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While I'm not really a Wolf player, I do like some of the units. Vaughn Sender's ability while piloting "Slayer" is not to be underestimated. I killed Poseidon in a 600 point game with an almost all-Wolf army two weeks ago. My battleforce looked like this:
"Slayer" Warwolf w/ Vaughn Sender
"Cleaver" Violator w/ Ava Ward
WH Kelswa Assault Tank
BR Saxon APC
WH DO CBA x3
BR Towed Gauss Rifle
H Peasant Company
600 points even
I won mainly because my Kelswa hit Poseidon for 6 on my first turn, and Vaughn, who was hiding behind an H-block, kept attacking with streaks until he got to his 3rd click of heat, where I'd have him vent, and then repeat the process. My opponent was more concerned with the Kelswa than anything else, and focused on it first. After destroying it, he killed the CBA in the middle of the formation, and, finally, Ava, who I had sneak around behind a different piece of blocking that was closer to Poseidon, so she's be in range with Cleaver's 12" secondary. I didn't think Poseidon had los to her then, but it turned out I made a mistake.
Poseidon is definitely the toughest of the Ares to face, especially since it has 16" streaks that can match Slayer. The only advantage there is that Poseidon's damage will get reduced by one while Slayer's will not. Cleaver is tough to run against the monsters since she really needs to reach close combat to be truly effective.
Curious, how did you get your Kelswa within range to attack without it being shot first?
thought id try a WH army wouldnt mind your opinions (learned yesterday how to play it and how i shouldnt heh) its a decoy theme army, used it in the farmland scenario.
Well, we've seen the RISC Viral Decoy Jammer here a lot while Decoy forces were all the rage here locally :) Me, I countered with 2-3 Artillery pieces and good Infantry support. Looking at the higest attack being an 11, how would you deal with a high Defense if True Grit hits the field? I think True Grit became part of my standard Wolf forces due to the total lack of any useful FP's for us... Even without it, facing down a Peacemaker backed force where everything is at least a 23 Def is going to make for a long game... :) 'course, just my opinions as always...
I regularly field 16" IT armies CW/CNC or BR repair/damage reduction ones. thought id give something else a try.
well basicly my army is vulnerable against merc fp and true grit, (so can save myself pulling a true grit myself against the merc fp) but then the dvs are to high.
about the deocy luckily i seem to be the only one who has the decoy jammer (small group usually order 1 case)
not many people here field True Grit either but prefer to use their own or spend the 20 points for basers/gear.
Are the GDSBA meant to be formation movers with the Kelswa? The biggest worry I would have with this army is people focusing on the less mobile, lower defense tank. Part of what I have always liked with high defense mechs like Seka is that you can use the evade to run around and outmaneuver opposing units. But if they're focusing on the tank, you will have to move in to protect it leaving your mechs more vulnerable to close combat attacks.
Well, thats what I would try to do if facing your army. If you're prepared for that, then you'll do just fine.
And here is yet another iteration of my 1000 pt Solaris army:
998 Points, and I managed to fit in a J-37. I basically dropped the Coolant Pod, and switched the Griffin out for Cleaver. The assault Camo was basically the only gear I could fit in with the leftover points.
Leaves me at 1196/1200... Not bad. I was digging through my stuff and I found a third Heavy IT card, so I will be going for the theory of the 12+ IT on 16" range Mechs being a winner... I have some defensive cover from the AAMS on "Reaver", and the Black Knight's uber-pulse and even the Summoner's/Vulture's energy attacks give me SOME energy to push things into heat rolls/shutdown... The 24" range from "Seka's Pride" means that I can deploy 12" out, preferably into water or woods and begin shelling the enemy line on turn one. 12 Attack, no IT and caps out at 3 damage, so I will not be going after the SHDM's ("Stupid High Defense Mech"), but some of the support should fall easily enough... And on a lot of Mechs, 1-3 Damage is enough to push it out of it's "great click zone"...
The only issue I see is a lack of armor piercing.
You can do a few clicks through hardened but most units with hardened (or reactive to a lesser extent) will still have armor and be in return fire range. The Thor is good but hard to prime meaning a sub par shot to begin on a target you need/want to just plaster.
As a tactic to exploit this you might consider leading Reaver or the Thor and put Hot Seat in position to hit the enemy once he assaults the Thor or Reaver. Let him heat up to get hit by the energy attack. Not very immaginative I know but if they fall for it great and if not you are still ahead with an unanswered hit.
Well, the Vulture and Thor both have 5AP on their easy to get to clicks... I could as easily bring the WH Thor, but I have found the ALWAYS an 11IT on the CW Summoner to be something to be reconed with... I do not think I have ever gotten it to it's prime. I either win out at the 12IT (counting Pilot always), or it gets smacked, but wins out before dying. I use the Jackalope or Hatchetman decked out with repair a lot :) The Jackalope hiding behind the Summoner/Thor and preventing rear arc and keeping the AAMS "umbrella" up for his star mate is quite good.
I may try something with the Marauder IIC and a Jackalope... But I have terrorized the locals a LOT recently with Assault class Mechs bearing Improved Tracking, so I have not seen a Mech with Evade in many weeks :) SAD gets sad when I can easily smack the "uber" defense from far beyond the return fire range... Or streak it while it is standing on a pog...
Hail, I have played ,y 2x CW Summoners since they came out. I have managed to get one of them to that magical PRIME SPOT, one time! I usually end the game with them both on the 1st click in. 5 AP with a 10 attack:add the pilot's 2.
They have yet to see defeat. They have played in everything from 600 point games to 3500 point games, same thing, either they are salvaged or 1 click in. They have only seen salvage like 4-5 times. They are the cream of the crop, in my opinion. Play them!
At the 900 point level, any thoughts? We're playing one here this week... I'm thinking that a pair of Artillery (Arrow IV/Padilla) has become a necessity... The long ranged heavies, etc... Maxims for my Infantry to ride in...
At the 900 point level, any thoughts? We're playing one here this week... I'm thinking that a pair of Artillery (Arrow IV/Padilla) has become a necessity... The long ranged heavies, etc... Maxims for my Infantry to ride in...
Do you have any intel on factions/playing styles that you expect to face?
The Faction War has been recently announced, and others have begun to plan the forces they intend to bid. If we are not to lose the strategical edge, we should do the same.
I will be thinking on this subject and posting my thoughts in the coming days.
The Faction War has been recently announced, and others have begun to plan the forces they intend to bid. If we are not to lose the strategical edge, we should do the same.
I will be thinking on this subject and posting my thoughts in the coming days.
It is time we show the full power of our Clan!
Yeah!!!!!
It's Wolf Time!! Next week I hope to post a pool! The Ravager Galaxy must to be part of it! :laugh: