You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
And...while the Carnivore is a good choice of tank...if you have it, I would have substituted for the Mars or Behemoth tanks (I mostly say this because I have access to both of the ellusive tanks). And, I like the pairing of Udet with the Mad Cat Mk IV...but I've never really used Hyper Laser (mostly because everyone who used it against me had it blown off on a roll of one). Otherwise, it appears to take good advantage of the storyline rules.
Is the Steiner Carnivore that rare? I would have never known. I have at least 6 of them, and I don't buy in cases or anything like that. I opened two packs and got one in each pack.
Of course, those packs were almost identical, with the EXACT same vehicles and infantry in them, a non-unique Griffin in each one, and a unique 'mech in each one. It was pretty weird.
I find the Steiner Carnivore is just a great tank. It makes an excellent formation with 2 Carnivores and a Padilla with Advanced AMS. Can be very frustrating to the enemy, if a bit expensive.
The Raven has a 23 decoy vs. ranged attacks and serves as mobile blocking for the Mad Cat who can stay behind and fire over it w/ streaks or direct if the Raven hits w/ beacon. If the Raven is hit or you are ready to vaporize something, assault away with the Raven (or run away as the situation dictates) leaving an open shot w/ the Mad Cat for up to 14 damage w/ x-pulse. The SRM team gives you a formation drop that will give you up to an 18 attack with the Mad Cat or give one of the SRM teams the +1 damage for three AP damage to soften something up.
Posible variations is to substitute Paul Udet for DeJesus to save 12 pts and switch out the Slyph. Throw in a a repair tech (Raven and Mad Cat are both very repairable), two miniguns and Switch our Graves for Milla or something.
I have a similar army built around the HS Madcat. How did your army do in combat? It would be nice to know because the Madcat is one of my favorites for its frightening firepower. Experimental Pulse rocks!
My build:
HS Madcat + Paul Udet
"Magister" Raven + Scott Graves
SH Anat APC
2 SH Towed Thunder Launchers
4 HS Minigun Cycles
3 SH ATVs
1 HS Sylph Battle Armor
HS Faction Pride (+1 Damage)
= 600
Cards: Perfect Day, Urban, Pull Together
* I am trying to somehow cram a 10 point Advance Pulse Module on Magister, but maybe I can downgrade that mech to another worthy light w/ evade and respectable attack & mobility values.
Fun Army:
"Storm Hammer"
Buford + Lex Corpuz + Rapid Strike-H
WH Vixen + Scott Graves + IT
SH Anat APC
2 SH Towed Thunder Launchers
5 SH ATVs
1 SH Free Legion (because I don't have other 12 point units, but they are handy)
SH Faction Pride (re-roll any kind of attack!)
= 600
Cards: Perfect Day, Urban, Pull Together
* A fun fun army. I have been itching to use the SH Faction Pride to boost the rolls of Buford and then adding in Rapid Strike-H to deal a thunderous 12 damage attack on someone.
I hate BR Solitiares, and the close combat attack of Buford plus the SH faction pride is fearsome. The ATVs are actually wondeful at keeping long-range enemies at bay while my towed thunder launchers irritate them. My only problems would be hardcore artillery turtle armies or armored & long range armies like "Yami" Shiro. But the ATVs oughtta help me close in and bash em in true Stormhammer style.
My next project is to use Kristin Shon in an army. Fun times indeed!
Unfortunatly, not too well, but it was more the dice's fault than the army's.
First because of all the storylines lately, I haven't been able to run it in it's prure form. I ran something close last week, but switched out DeJesus for Udet and droped the formation drop for more infantry. I faced an army with the Gale Force 9 Xanthos (I think, it had 5 ap on it's primary) and a Clan Wolf Wolfen (not sure which) tricked out with evade and a +2 def pilot along with a bunch of infantry.
The aproach couldn't have gone smother, the Raven screened the Mad Cat. My openeent hit the Raven on his first roll, but missed the decoy roll. I assaulted with the Mad Cat against the Xanthos, but couldn't roll an 11. I moved the Raven back to screen the Mad Cat, but my opponent hit it with the Xantos and the Wolfen salvaging it. Ran the raven away, but only needed to roll a ten against the Xanthos, but couldn't. He hits the Mad Cat with the Xanthos, now I'm getting pretty hot, so I run away and shutdown.
By the time he moves back into position to hit my Mad Cat, Ive started back up again. The Mad Cat is hurt, but 4 pulse is nothing to sneaze at. Time is getting short, so I try a shot against the Wulfen, I need a twelve and roll an eleven. Time is called.
Super Fustating Thing A - Even my infantry couldn't hit anything (they were fighting building to building with my oponents infantry), missing multiple times against 16 defences.
Super Fustating Thing B - Because some of the kids took so long to build their armise, we only had time for two rounds (seriously, we're talking over an hour here), probobly closed to an hour and a half). Because I didn't kill anything, I got the bye for round two so I didn't have another chance to play.
