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My theory was keep the BR Sprint back and move the Black Rose up, a 13 to hit while not impossible is improbable (if using a +2 heavy pilot for attack).
With the ATV's around I can keep annoyances away from me while Im dfa'ing/ao'ing annoyances.
I do agree a good AO ranging unit will make it hard on me, but that said an AO brings my defense upto 25 :)
Oi, Black Rose. I'm not exactly sold on the 'Mech yet, just because I question its overall effectiveness, specifically against artillery and ATVs. For a unit that pricey, I just don't know that she takes everything on as well as she needs to. And there's little reason to run Fernali over Hazen. She's so much cheaper, AND she gives that ability, which could prove useful... the extra points aren't worth the extra defense bonus for me.
My theory was keep the BR Sprint back and move the Black Rose up, a 13 to hit while not impossible is improbable (if using a +2 heavy pilot for attack).
With the ATV's around I can keep annoyances away from me while Im dfa'ing/ao'ing annoyances.
I do agree a good AO ranging unit will make it hard on me, but that said an AO brings my defense upto 25 :)
Who says anything about AOing Black Rose? Elite was talking support.
Keep her busy with your support (e.g. base her with Saxons or whatever) and then take her support out. A less focussed army should be able to kill your support faster than you can kill theirs.
Then it's a hot-running Rose versus whatever your opponent has left.
Like Elite says, it can be done but it won't be easy. It's not the Assaulting Yamis that Black Rose needs to fear, it's her heat dial when she's being persistently flanked.
And I echo Trev on Hazen. 24 defense is nice but completely deterring special attacks and close combat does it for me. Note that a capture attempt is a close combat attack. So they'll only take 1 from her shot, so what? It's free and gives her a free spin. And the failing unit also takes 1 for the failure and potentially 1 for a push.
I was over in the Rules forum talking about a gear/SEC stacking combo. I wanted use a DF Mongoose with Light Grapple. We've determined that you can turn on/off the SECs at the beginning of each player's turn.
The Mongoose can latch on to a Mech or transport, and force the oppponent to try to break from the mongoose(not easy) or shoot(can't CC it, Agility +Hvy Armor). In fact this might be one of those rare times to double up on Gear. Df Mongoose+ evade+Light Grapple for a 22DV CC invulernable mini-beast. Sure it only has a 9AV, but i can see this mech causing transports a lot of trouble.
I was wondering what do you all think of that gear combo in terms of pinning down units for artillery or in a dual mech army as a support for the big gun. Is it competitive( or semi-competitive)? How would you tweak it?
So if I take out the shock troopers and the SC Fenrirs, that leaves 81 pts. to be used or so?
Any ideas what I should put in there? I think I need some artillery, but I lack any good pieces. should I bring along some Shamashes? (I lack ATVs)
Either that or I could bring a heavy vehicle.... although I am not sure what.
I suspected that would be the case. 3 Liao ATVs would have replaced the Shock Troopers nicely but never mind.
Your options are either to find a way to get your force upfield fast or alternatively to make it into a more effective turtle. For the former you need fast units and/or transports and for the latter you really need artillery.
Something fast like a Shamash will help by getting upfield and disrupting opposing artillery. However, being a vehicle they can be somewhat vulnerable to opposing forces because they will take full damage from special attacks and from energy attacks - their main weakness relative to ATVs. Sylphs can fulfill the same role and are somewhat less vulnerable, being immune to special attacks (except for Kumo/Westerfield) and taking only 1 from energy.
Another option is to stick a fat tank in the R10 - which is what it was designed for. What options do you have there?
I don't have a lot of older units XD Started playin around AoD....
So..... tankwise.... I lack sadly, any highlander or SC tanks. i had a highlander mars, but those are bad anywayz... and I traded it away.
I have 2 ROTS Tokugawas... but those are terrible.
If not faction pure.... I have: (This army does not necessarily have to be tourny legal)
DF Marksman
DF DI Schmidtt
CJF sekhmet
SS Sekhmet
DF Glory
CJF Hanse
And sadly.... that is about all of note. And I have no sylphs. I'm not really competitive or anything... so I don't take time and effort to get those highly competitive pieces >.<
I just like cool stuff...
Well you only have the best tank ever produced in the DF DI Schmidtt. I'd say you were doing pretty well tankwise. If it's not a tourney legal army you're trying to build then I'd go with that one.
However if you're limited to non-restricted pieces you are a little worse off.
Wow, been awhile since i have been here on these forums.
I have been off playing Star Wars Minis, a much more balanced game than the game i left called MechWarrior. Though of course i am not trying to put anyone down(except Kelly B of course). I looked at every single unit in this new set and was sorely dissappointed.(though the arty pogs were not up yet)
This game does not have as much variety as it needs, or at least the last time i played.
I come to this thread to ask these questions because it is run by some of the "top tiered" players.
Is this set worth getting any peices of? If so which ones and why?
How similar are the top level builds to that of AoD days?
Are Mechs now a neccessity for every army?
Is there anything that needs to be changed?
And lastly, Is this game still worth playing for a die-hard fan who has devoted 9 years to this universe?
I do not mean to sound negative, but the feeling i got from MW before taking a break was not a positive one. I would like the input of the players here on this thread, because most of these questions regard army building and i respect everyone here a great deal, though i do respect everyone on these forums as well.
Anyways, please let me know
Kahnwolf
i put your comments into list format for ease of other posters being able to reply. i tidied up your spelling too, all at no extra cost!! :p :p
yes, depends on what you want to use them for, please elucidate. :rolleyes:
too early to tell.
no they are not. the cost of 'Mechs in 450 is still pretty prohibitive. :angry:
maybe the minimum build total should change to 600, this was discussed. :)
if you were playing before AoD why did you stop? IMHO the game has improved since AoD and seems to be going in the right direction. :classic:
BTW i really wanted to comment on your SW minis remarks. suffice to say i bit my tongue... :speechles :speechles
1) Competitive play, as collectibles, i am trying to get one of at least every mech
5) I stopped because the game had gotten stale. Sonicyouth and I could no longer come up with highly competitive armies that were terribly different from each other. As for making non competitive armies, well without the personalization that SWM offers that is quite hard. True you can make a faction pure, or infantry only, but there are only so many possibilities.
Re: Star Wars comments.
In the current Meta of star wars, sure there are overpowered armies, but remember, while star wars has only 180 figures, and only 3 sets, MW has who knows how many figures and plenty of sets. And while MW pumps out errata, SW has yet to see dramatic rule changes or ability altering, rather when an overpowered ability comes about, the next set introduces something to counter it(Sith Lightning squads countered by R2's tow cable)
I think this question is in entirely the wrong place. I would be happy to share my views on this, KhanWolf. But not here because this is for reviewing armies.
I've been toying with the idea of two ROTS Hellions with pilots and inferno ammunition, and the "Duke" Nova Cat. That's a potential for 3 heat 14 damange on any mech. I think the 3 heat alone is enough to be very bad news for a mech.
I haven't put together a list yet, but I figure trackbikes would be an obvious addition.