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I assume you mean "needs" problems - I have enough nightmares about "nits" having to work with children everyday!
If I could, I would, but your principle needs, namely the Sylph and the Kelswa are highly sought after pieces - for example, I have only one Kelswa, would love a second one!
Are there any CJF players in your area? Kotch and I are UK residents, so while willing, the pond can be a little cost-prohibitive... good luck, anyhoo :)
Well i do but no one in my area is willing to trade off their kelswa and my venue is 60 miles away so i only go like once a month not alot of oppertunity to trade so i do most of mine online
I can empathise - ebay and www are my main avenue for stuff, too. :ermm:
Ohh i dont buy i trade online
I am no longer allowed to spend anymore than $10.00 (USD) at one time on MW for reasons unknown to me (my parents say youre just wasting youre money youre not allowed to buy in large untill the next set and then only for marquee and special offers)
ok i'm kinda a noob but not really i quit a while back and came back to find out they had changed the rules and, much to my delight, added the jade falcons as a faction. so i got as many pieces as i could and i would like to know how to make the best 450 point jade falcon pure army, these are the units that i have:
i'm afraind that is the extent of my JF collectio, as i wasn't here for their breakout set, most of the figures come from AoD, i could try to get kelswas and elementals but i don't know if there are many extras where i play.
well thank you for your time and anything you can do to help would be much appreciated.
That's actually a pretty good start. You have a lot of good stuff and a few of the backbone pieces of the Falcons. As for your mechs VIncent, the Zeus, the mongoose, and the Blade are all pretty good. Not the best we have but a good start. I'd help you make a 450 point army but first could you list what pilots and gear cards you have. Some of those mechs get a lot better with a good pilot and the right piece of gear. SO far though I can tell you the two Sylphs are excellent, The Undines are tough as are the Salamanders. The Saxon APC dropping the Fenrir i also a good option that I myself use quite often. For 183 points you can get in two Sylphs, the Saxon, the Fenrir and all four Undindes, not a bad beginning to an army IMO and that still leaves you with 267 points to play around with.
I deployed my infantry in three formations: 3x Raiden, 3x Centaur and 2x Centaur + 1x Undine.
Round 1: I faced a Force of the dezgra Dragon's Fury (provided by the BattleMaster for a younger player). Units: Hellstar (Pulse, Trebor Yedek) , 3x ATV Squad, Yasha VTOL, DF Pride (+2 Range) and an artillery piece of some sort. My Mountain Range was canceled by Storm. The Hellstar managed to blast both of my 'Mechs for 5, so they decided not to face off with him anymore. Luckily, the pilot lost the fight with heat and shut down in the face of my Raidens after scoring a hit against Celeste's Jaguar. Capture was achieved. All ATVs were eventually destroyed by my Centaurs. Win by 2 VCs.
Round 2: Versus a CJF Force in a Swamp. I used my placeholder PC. Units: Sekhmet, a freebirth Merc Paladin, two infantry and Milagro with Celina Santos recruited to CJF. We spent the entire game dodging around each other, everyone's speed reduced to 8. His artillery had a horrible reach. The Sekhmet (which I now want) held the middle of the city(built with blocking). I had VC3, and should have fallen back when Santos charged Tarsonis' Vapor Eagle twice in a row, knocking him out of the fight. Santos was shut down from heat, however. He then salvaged one of my Centaurs with an artillery blast, and the game ended before I could capitalize on Celina's inoperative state. Lose 2 VC to 1.
Round 3: Trial of Possesion. A CJF mirror match, if ever there was one. Faced a differently outfitted Vapor Eagle (Sakhara + Flamers) and Jaguar (Star Commander + Evade) duo. Also fielded: Hadur, Towed Thunder x2, Sylph. Artillery war begins, and my BattleMechs maneuver into position for a twin Assault on an exposed TTL, salvaging it. Sylph harasses my Deployment Zone. His artillery has range on mine, so they pull back to tangle with Sylph. Enemy Vapor Eagle critical misses an Assault vs. Celeste, so she jumps on him. Mercilessly, I might add. Tarsonis runs for the enemy DZ. Mayhem erupts, with shutdowns and additional DFAs occurring until the game ends. I win with Battlefield and Kills.