No, no, I'm refering to the SH Behemoth II tank because I've only seen one (the one I possess). On the other hand, I have a trio of HS Carnivores. ;)
There's a reason for the Behemoth being rare. First, they were hard to get a hold of when they first came out because it was during the era of the tank-drop. Them and the SH Aesir would go for more than some uniques and LEs back then. Then, after retirement, they became "mod bait." Modders like the parts from the Behemoth and some like a contact of mine use them for making Demolisher IIs for obivous reasons.
So I really wanted to try Udet in his own ride.
Royal Guards:
Dirty Bird +Udet +Case
231 +40 +44
= 315
HS Stalking Spider +Jasek +PPC Cap.
149 +27 +29
= 204
HS Jaguar +Grad Minoru Kurita +Extend range ammo
100 +18 +10
= 128
HS Havoc +Honor Wittman +Risc. APM
101 +11 +10
= 121
SH DI towed feild Art.
= 43
SH DI towed AA Art.
= 35
SH minigun cycle
= 8
HS Combat tech
= 14
HS/SH +1 to heat effects
= 30
Total
898
I would make Udet the knight. I figure the whole army is very pushable with the faction card. Use the Case and Faction so Udet would only roll for heat on his last click.
I don't have a second DI feild art. so thats just not an option.
The havoc is not a guard unit but its just too cheap not to use (though Wittman is still a Guard pilot).
I Could take out the cycle and the PPC and change a pilot for additional heat sinks on the Spider?
Any thoughts?
Okay, first...the Jaguar/Minoru Kurita/ER Ammo loadout is actually 135 points (ER Ammo-L is 17 points), so you'd be a few points over 900.
Secondly, if you are aware, Jasek doesn't add speed to the SS. Instead, if you have them, I'd use either WH Anastasia Kerensky, Margaret Yeager, or Earl Crowhurst, all of which can add speed to a Quad (and an extra inch of AO). Also, to my experience, you'll be getting one heat for either pulse or PPC Cap...so I'd take Pulse of PPC cap (mostly because you can get more damage out of it, even if you have to roll...).
With that in mind...and with your chosen army, I would rework the support units around a bit and make your army a bit more mobile (unless of course you plan on guarding your arty with one of your four 'Mechs). If you happen to have one, I'd use an SH Anat with two TTLs loaded for a more mobile arty platform.
Other than that, I'd rework your points around. Then we'll see what you have.
Play around some with the Infantry support, I usually bring a second Centaur, but this was the last iteration I used... CJF players hated it, the SHDM counting on Evade, etc. hated it... Not really all that original, but effective.
Unfortunatly, not too well, but it was more the dice's fault than the army's.
First because of all the storylines lately, I haven't been able to run it in it's prure form. I ran something close last week, but switched out DeJesus for Udet and droped the formation drop for more infantry. I faced an army with the Gale Force 9 Xanthos (I think, it had 5 ap on it's primary) and a Clan Wolf Wolfen (not sure which) tricked out with evade and a +2 def pilot along with a bunch of infantry.
The aproach couldn't have gone smother, the Raven screened the Mad Cat. My openeent hit the Raven on his first roll, but missed the decoy roll. I assaulted with the Mad Cat against the Xanthos, but couldn't roll an 11. I moved the Raven back to screen the Mad Cat, but my opponent hit it with the Xantos and the Wolfen salvaging it. Ran the raven away, but only needed to roll a ten against the Xanthos, but couldn't. He hits the Mad Cat with the Xanthos, now I'm getting pretty hot, so I run away and shutdown.
By the time he moves back into position to hit my Mad Cat, Ive started back up again. The Mad Cat is hurt, but 4 pulse is nothing to sneaze at. Time is getting short, so I try a shot against the Wulfen, I need a twelve and roll an eleven. Time is called.
Super Fustating Thing A - Even my infantry couldn't hit anything (they were fighting building to building with my oponents infantry), missing multiple times against 16 defences.
Super Fustating Thing B - Because some of the kids took so long to build their armise, we only had time for two rounds (seriously, we're talking over an hour here), probobly closed to an hour and a half). Because I didn't kill anything, I got the bye for round two so I didn't have another chance to play.
Sorry to hear about your die rolls. Dice can be fickle at times,quiaff? This is the reason why I have been tinkering with Stormhammer Faction Pride armies of late. I hope your rolls improve. The only remedy I have for bad luck is to back up my attack with a plan B and C. Meaning, I usually launch an attack against a single target with multiple attackers in a turn. If one misses, the other two mechs I got (equipped with IT gear or something) oughtta hit the darn thing...
Also, try to enforce better discipline for the players in the venue. As a Battlemaster, I make it a point to remind all participants to prepare their armies days in advance. I post my events every Tuesday nights, several days in advance for our Sunday tournaments.
Oh, it is also great to hear you have Paul Udet. I am also working on putting him in a HS Madcat. That mech has frightening firepower. It is so tempting to use Experimental Pulse or RISC Hyer Laser (just for the intimidation factor).
