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The Enigma starts loaded out with all shields and is the principle miner. The Snakebites and the Cyclops run interferance or escorty duty, depending on the tactics of my opponent. Once I've finished mining, I can repair a pod or two on the Enigma back to an Arc-laser to get some added offense (assuming it's been damaged, if not, you can always ram an asteroid to open up a few pod slots for conversion.
Both the Mauler and the Interociter are powerhouses. The Interociter is more of a general purpose assault ship, and I'll usually loadout with 2 Arc-lasers and 2 Shields. The Mauler can cover a lot of ground with Waak (getting 2 double moves a turn). It will usually have 2 Shields and 4 Arc-lasers to try and get more chances at the bonus damage.
Overall it plays very well, and having "3" ships in the active fleet tends to give a numbers advantage over most others ("2" ships seems to be the norm) while still having some crew for both fleet utility and emergency base defense.
I do like the idea of starting out with three ships. It gives you a good starting advantage. The interociter is one of the best ships stat wise, but a little lacking in ability so a bit of a trade off. I do like the mauler as a clean up. overall I think it is a good fleet. maybe just a bit weak if opponent gets the jump on you with squadrons. overall awesome job. :)
Certainly not a bad layout, though I nitpick and point out that you priced Kian at 3 instead of 2 points and you didn't give us the point value of the Mauler, which is 12. While the correction of Kian's cost brings your active fleet down to 30 points, your reserve fleet is technically illegal at 31 points: 10+3+2+1+12+3=31. Drop the Rocket Engineer and you're good to go.
As a bit of advice, you'll likely find that a Weapons Officer would serve a little better on the Mauler than Waak, unless all you're bothering with is the base rush in the late game. Also, you might consider the Barrage instead of the Interociter, replacing the Captain with a Weapons Officer. You'll end up with the same Weapon Rating, but the chance for extra shots will help immensely against fighters.
Ah yes, that would be the fleet you slaughtered me with at this past weekend's tournament.
Of course the fact that I got all but one of one type of resource and could not roll to save my life, or the lives of my ships, didn't hurt. ;)
Certainly not a bad layout, though I nitpick and point out that you priced Kian at 3 instead of 2 points and you didn't give us the point value of the Mauler, which is 12. While the correction of Kian's cost brings your active fleet down to 30 points, your reserve fleet is technically illegal at 31 points: 10+3+2+1+12+3=31. Drop the Rocket Engineer and you're good to go.
Sorry about that. I was trying to recreate it from memory. The details of the crew tend to get lost to the whisps of time (and the fact that I don't have all the crew memorized yet). Like you said, drop the Rocket Engineer, and you probably wind up with what I played. Or you could ask Bastkitty.
Quote : Originally Posted by Syzyx
As a bit of advice, you'll likely find that a Weapons Officer would serve a little better on the Mauler than Waak, unless all you're bothering with is the base rush in the late game. Also, you might consider the Barrage instead of the Interociter, replacing the Captain with a Weapons Officer. You'll end up with the same Weapon Rating, but the chance for extra shots will help immensely against fighters.
I did debate a bit between the Captain and another Weapons Officer. I went with the captain on the Interociter for the added mobility and options that they tend to bring. The Barrage with a WO matches the Interociters WR, but it trades a Long Weapon Range for a short one. The Mauler is there to dish out the pain (as it usually comes in first). The Interociter is there as a finisher, or to handle base defense/rush. It can also double as an aggressive resource collector if the asteroid has been cleaned out (pleanty of boarding dice that aren't better suited for shooting, as with the Mauler).
As for Waak, well, I just like him and wanted to use a couple of named crew. I will admit that the WO would help with the 4 Arc-lasers on the Mauler, but not with it's Megalaser. Plus, I wanted the option of being able to get to where the action was happening quickly.
I think as far as reasoning behind what you did as far as choosing of ships I think you were spot on Muppet. I think Waak is very worth his points and is great for getting into action very fast. Its funny how many different combinations are available and how many people have different opinions on the best way to play it. I think unless you play people with alot of shields WR 6 is good enough. :)