The performance was enough to win second place. I never faced any infantry formations, so the Anti-Personnel was useless, though one player did bring an ATV-Cheese army. We never faced each other. The rebuilt army handled well, though would have done better if I had done a few things:
Keep the 'Mechs together. With the two in close proximity they would have been much more of a threat.
Keep on a single target. I get distracted easily, and had less confirmed kills than I should have.
Too much infantry. They mostly milled around in the backfield. The Raidens were the only ones that accomplished anything. I will acquisition additional units in the future.
Remember non-Merciless faction abilities. Though I can only remember one instance where I could have used EI, I forgot to. I forgot about using Zellbrigen against Elites, as well.
Use PCs in first two rounds. I wasted my Perfect Day in the last round, as my opponent had used his two PCs previously. It would have saved me from that stravag mire of a swamp.
Next week is a 600 Point battle. I am currently working on a Black Rose army whic I will post a draft of when it is complete.
How unfortunate, that you had to face an army that used a Jaguar + Evade.
Evade is for bipedial Battlemechs only. It is part of the requirements section on the card. But then, harder earned glory is much longer lasting in one's codex.
Clan Jade Falcon was really the first faction in MW to lend real power to the "Wingman" tactic, thanks to the MDFA. While other factions have made use of it in a ranged sense (I used to use my Wasps from House Liao in this way all the time), it's amazing how much stronger a mech becomes when you give it a buddy capable of taking on units up to twice it's own size and beyond.
Concentration of force is a huge game decider - it's not just about the biggest guns, it's about them being in the right place at the right time. Taking so many infantry makes that a hard manouver to carry out, while making you in turn very vulnerable to Anti-Infantry forces.
The Pally IS a good unit, but nothing that should have blighted you. An Arty dual betwen one of these and a :^^^: Hadur would be a pretty good bet for the Hadur - your damage stays higher for longer, and although he out ranges you, you can move after he put's his first Pog down and get your shot in then - even if each piece rends the other, you've countered 70 odd points with 50. :)
For 175 points (the cost of the back up you took), you could have fielded a pair of Hadur, a solo Raiden for formation movement, up the GHK pilot to Dave Rees (for sheer offensive potential), dropped the CJF Star Commander for an Albion pilot, then taken a pair of Sylph BA - not exactly order efficient, but very able to deal out a broken nose or two. Keep Anti-P for infantry formation bashing, while ensuring that you have a flexible artillery base (you can either bombard static positions, or use a pom-pom-Pog effect to keep enemy mechs moving.
Just some thoughts for you - the above army is a pretty good description of one of the forces I contemplated taking to nationals - the order efficiency makes it feel a little sour, but this isn't far from where I think I'm going... :devious:
I'd help you make a 450 point army but first could you list what pilots and gear cards you have. Some of those mechs get a lot better with a good pilot and the right piece of gear.
to save time i will only list the pilots and gear from the two classes that my mechs are in (light and assault).
Light Gear:
Evade
IT
Anti missle system
decoy
pulse
homing beacon (SU)
double rate
anti personell
Light pilots:
JP milhew+2+2+2
Star commander (JF)+0+2+1
Albion militay +0+1+1
robinson battle academy+0+1+0
Galedon military acamdemy +2+1+0
assault gear:
camo(SU)
Anti Aircraft
Pulse(SU)
Grapple
Electric Camo
assault Pilots
Maj. Franklin Kroger
that is about it. another thing that i think would be helpful is a list of good nons that i could pick up from someone.
Dude, while I can't believe I'm actually asking this, what Heavy Gear and Pilots do you have? The Ursa may have potential if you have any of the Firepower Pulse gear.
