You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
The fact is, infantry and vehicles have a built-in limiter, and it is the fact that they have to rest at least every third turn. Mechs also have a built-in limiter: the heat dial...
just one question: does the the special rules of SL1 say that "units with two order tokens can't be given orders after pushing them?" im just confused. what i tought is that they can infipush.
played last month's SL1 with almost the same special rules for non-mech units. one army i faced had "jack+BAP" and an all-vtol support. really nasty!
the infipush will definitely tip the balance back into the vehicle-vtol & tank drop, infantry. not unless they are also to change or tweak-up the 'mechs capabilities.
[quote=arcjester]the infipush will definitely tip the balance back into the vehicle-vtol & tank drop, infantry. not unless they are also to change or tweak-up the 'mechs capabilities.
[quote]
with the release of the champions pack vol. 1, the future mech capabilities are sure to be more powerful.. balancing it with the infipush... so i guess future CATs would be more challenging...
If they intend to give vehicles and infantry the ability to infipush a way to "balance" mechs is to remove heat buildup for walking, or running with evade.
I dont think its a wise idea to remove the extra heat for an assault order however. (unless vehicles get assaults to)
Not that much Big C. But big revsion coming in 2008 nobody knows what and I am the only one to wait and see the rest seems to prefer to think lets make something up and hope WK listens....... All good intentions but hardly productive.
Quote : Originally Posted by corle
Did AOD spirial into 7ish units per side, mostly mech on mech combat, like I predicted? :>
Yes and No, mechs are big part of the game but you can still go mad for the 10+ even 20+ figures in a army. I average 10+ :-p
The average gamer probaly uses 7isch units.
Quote : Originally Posted by corle
Seriously though, how is the game, guys? And how are all you guys?
I admit I still love this silly game...... But i dont think many remember you at all. Pity the fools if you ever make a comeback.....
Quote : Originally Posted by corle
I am alive stillplaying MW but of the old days from DA
You always where an old master.... I always said you should play 300, 450 and 600 games. I will be truly 3 different games.
Quote : Originally Posted by corle
Just yesterday I was thinking about it, about playing again... and, well, almost. I jumped on today, saw the idea of CC (via laserlight post) being toyed with, (1/2 damage from non cc symbol) and I cringed.
IMO, such the wrong direction for the game, for the general gamer. Seems to me, they still don't understand what constitutes a 'fun,' balanced game.
Good Corle, you have the spirit of a gamedesigner, I bet you could be more than a half decent programmar if you so wished.
I wont comment on other people suggestion to the game, I agree that the gamebalance is key and without it well lets not go there.
Quote : Originally Posted by corle
Before I enter into a dissertation on that, i'll end this right here. :>
-c (wow, I haven't typed that in a long time)
ps. (Hoping not to be banned with my first post)
I hope you give it a try and maybe maybe we can play a game again.
Okay, folks, seriously, what's wrong with non-melee melee damage being halved? o_O
Right now, the melee attack symbol serves virtually no purpose. Yes, it gets its own special gear, but what the cluck is the point if my Nova Cat can smash things for five damage right in the face with a supposedly delicate PPC barrel? One would think that a weapon designed to shoot people from half a klick away would not be as effective in melee combat as an ultradense, hardened fighting blade!
the only way I can see you guys being so against this is that you figure non-melee ranged attacks are halved as well, which is just stupid. Ranged attacks with a ranged weapon still deal full ranged damage, it's just that I feel that close attacks with a ranged weapon should suffer some kind of stinkin' penalty, okay? Yes, that gives infantry a dangerous boost. Why is that bad?
Remember that melee doesn't just mean punching; in CBT it usually involved kicking, which was what most shooty Mechs did in close combat. Kicking allowed them to do full damage (in relation to their weight) in close combat, and even a Mech with guns for hands could take advantage of it.
But the reason not to do it in this game is because of the relative strength of Mechs vs. infantry. If my Nova Cat can only do three damage to an infantry unit in close combat, we've got a balance issue.
I have been toying around with the concept of using scrub + graves + decoy in conjunction with jack n julz or ryu + dragon with BAP they both come in at around 400 pts.
What I am wondering is this build worthwhile pursuing?
Well, that entirely depends on what strategy you're trying to pursue...since we don't know what strategy that is, I'll just look at the unit choices.
Scrub is an excellent little 'Mech, but to be honest there are better fighting lights out there. Yeah, he's got a great attack score and good Pulse damage. But, that Pulse damage only stays good for a click before it drops to mediocre, and having run Scrub before, I can honestly say that he works best as a support unit, running interference for your fighting units with ZXQUEB in him.
As much as I hate to say it since I adore her and have used her, often and successfully, as a fighting 'Mech, Jack is also not the best choice for attackers. She's got excellent defenses, but a medium Decoy is dang near a requirement for the most part unless you intend to use her as a melee 'Mech, in which case Brawling or, possibly, rapid Strike become ideal. Thing is, she should only be doing that as a last resort since her primary job is to set up other units in your army for those pseudo-Streak shots.
yes, I know, I argued for two pages in the last Metagame thread that Julez was useful for more than Forward Observer. I still say she is. It's just that Forward Observer is her most useful use -_-
Anyways! In a local scene, without any big competition, Scrub and Jack, both loaded with Decoy gear (and appropriate infantry supports) can probably do well enough to score ye some loot. Don't expect it to work out well against a powerful player though, or a really greasy-slick army. I've lost to such on flukes before, but I typically beat them more often than not.
I see your point about scrub LaserLight. My main reason for wanting to use this combo is to increase the odds of a first strike hit, the shooting through blocking is just a bonus. I am planning on using JacknJulz strictly in a support role and attacking only when forced to.
I think I need to find an in house unit (HK) to pair her with possibly Kura Ha + Tormark.
His thought could be to run Kuro-ha up to some blocking, use jack to negate it and shoot do some damage and next turn run into CC? I think that could be an option but I also am not as tactic savvy as the majority of players in this thread, as such I have refrained from posting in the meta threads.