATVs can make firing formations with them - the tank has a range of 10, and the ATVs 8, so not a big loss of range there, especially with infiltrate. The TGR drop is a viable threat on its own, and the Hadurs can take a hit and get better (my personal favorite artillery piece).
The Republic/Spirit Cat Alliance IS usable only once. That is why it states 1/450.
Now before anyone goes off on the wording, do you recall the House Kurita and Bannsons cards that work on a 5/6 or 6 to eliminate all damage? The wording and layout are identical. These were clarified as your being able to roll for them as many times as you like but once they have been used once, the ability cannot be used again that turn.
The same is true of this card. It still states 1/450. Hence it will reduce by 1 the damage dealt on the first attack that deals damage. It will do it also on the second attack if and only if your build total is at least 900 points AND the unit targeted is a different unit because the same unit cannot benefit from such an ability more than once a turn (that's from the FAQ).
If you don't believe me then feel free to ask the question on the Rules forum. However as Trev understands it to work it is significantly overpowered compared to the other cards.
The Republic/Spirit Cat Alliance IS usable only once. That is why it states 1/450.
Now before anyone goes off on the wording, do you recall the House Kurita and Bannsons cards that work on a 5/6 or 6 to eliminate all damage? The wording and layout are identical. These were clarified as your being able to roll for them as many times as you like but once they have been used once, the ability cannot be used again that turn.
The same is true of this card. It still states 1/450. Hence it will reduce by 1 the damage dealt on the first attack that deals damage. It will do it also on the second attack if and only if your build total is at least 900 points AND the unit targeted is a different unit because the same unit cannot benefit from such an ability more than once a turn (that's from the FAQ).
If you don't believe me then feel free to ask the question on the Rules forum. However as Trev understands it to work it is significantly overpowered compared to the other cards.
I'll be the first to go off on the wording! :p
"1/450: At the beginning of your command stage, choose an opponent. During that opponent’s next order stage, any damage dealt to a unit friendly to you is reduced by 1, to a minimum of 1."
I would advocate that at the beginning of your command stage you select one opponent per 450 points. The "any damage dealt to a unit friendly to you is reduced by 1, to a minimum of 1" clearly implies the reduction applies to all damage dealt by that opponent during that turn. In a multiple player game, you can change opponents each turn.
The rules state a special ability that is marked as 1/450 may be used only once per turn per full 450 points in the event's build total. Hence whilst the wording of the card implies it always works, it does not override the basic precept, that because it is marked with 1/450 it may only be used once.
It has been clarified that way, as I said. And, like I said, if you do not (want to) believe me then ask it (again) on the WK Rules forum.