For JF assaults, there are two choices: go and pick up Malvina/Black Rose (worth it if you can get it) or get the Sanglamore Graduate (11 points for 1/1/0). Any gunslinger in a JF mech is going to pay through the nose for the recruit (something like 16pts if it's Frank in the Zeus. You do get a 10/12/22 beating stick, but it ups the price by a good 30-40 points)
For assault gear: Lock-on Targeting is useful for Malvina. I'd ponder ER ammo for the Zeus as it does let you use that 6AP out to twelve, but it's up to you to decide if the 12" range is worth a -2 to your attack and 37 points. It may be easier just to commit the Zeus to close quarters (if the Zeus had an 8" ballistic instead of the 6", I would be recommending the ER ammo for the 16" attack. But, it's just a 12". Significant difference, in my mind)
For lights: you're well setup for the gear department.
Mech-wise:
The Blade is swift and accurate; perhaps equipping it with the Star Captain and AnP will make it a decent infantry hunter. Evade+Milhew make it a general harasser (and even give it a 21 defense vs ranged...desireable, and a long charge range to boot)
Hatchetmen, now that the Goshawk is out, are sort of overshadowed. The Agility makes them useful against other JF opponents (I might bet on a Hatchetman in a straight-up fight against a Goshawk) but the heat dials are gambler's friends (ok, you DO get up to +2 on melee with TSM, BUT you also have shutdown rolls.).
Uziels? Ok, if you give it pulse, it has a damage output, but the Goshawk has MDFA and is about the same for much more versatility.
Vehicles:
I recommend Hadur for more arty assets (workable little beasts)
A Kelswa is worth having; 10/24, good damage, late-dial IT.
A Mars is worth picking up too; compared to a Kelswa it has a lower but more stable defense.
Consider a pair of Kites for offensive ramming action.
Consider a pair of Shamash for cheaper, infiltrating sacrificial ramming action
Consider an MHI APC (out of Falcon's Prey) as a ground-bound 2-cap, it infiltrates
Consider a merc Zahn or two (out of LI) for a 3-cap transport that's kinda faction pure.
Infantry:
3x Sniper Teams: These are your formation attack boosts.
4x Trackbike: basers. Good basers. Hindering Basers
1x more Fenrir: These come out of Saxons and shoot things, pure and simple
3x Gnome and 3x Elemental BA: solid BA. Gnomes get late-dial IT for surprise captures
3x Raiden BA: good basers; cost is comparable to Trackbikes.
2x Sylph BA: good basers and harassers; best VTOL available for the Falcons.
Two of them in an MHI APC, infiltrated in, give you a solid arty setup.
Centaurs are the other infantry arty available; they are immune to Caustic Atmosphere and the ither non-BA hosing PC, but they are inferior to the TTLs beyond that.
I'd go so far as to argue that the Centaur trades aggressive firepower for slightly greater accuracy and much greater survivability. Most shots at them will be targeting a 19 Ranged DV and a longer damage dial.
It's the Armour Piercing and the twin pogs that wins the TTL favour in most people's eyes.
I find that it's rare that Sniper Teams last longer than a turn in combat if you move them through the Formation/Infiltrate approach. The Classic manouver for bringing Sniper Teams into play is through a transport - and there are few sassier than the Cardinal. Yeah, okay, it's a VTOL and it can't formation move, but it's faster and cheaper han the MHI which really tries to be more than it can be.
I have to confess, I'm taking a long, hard second look at the old Griffin. While slightly costlier than the GHK and HCT, it has something that CJF really lacks short of a JHK - Ballistic Firepower. Nothing says 5 damage balistic pain like a Griffin, and it IS conceivable that it could be used to back up a GHK as a wingman; while the Jaguar can be outfited to perform a ballistics role almost as well as the Griffin for less, the Griffin still packs the damage longer, as well as having a handy MDFA itself, which at 9 inches makes it a very real threat. For those discounting the GRF due to the unmodifiable AV of 10 and the lower DV, here are a couple of things t keep in mind; First, 19 DV is only as vulnerable as you want it to be, and Secondly, if something more accurate knocks an intended target off of it's higher DV values, the GRF's 5 damage whack can be a supremely uncomfortable coupe de grace...