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OK as promissed here is a Liao pure army I am working on. I actually played a modified version of this army last Saturday and won with it.
Targe 159
PDS 82
Shun transport 44
--- X2 GDS 34
X3 Scout ATV 36
X2 Sniper 44
X3 MGC 36
Infiltrator MkI 15
450
OK the 3 MGC and Infiltrator MkI screen teh PDS. 2 GDS drop from Shun. Snipers and Targe can fire in formation if need be while scouts harrass and base arty. This army is completly up for opinions I modified it from this army I ran saturday:
Targe 159
PDS 82
X6 Scout ATVs 72
Garrot 30 (bad choice)
MHI defence tank AA 63 (bad choice)
X2 Sniper Teams 44
450
I did win with this army defeating a dual SC faction pure dual Donar/Scout/Arnis army with a 5 infanty mix of SC CBAs, Scorchers, Shocks, GDBA and Kage BA also included 3 Hoverbikes. I found out that the Garrot/defence AA tank drop is not very good against VTOLs, how funny is that (AA can't hit a broad side of a barn let alone a VTOL). But I keep his units on the run with the PDS and Arnis came down the field so I popped him with the Targe for 4 and then hit him with the snipers 2 times then charged him for the kill with the Targe for the win. He couldnt really do much because of Fantasm repairing my pushed PDS and Targe after a charge. He did manage to kill both the Garrot and Defence tank. It was a very fun battle and I was pleasently supprised with that win against Arnis. My first time with a Liao faction pure army and now I am a believer.
So give both armis a look and LMK with you opinions
thanks
Upgrade
@Upgrade: I think I like your original army better (the one with the MHI drop). Personally I don't think it was a mistake to take it, and that it is a pretty good tank and AA unit (our best drop unit, IMHO). The 9 IT is effectively an 11 attack, meaning it needs a 10 to hit a Donar, which is more likely to happen than not. The 4 damage will turn a Donar from a beast to a nuisance. With the snipers, and the amount of ATV's you have, there are enough units to keep the PDS screened and still have some deep field harassers. Just don't let the Garrot get charged. Against the force you listed, and assuming going first, I would base Arnis with an ATV and move the Targe and Garrot upfield. From that position, you should be able to drop on something next turn and pog everything that moved.
The second army is not bad, but it lacks a second major threat point. By that, I mean a unit that can deal 3+ damage. In general, I try to have at least two of those, although that's not always the case when I'm running a big mech (or when my mood takes me in another direction :)).
The Sniper drop extends the threat range of the Targe by allowing a longer range fire formation, and it also allows you to drop the Snipers outside the range of most infantry, allowing them to clean up. The Pegasus can take on any infantry and light or damaged vehicles, plus act as a baser if necessary. The PDS is a little lightly screened, but should be covered from all by the most determined deep infiltrators.
I think you can win with any of the forces above (your's and mine). Just find the one that feels the best to you.
OK here is one more army for review. I know these armys I have built are really close in resemblance but this one is a bait and shoot army and It goes like this:
Targe
PDS
Sniper x3
Pegasus
ATV x4
MGC X2
CE X2
Infiltrator
450 Total, Awe
It works like this: the PDS is screened with 2 MGCs and Infiltrator on front CEs on rear. The Pegasus Infiltrates in 10" giving the enemy an obvious easy target. The three Snipers infiltrate for a easy shot or infiltrate behind the Pegasus incase it is based, they should be lined up for a base break shot (using the pegasus for bait). Targe will stay behind the pegasus allowing it to move ahead. If it gets based or charged then on net turn the pegasus will break hopefully leaving the targe a shot on his opponent. I will keep the snipers near or with the targe for a formation shot if needed or just a one two punch for 5 damage or more.
I know this army has a lot of hopes and wishes in it but if it don't work like intended I still think the Pegasus is a neat unit (4 damage for 46pts) that is begging to be played.
@Upgrade: If I had the choice of basing a hovertank or a couple of infantry that couldn't free spin (assuming the basing takes place during infiltration), I'd go for the Infantry. As such, your Sniper teams are in more danger than the Pegasus, and make it harder to deal with the perpetrator (let's be honest, it's a DF ATV or three).
