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Iīm going to use this army next week in a tournament:
Planetary Condition Card:
Perfect Day (to prevent ugly surprises)
Alliance Card:
SA-003 Steel Wolves-Dragons Fury
Units:
1x Thunder Fox :^:,SW 130 pts.
1x P-005: NAIS-Pilot (in Thunder Fox), 19 pts.
1x Crimson Hawk, House Kurita, 130 pts.
1x P-002: Albion Graduate (in Crimson Hawk), 9 pts.
1x G-001: Pulse-SE, 23 pts. (Crimson Hawk)
1x Hadur Fast Support Vehicle :^: :^: , 48 pts.
4x Scout ATV Squad :^: :^: :^:
army-total: 445 pts.
Tactics:
For the first time iīm going to try out a double-mech army in a regular tournament. The Crimson Hawk will be my main attacker, with itīs starting attack of 10 and Pulse-SE it can be quite deadly and becomes realy dangerous when it gets damaged. The Thunder Fox will act as backup-force for the CH, while the artillery will be moved into some Water-Terrain (so it canīt be based by most Infantry/vehicles). The ATVs will be used to harrass on enemy mechs, to prevent AO against my mechs.
I would suggest a couple of pilot changes... put Dutchess Tormark in the crimson hawk for 21 points, it adds 2 move 2 atk and 1 def instead of the 1 atk 1 def of the albion graduate... and put a Tamar graduate in the thunder fox instead of the NAIS Pilot. Sure you lose the 2 atk, but 1 atk 1 move isn't that bad a deal since you want the crimson hawk to be your main hitter anyway. Also the 1 extra move increases your AO range by 1 to 18 and 19 (depending on the sweet spot) on the thunder fox since odd numbers round up now.
Just thought you should throw a better pilot on your Primary mech, and bring your point total up a bit to 448.
I dont' think that the DF/HK grand alliance will ever happen because from the beginning of Dark Age the DF faction doesnt' really like HK, and vice versa.
Some advice I think could be helpful is replacing the 4x DF ATVs for 5x LI ATVs. That way, you get their faction abilities and more of them.
But next week in a tournement Firepower Alliances will not be in effect. So your SW/DF Alliance card is invalid.
Still good luck.
Thatīs why i included the DF-Units, so i can still make use of the DF/SW-Alliance Card.
Quote : Originally Posted by ullerdf
I dont' think that the DF/HK grand alliance will ever happen because from the beginning of Dark Age the DF faction doesnt' really like HK, and vice versa.
Letīs wait and see, even House Kurita can change its mind (it doesnīt happen very often, but sometimes...).
Quote : Originally Posted by ullerdf
Some advice I think could be helpful is replacing the 4x DF ATVs for 5x LI ATVs. That way, you get their faction abilities and more of them.
Quite a good point, Liao-ATVs are quite nasty and hard to eliminate, but i could only field 3 of them. I prefer the DF-Version because of their higher damage potential and IT-SE.
The problem with the alliance is that to use it you can't have any figure that isn't from a faction either named in the alliance or is in a Grand or House alliance with one of the named factions. Since Kurita is not named and it doesn't have a grand or hous alliance with either faction, you can't use the Crimson Hawk with that card.
My fault, didnīt read the full passage in the rule-book. Then i will simply change the alliance-card for the DF Faction-Pride card, this will still give me an advantage.
Maybe i will change the Thunder Fox too, there are some ideas floating in my mind.
1x Thunder Fox, SW
1x NAIS Pilot (in Thunder Fox)
1x Nyx "Kolyu", DF
1x Albion Pilot (in "Kolyu, if i had Katana, i would use her instead)
1x Evade CEC (equipped with Nyx)
1x Hadur Fast Support Vehicle, DF
4x Scout ATV Squad, DF
1x Infiltrator MKII BA, DF (Filler)
My strategy will remain nearly the same. ATVS tie up enemy mechs/artillery, Thunder Fox will be my main hitman while it gets some cover by the Nyx. The alliance card will allow me to boost either one of my mechs or the artillery.
You can't use the DF-SW alliance card to add +1 to the ballistic damage of an artillery attack. It reads "At the begining of your order stage..." Artillery attacks are resolved before that, during your command stage.
Nice 5 AP damage to the Nyx, or 5 AnP damage to the Thunder Fox at prime, though (make two ATV formations 28" apart go "poof!").
You can't use the DF-SW alliance card to add +1 to the ballistic damage of an artillery attack.
I know, but i can still use the bonus to enhance the damage-value for direct fire (can be a nasty surprise if somebody gets an infantry-piece into range).