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Haven't played against any of the CA units yet (our venues inforce the playby date). I do play mostly DF. I also throw in Merc Snipers (usually 2) and I've started to use the Merc Zahn Transport instead of the DF Maxim, saves 1 pt and I like it's capabilities a little better than the Maxim. I only have 1 Donar but it is in there all the time (when the scenario doesn't call for another faction). I like to use the SM-1 for it's infiltrate/IT/AP abilities. Just recently got a Marksman and a Schmitt and will be trying to include them regularly. Definitely the Trikes and the ATV's when legal. DF startegy = get in deep and early, hurt them before they have much chance of even leaving their DZ.
I'm a pretty new player and these guys have great ideas. Here's a few of my own.
Depending on your point total, how about multiple Ullers? First off, if someone IS basing their Artillery w/infantry, the Anti-Personal from the Ullers should help clear them up.
Also, seeing as someone is using the JI100, you may want to target that first with your artillery. I've seen Arnis get hit solid before and run all the way back to get fixed back up to his starting stat.
Included with that is maybe 2-3 infiltrators like everyone is saying and simply base their pieces.
Lastly, have a good mech to handle Arnis. If anything, tie up Arnis with one of your Ullers and then bring a medium mech either behind or at the least within range to smack him a little. Remember, he can't break AND charge you in the same round.
I don't know if that will help you out (I was assuming DF, otherwise I'd suggest Locusts), but I'm hoping to give you something else to think about. :)
If all of the faction pure choices don't work, stick a BR Long Tom (or 2) in your army with a recovery vehicle basing it. Hopefully, you'll be able to take out his arty before he's able to take your arty & repair out. The ATV formations are good too, because if you go first & infiltrate their full 28", you should be able to base them rather quickly to cut down their ability to pog you to death.
I have been playing the DF Uller in this motns campaign. it has turned out to be a tough little Mech. Good heat dial, Evade, AntiPersonnel, Energy (for those brawlers and agility Mechs). Let it get based by infantry the do AntiPer or break on a 1 and give them all 1 pt breakaway damage. move is 10" so you can also just run downfield (no heat for the run - Evade) the next turn push for 1 click of heat and your in base with anything in their DZ. I've done very well with it, uasually winning a minimum of 2 rds and have won two events (between the out to pasture and the Sticks). Have been 'kinda' cheesey:
DF Uller
RoS Balac x2
2-3 Merc Snipers
DF Trikes x3
BR Peasants x3+
HL Minigun
I volunteer to play either side, as needed, so I figured in at least 1 RoS and HL piece + the 100 pts of Merc.
Yea, these are all good ideas...an army I see often includes:
Kenneth
Kristin Shon
2 x SS Towed AA (Probably will become Arrows)
1+ BR Mash
10 or so peasents
1 Balac (ussually republic)
various J-37s for each of the arty
and a BR shmidt or the DF LE Giggins with Fa Shin inside