One way around this is to infiltrate the Snipers into water, as the wheeled ATV can't get in there. But that will slow the Snipers down from any repositioning they have to do. On the other hand, a Pegasus infiltrated into water is free from being based and doesn't lose any mobility. I like infiltrating Clara into water with a Pegasus covering her rear, but that's a lot of points. :)
In general, I am a big fan of 'bait' tactics. You just have to make sure you are getting something out of it. Like a minimally guarded Arrow IV, or a Sprint used for base-n-break. The Pegasus is a great anti-infantry and clean up vehicle. Trying to get it to take the first hit removes a lot of that. With it's short range, you have to be very careful to make sure whatever is going after it is still in reach of your other units. If it's leading the way for your forces, a VTOL will be able to take it down a notch and be out of counterstrike distance from the rest of your forces (arty not withstanding).
I like the army, I just think you have to be careful when leading with the Pegasus like you talked about.
Hope this helped (or at least was entertaining). :)
@MuppetWarrior
Actually I thinbk your advice was both helpful and entertaining. Thanks for the sound advice since I have not thought of infiltrating it that way(Pegasus into water). now if Thursday will hurry up and get here i will bring the smackdown to the table.
lata
Well, House Kurita has entered the fray, and a 150 point faction war for Liao to win. Eh. Unfortunately I've already made plans for that weekend. The full set of AoD is a draw, though.
So, with our limited amount of units from FP, what would be your 150 points? Actually, 135 points (or however much it comes out to) might be better so as to use the Merc contract and give all the units from the Starter our Faction Abilities. Taking the PDS or Tom might seem a no brainer, but actually, it might be a mistake. There is a lot of reactive armor floating around in FP, making them less useful.
What we need to help decide this is to know the stats of the units in the starter. I guess we'll have to wait on that.
I was looking forward to taking a gander at the new rules. Another thing to wait for...
Definitely need to see the rules before making any choices about figures. We've only got 3 infantry, 3 vehicles and 2 Mechs to choose from.
Here's some of the clarification we will need to know.
The cost and abilites of the Merc starter pieces.
From what I've seen the Merc figures from each faction add up to 300 pts without gear cards. Would it be wise to pay for the gear plus a contract and any other costs, reducing the number of forces available. Don't know yet but something to think about.
Does a Merc contract card override the recruit cost for a pilot? After paying the cost of the Merc contract would I then have to pay 18 additional points for Sebastian Paschke to fight for Liao. That's the cost of a Kite if you add in the other 15 from the contract price.
Should we consider using a Merc Cardinal. From my experince in sealed formats the two biggest factors in winning is the ability to form formations and moving your figures into engagement. Those two things win games. At 42 points its not going to leave much room for anything else. However, you could take 2 Merc Cardinals, 3 GDSA, and 15 points for a Merc contract for 150 points. With starter contents that gives you a formation of 3 infantry with 2 vehicles and four infantry for drops from the Cardinal and a Mech. Something to ponder.
I think I've posted here a few times (sorry if it's annoying)... and never had the time to respond. I'm starting to play Liao, and I've only got a few pieces. Does anybody have any recommendations for me, like what pieces to get, how I could build an army (if possible?...), etc. I've got:
V Minigun Cycle x12
V Combat Engineers x2
V Sniper Team x3
V SRM Launcher x1
G Gray Death SA x1
G Shun Transport x2
U "The Vede" Vederman x1
U Noel Hurtado x1
U (The LE Stinger..?) x1
@titaniumdoggy: Not annoying at all. The more the merrier. :)
From what you have, here's an army (admittedly not the best, but it's a starting point):
Noel
Shun x2
--- Sniper x3
--- GDSA
Minigun
450 Total
The Shun drops are used to deal with arty, weaken or tie up any threats to Noel as he advances, or for use as a formation fire drop with Noel. Keep the Minigun near Noel to base incoming threats. It's not all that competitive, but it shouldn't get slaughtered in a fun game.
As for units to try and get, well it depends on your taste, but here are a few that I recommend:
ATVs (great deep harassment and Fanaticism fodder)
TrackBikes (relatively cheap deadly CC infantry, Awe filler)
GDSA (average middle of the road infantry with good range/damage (for Liao, anyway))
Infiltrator Mk I (Very sturdy mid field support)
Arrow IV Artillery Tank (3 damage arty)
PDS/Long Tom (multi-pog, armored, elite arty)
MHI Defense AA Tank (AA and a decent tank)
Garrot/Zahn (3 cap transports)
Targe (the original Liao beatstick)
Andrzej Czupak (23 Defense, 12 JJ move, 239 point assault mech)
Jung Chae (22 Hardened very sturdy assault mech)
Catalina Trujillo (23 defense 11 attack streak platform)
In general, most of our units are usable if not pretty good. The only one's I'd suggest staying away from are:
SRM Team/Laser Battery
Danai Support Vehicle
JESII
DI Towed AAA
LE Koshi and Stinger
Ok Troops time to start the brain storms for this event lets win this for the Chancellor.