Unlike our faction moto 'bigger is better' i think that the stable of a good Stainer army are our medium mech : Stalking Spider, Raptor II, Griffin, Eisenfoust. I wont' say that they are perfect, but i think pair of them gives you an ample and accurate punch, while leaving enought for decant support. Pair of them with FP and we spend around 450-480 points, well no TD but arty or a bunch of SH EBA's is good option.
Raptor , BF one, is a our army knife,defense, range,arc, stable damage, Ap,evade and quite clean heat dial .
Griffin-well put on Jasek and IT and it's among best snipers, armor for arty,JJ for full AO and canceling terrain.
Stalking Spider- my favorite, light on heat dial, but everything else scream use me, arc, JJ, range, attack, speed, vent. This mech can make most of any terrain you can put in front of it. Water-well i do went for 4, hindering ups only 24 defense, blocking-see the blue squares on move. And don't forget DFA i use it on few occasion, jumping in the rear arc and pulsing on next turn- oh only 14 damage.
Eisenfoust is another all rounder- i still claim- LE Jasek and Extra ammo will provide you with cheap and effective unit right until salvage. My record with this machine is less stellar.
Let see our options :
Dual Stalking Spiders, one with pulse,other with IT (Yeager,Karensky) +1heat rolls FP and SH Eba's, we might drop in Bishop with TTL,Centaur formation or just plain Shon.
Raptor II (bf) + Griffin-with +1 damage FP, raptor gets AnP whail Griiffen gets IT, is the most expensive combo but very lethal, 7 damage DFA of Griffen and accurate Ap shots for 5. Use Raptor as Griffen guardian blocking LoS and taking enemy support at the same time. Support- i would go infantry only.
I think I'll drop the towed AA for a J-37 transport then I should be fine. I'll leave in Jasek and PPC just for the point totals, otherwise I would just use another heavy.
I really want more mechs to use the faction pride card.
If I changed anything. I would drop the Jag and put in an Aiser, Bishop and some Inf. (I have a feeling someone might put in some VTOLs). But will have to see, 50% of the time we end up having a larger player surface so more mechs.
I just got "Lolcat" (the medium from the champion's pack) and his pilot, and I've wanted to use Carmen Hern for a long time, so I tried to put the two together in a 600 point army:
"Lolcat" Ghost (154) + Lowell Steiner recruited to HS (46) + Pulse (37)
Dom. Raptor II HS (144) + HS First Leutnant (20) + Artemis V (30)
Carmen Hern - Regulator II Hovertank SH (63)
DI Towed Field Artillery SH (43)
DI Towed Field Artillery SH (43)
HS +1 damage pride (20)
Total: 600
The idea is to use the artillery to spread out the enemy army, allowing my units to engage one or two targets at a time. I'm sort of worried about my 'mechs' durability, since they're both only mediums with 22 defense, but they have high damage values for their price, and good assault ranges, so they should be able to cripple a target before it fires back. Fast 'mechs, infiltrators, and basers might also be a problem. If something happens to the artillery, the plan gets all messed up. Any ideas for improvements? Also, I can't decide what PCs would work well with this.
I just got "Lolcat" (the medium from the champion's pack) and his pilot, and I've wanted to use Carmen Hern for a long time, so I tried to put the two together in a 600 point army:
"Lolcat" Ghost (154) + Lowell Steiner recruited to HS (46) + Pulse (37)
Dom. Raptor II HS (144) + HS First Leutnant (20) + Artemis V (30)
Carmen Hern - Regulator II Hovertank SH (63)
DI Towed Field Artillery SH (43)
DI Towed Field Artillery SH (43)
HS +1 damage pride (20)
Total: 600
The idea is to use the artillery to spread out the enemy army, allowing my units to engage one or two targets at a time. I'm sort of worried about my 'mechs' durability, since they're both only mediums with 22 defense, but they have high damage values for their price, and good assault ranges, so they should be able to cripple a target before it fires back. Fast 'mechs, infiltrators, and basers might also be a problem. If something happens to the artillery, the plan gets all messed up. Any ideas for improvements? Also, I can't decide what PCs would work well with this.
uhm. Interestingly enough isn't your area full of "fast mechs, infiltartors and basers"
there are two things you should have to look out for. First you know that jade falcon with crazy jump jets are in. So unless you have screening or mad long assault ranges you're looking at mdfa and as you've already noted the defense isn't so high. Second Merc pride, and long range snipers are in and quite frankly you just don't have the assault range, especially without hern in a tp. If you're quite set on having lolcat and carmen as beat sticks you'll haved to drop the other mech. You definitely need something to keep those pesky jade falcon mechs off of you (you could also use caverns or other such nonesense pcs that prevent jumping.. too) but cheap base screens will work ala sh atvs. You also need a transport for your hern. It's nice and it breaks easily but nothing compared to the longer ranges that you'll be seeing... whether it's shiro or jack and combo. You could also use your screens to protect your artery as well. Still not buying the use of your faction pride, you might be better off using true grit to nullify merc pride. (especially with your army as contructed only has three pieces that can use it...