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But they're not. They're transportable. Is there erroneous info somewhere?
The Realms units section has an error where the latest preview unit added shows a Cap 0. The Bellona tank had it the week before, for example. Good to know they're transportable... Hmmm... airdrop repairs are now poissible!
CriticalMiss, the Units section of MWRealms still shows the Combat Engineers with a Cap 0. Usually the Units section is correct about these things, but it's good to hear that they apparently are transportable despite the information given to us.
At least there will be a few months of Anat transports for the HS/SH/HD gang to drop these guys out of! Hey, the Anat is a nice sculpt and a cheap, fast transport... sure would be nice if they were re-issued!
No they cannot because a close combat formation requires an opposing unit as the target.
Even if they could, there are no modifiers for repair attempts so there would be no bonus anyway.
In answer to Jetman's question Cavingjan states that it's impossible to perform a formation repair attack. Now I don't doubt that he's right, but would there be a chance that the rules are going to be chanced in such a way that it will be possible? It would be rather logical if several Combat Technician units would team up to repair a battle-damaged 'Mech or tank.
To do that, you would need to allow all modifiers to come into play. But more importantly, mechs are big but having multiple teams working on it at the same time would start causing people to get into each other's way. We would also need to be mindful of FPs and SAs that effect repair. Would you really want to give BR and SSw a formation repair when they only need a 16? I would prefer to keep it that there is a 20% chance of failure rather than give them a situation where they succeed on anything but a crit miss.
If I were using the SS/BR SA with multiple Combat Techs, I'd have each one of them repair seperately to get as many clicks back as possible, not try to do a formation. That would be wasteful, as the Liao Techs you'd be using with that SA need a 7 at best and a 10 at worst to make a repair. Quite difficult to miss.
Formation repairs would be most useful on RHDMs when they've taken a hit from artillery and are just a few clicks down, but off their best, first click. Getting back to that would be a worthwhile goal, and impossible with just 1 Combat Tech.
Formations require an opposing unit. The rules would need an errata on that to permit it. Not to mention the change that would be needed to Repair SE to allow the use of modifiers.
From the looks of it, it seems logical to assume that there will not be a rule change to introduce formation repair. Of course you can still use several Combat Technician units to repair a 'Mech, it will eat up a number of your orders, though.
:-) Actually, most Engineer types didn't do much in the line of "building" things... Demolitions, yes.... 'course, that was just my experience :)
As a US Army Combat Engineer, I would have to agree with you. Our primary mission is either demolition, landmine warfare, or combat construction (obstacles). But, I have have built bridges and school houses in the last 12 years, so we are like the Army's jack of all trades type deal. When the CEs came out, I had such high hopes, just to be disappointed by the short ranges and short dials.
I see you guys as a valuable "Strategic" asset but not one that gets committed at the "Tactical" warfare level as often. Let's face it, your training cost too much to have you act as simple infantry.
The problem is, this is a game that mostly reflects the tactical level of combat - you know once all the manoeuvring and the building has been done and the mines have been placed.