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Zeus - 249
- Dean - 37 RC
- Coolant Pod 16
(Short range I know but still 6 AP is nothing to laugh at)
Goshawk - 130
- Pilot with +2 MV and or +2 AV
- Ecamo ??
(MDFA option)
PHK - 117
- Star Comm. - 18
- Ecamo ??
Gyrfalcon - 185
- +2 AV Pilot
- Continuous FM ??
That is all I can think of for good Beat-stick units, but as always they are open for tweaking.
Do not trust the numbers, I am working from memory and it is not what it should be so please double check before you decide to use one of these configurations.
Adding E Camo to the PH1 and the Goshawk means you're probably going for the MDFA FP card. If you're going to pay out 20 points for a FP card, you may as well make use of it (is there a frequency of use on this card?):
CJF FP
4 x PH1
4 x E Camo
4 x 2-2-0 pilots
600 pts.
"Boingy Boingy Splat Splat" as White Knight would say!
Its going to be the Loki for my main mech but the Vixen and PH1 are good options (2 lights for the price of 1 heavy).
I'm trying to get a decent mix of infantry together:
TBA - expensive but fast. well protected and deadly.
Do CBA - tough and quick.
Va CBA - the quickest JJ inf we have and a real bargain at 18pts.
SBA - nice when slung out of a Saxon.
Purifier - at least they an keep up with the TBAs.
PAL Suits - good points fillers as they can use recon to move easliy. Also very potent once Recon has gone.
Track Bikes - great escorts for R10s and good basers in their own right.
I've read the tourny rules about set retirment and everything is in unless there are Battleforce Restrictions. AoD, Firepower etc refer to the rule sets. The only Battleforce restrictions I can see refer to use of Uniques and the 500 point pool of mercs etc etc. This should mean that FP are in which means its ramming time for the Kites..!
Well the Goshawk has built-in boingy so the FP card is not needed. The Ecamo build is just to keep the streakers and in-directors of your butt until you can strike. Your opp. can not hit what he can not see so the PHK is a nasty surprise. :devious:
I was working along the same lines as TJPANDV for creating my Army. I have 2 600 point armies then a further 800 point side board. I didn't do it in 150 point chunks like he planned to but I did provide a replacement for most of the units that should be quick to put together. Anyways I have 1 Army that designed to fight factions that like to sit back and fight at range/camp and another that goes right for the throat.
Army 1
Hellbringer
>Anastasia Kerensky
>R.I.S.C. Hyper Laser
3x Sylph Battle Armor
2x :^^^: Clan Battle Armor
4x Thunderbird Battle Armor
2x :^^^: Hadur Fast Support Vehicle
This one is still very mobile and easy to react with but can deal with a unit not willing to move at you. It can also just as easily rush in there if need be. The Sylphs act as pinning units and clean up crews to keep enemy units off the Hellbringer and Hadurs. The Hadurs, Clans and Thunderbirds make 2 formations of 2 T-Birds, 1 Clan and one Hadur that way the artillery has a movement formation and some Anti Infantry help while the T-Birds and Clan can jump out at any time to deal with an incoming threat (again though this army is designed for use against factions like Steiner, Liao, Republic and others that are typically slow or campy so I shouldn't have to worry too much about someone making a run for my backfield).
Army 2
Hellbringer
>Adam Stark
>Improved Targeting
Incubus
>Mila Mazur
>Inferno Flamers
2x Sylph Battle Armor
3x Thunderbird Battle Armor
This one is a bit more standard for us and a more go get them build. You have your basers in the Sylphs, a clean up crew with the T-Birds and then the heavy hitter in the Hellbringer and a nasty high defense machine for covering the Hellbringer in the Incubus. The Flamers also make shutting units down or cleaning up tanks and infantry fast really easy.