One thing that we need tor remember about playing this event. Merc Contract card is Mandatory to play & here is why.
1. Formations, Formations, Formations
2. Merc Contract card 15 point, Merc units Various cost, Mercs with Liao Faction Symbol & Faction Abilities Priceless.
Thats right since this card gives mercs our faction symbol they will also inherit our faction abilities since they are tired into our faction symbol :devious:
Now my army thoughts are boiling down to 2 army types.
1.Artillery heavy ie 1x P.D.S. or 2x Long Toms (which may gain me Awe if the mercs have enough elites)
2.Anti- Artillery ie 4x Liao Kite Recon Vehicles ( Very Fast :^: units for Base-n-Brake (tm) & Repair ability through Fanaticism. Or a few kitse & Merc Cardinal w/GDSA or merc Gnomes & if points permit a merc Skanda 16'' ranged beast.
After thinking about it, one thing I'm not sure will be the case is that our Merc contract will cost 15 points for 450. As has been mentioned, we'll have to pay to give those pesky merc's our faction symbol, and thus our faction abilities. That costs points.
Take a look at the gunslinger previewed, Sebastian somebody. To give him a general faction symbol costs 5, Steel Wolves cost 7 or 8, CJF 14, and Liao 17. So if we want to use him in our force, and have access to our abilities and formations, that's 17 points just for him. And he isn't covered in the Merc contract. Maybe the Mangonel guy is cheaper, but then, we don't know.
Assuming that the Merc contract is 15 points (I still think it will be more), and we use Sebastian without his Rapid Strike. That's 300+15+17=332, leaving us with 118 points of units. And with a more expensive merc contract, that will only get worse.
I'm thinking we either skip the contract or the Pilot (and leave them/him factionless). But again, this can't be answered until we see stats and read the rules.
With all the armor in FP, I'd almost say go for the Mangonel, since it has an AP equipment card. Either that, or we take a Panther :(. Perhaps we can leave both Merc mech's, and bring in a Spider for a fast strike platform....
@ titaniumdoggy: Welcome. The Noel army that Muppetwarrior put together seems to be the best possible with what you got. Getting into formations will be everything because of Noel's low attacks.
@ Upgrade: Welcome. You have a good selection of units and your initial army builds have been very well thoughtout. Just be careful on the initiative/infiltrating thing and learn artillery pog placement. There was a guy in the MWREALMS forums that did the trigonometry for pog placement. It should help. Broman10's variation of your army on page 13 (that gives a shot at DQ armies) is similar to yours. You might want to check that writeup out.
Been busy this week. Have won 2 tournaments with Liao faction pure, battle reports to follow. Thanks muppetwarrior, broman10, and the guy who did the trigonometry for Falcon's Prey artillery placement. Your advice has paid off.
I ran the following:
Andrej
Catalina
Targe
ATV's x3
Trackbikes x3
Purifier BA
**Entire board is hindering terrain**
Round 1, I had the bye as I was late. :(
Round 2, I went up against a DF pure army that had BH, Raider MKII, Locust, Ocelot, and Joust Tank. Lost all VC's
Round 3, I went up against a ROTS pure army of Mason, Janella, and Jonah.
....Well, I'm not really going to get into the details, as I DIDN'T PROPERLY CONSTRUCT MY ARMY TO THE SPECIFICATIONS LAID OUT BY THE BM!!!**
Anyway, that's the army I ran, didn't do well and learned a very valuable lesson....READ THE SCENARIOS CAREFULLY AND NOT JUST THE FIRST LINE CAREFULLY, THE ENTIRE EVENT DESCRIPTION CAREFULLY. I'm so mad at myself for not representing our faction appropriately.
@ ixnaydude: Sorry, man. There are a lot of unrestricted tournaments that post "See venue for details". I got caught with my pants down when I was starting out. It happens.
For any faction pure army at or over 600 points, people may want to consider using a Liao Shockwave and a "huddled mass" of other Liao Mechs in formation. Just a thought.