Now the remainder of my force is as follows
Summoner (Just cause I have to bring one, I am CJF after all)
Incubus
Incubus
4x Skanda Light Tank (Good pack hunters)
3x Thunderbird Battle Armor
Star Commander (H)
Scott Graves
J.P. Millhew
R.I.S.C. Saturation-Fire Mode
R.I.S.C. Overcharger (L)
Decoy (L)
As you can see I made my force out of only Elite units (I'll be painting them to in the next month with an example of the paint job going up today).
Depending on how the exact phrasing of units allowed ends up, this might change slightly, but it'll be trivial really.
The set up of this war plays into one of CJF's strengths, honestly. The 'dead and out' rule punishes uniques... of which CJF has one. Darn. You mean I'll have to depend on my normal units? What ever will I do. Oh, yeah.
My initial plans are to bring Hellbringers. 3 of 'em. Stark, DeJesus and Ryhara. IT, IT and Decoy. Gee. I wonder what I could be planning. I'm also trying to pack everything else in groups of three. Three R10s, two Kelswas and a Sekhmet (I don't have a Huey yet, I'm actually going to be trying to trade for stuff I'm missing).
Units I'd bring:
Lights: PHIs and Vixens. Clearly.
Mediums: There's something to be said for the Goshawk now and again; people might not see it coming. I could see a case for a Gyr in there too.
Heavies: Duh. Pack as many Lokis, Mad Cats and Vultures as you like. You really can't go wrong building three armies around CJF heavies.
Assaults: none.
Transports: R10s and Saxons. Possibly a MHI for a TTL surprise.
Tanks: Carnivore, Kelswa, Sekhmet, Huey.
VTOLS: I've had good luck with the Yasha. People don't like 12 inch infantry plinkers and they're relatively accurate (ask me about the time my Yasha ended up soloing Duke...). Sylphs, obviously.
Mechs:
:^:Panther
Shadow Hawk IIC x 2
Zeus
Stinger x 3
Koshi
Mongoose
:^^:SalvageMech MOD x 4
Ursa
Vulture MKII
Griffin
:^^^:Ocelot x 2
Tanks:
:^:Skadi Swift Attrack VTOL
MH1 Amphibious APC x 2
Nacon Armored Scout
:^^:Morningstar Mobile HQ
Kelswa x 3
Hasek x 2
Cardinal
Enyo
:^^^:Long Tom x 2
Skanda x 3
Hadur
HUH!? is this from your stand point (per your collection) or is there a rule I missed in the Faction War rule sheet?
From the Wizkids website ( as per my supplied link above)
"Objective: Each player aims to defeat the other.
Battleforce Size/Composition
For the duration of the event:
Players may bring up to a 2,000-point pool of units and CECs. From this pool, players will build and use a 600-point battleforce each round. No Unique may appear more than once in a player’s pool. No situational alliance or mercenary pride CECs may be used. When determining the cost of legendary and gunslinger pilots, if such a pilot’s preferred ’Mech is in your pool of units, use the pilot’s alternative point cost (do not include recruitment costs). When determining the cost of CECs that have variable costs, use a 600-point build total as the basis for their costs. For example, if you choose to bring a faction pride card that costs 5/150, when you add it to your 2,000-point pool, it will cost 20 points (5/150 in a 600-point game costs 20 points). You may include up to two faction pride CECs in your pool. If you include a faction pride CEC, you must play that faction pride CEC in at least one round of the tournament. You may not play two faction pride CECs at the same time. You may have up to 500 points of units in your pool with no faction symbol that may be recruited via a mercenary contract CEC or by paying a recruitment cost.. Each player must inform his or her Battlemaster of the faction that he or she will be representing for the duration of the event.
For the duration of each round:
Two-player game; 600-point build total; four orders per turn. All of the build total spent on units must be spent on units with the same faction symbol or faction symbols allied via a house alliance. This includes any recruitment costs or costs for mercenary contracts being used. When determining the faction symbol of units without a faction symbol, use the symbol of the faction that the unit will be recruited to (if applicable), either by paying the recruitment cost or using a mercenary contract card. No grand alliances are in effect for this event. The current house alliances are as follows:
Dragon’s Fury–House Kurita
Highlanders–Republic of the Sphere
Spirit Cats–Clan Nova Cat
Steel Wolves–Clan Wolf
Stormhammers–House Steiner
Swordsworn–House Davion
Rules Set: MechWarrior®: Age of Destruction, Firepower, Annihilation, Domination, Vanguard, Wolf Strike, and the Ares 3 Pack. "
Please note that Battleforce and Falcon's Prey are not mentioned. Therefore all builds including any piece of these sets are not legal.
Rules Set: MechWarrior®: Age of Destruction, Firepower, Annihilation, Domination, Vanguard, Wolf Strike, and the Ares 3 Pack. "
Please note that Battleforce and Falcon's Prey are not mentioned. Therefore all builds including any piece of these sets are not legal.
The sets mentioned under "Rules Set" note which sets have rules that are active for this event and do not indicate piece restrictions. The Battleforce and Falcon's Prey sets were not mentioned because neither set came with any new rules. If you look back at all of the currently posted storyline events, Falcon's Prey (or any Pre-AoD set) is never mentioned. The only difference is that the storylines mentioned "Battleforce" which a while back was clarified to mean the Ares rules set. Here, it appears they are avoiding that confusion by explicitly mentioning the Ares rules.
I am checking the Wizkids forum for an official link, but have yet to find one. Think about it this way, do you really believe Wizkids means to prevent people from using pre-AoD pieces and Falcon's Prey pieces for every Storyline event this year (and all of the Storyline links I could find from last year)? I will post a link to an official clarification if I am able to locate it.
Mechs:
:^:Panther
Shadow Hawk IIC x 2
Zeus
Stinger x 3
Koshi
Mongoose
:^^:SalvageMech MOD x 4
Ursa
Vulture MKII
Griffin
:^^^:Ocelot x 2
Tanks:
:^:Skadi Swift Attrack VTOL
MH1 Amphibious APC x 2
Nacon Armored Scout
:^^:Morningstar Mobile HQ
Kelswa x 3
Hasek x 2
Cardinal
Enyo
:^^^:Long Tom x 2
Skanda x 3
Hadur
Infantry: basically anything.
You're right you are lacking a bit in mechs there. Vehicles on the other hand you're doing ok with (3 Kelswas is quite impressive). I'd try to hunt down at least one Hellbringer (Loki), Savage Wolf (Mad Cat Mk IV), Vulture Mk IV, Incubus (Vixen) and Phoenix Hawk I. Also try to find some Saxon APCs and R10s.
This post from the WK FW Rules thread confirms that, unless your BM says so, there is no set retirement in force for the event:
Originally Posted by The_Spaceman
Can units from Dark Age to Falcons Prey be used also?
Yes, retirement was gone a long time ago. If there are any unit restrictions (Battleforce Sanctions) it will be up to the BM in charge of the local event to post those.
The intent is for all units to be legal for Faction Wars.
This post from the WK FW Rules thread confirms that, unless your BM says so, there is no set retirement in force for the event:
Originally Posted by The_Spaceman
Can units from Dark Age to Falcons Prey be used also?
Yes, retirement was gone a long time ago. If there are any unit restrictions (Battleforce Sanctions) it will be up to the BM in charge of the local event to post those.
The intent is for all units to be legal for Faction Wars.
SP13
Pass me the Sylph Battle Armour...
Seyla. I will have a double Sylph, hold the ice and keep the stir stick.
That is all I needed to know.
For clarification's sake, Falcon's Prey can be referred to as a "Rules Set", as it introduced all Faction Abilities for Clans Jade Falcon and Sea Fox.
On another note, I am in the last stretch for my storyline "Heretic Messiah", although only in the pencil/pad version.