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Dang. I just spent my MW budget for the year picking up the GF9 terrain (finally) or I'd look at getting a couple sets of Wolf Spiders and a set of the glossies. Oh well. Maybe in two years...
it is a shame the Gamma pack can not fit entirely inside a 600 point game. I always thought an Action pack that had a ready built 600 point army would be an excellent product for new players. that new scourge is wicked fast
suprised that out of 4 mechs only one has 14" and 1 12" rest dont get beyond 10" wonder how well they cope against novacats and wolves with their 16".
id still get them out of collectors perspect but i m not sure if they would show much on the battlefield. i guess they do require some extensive playing when released here.
i do like the concept and would love to see more of packs like the gamma from different factions/ merc units.
so far the nice pilots look like and add a new gimick, but im not sure if this is gamebreaking (perhaps the pilots who can use ability in every mech is the socalled new thing rumored to be released with outlaws?) seems there s a generic 9 recruit cost for all WD pilots. wonder if the merc contracts make things cheaper (would atleast have 2 field 3 pilots to get a discount of 2 points in a 750 point game)
Major (2,1,1) costs 30 points and 9 to recruit. Friendly inf and vehs within 6 inches gain -1 defence and +2 attack when making an attack that is not part of a CC or RC formation.
Major (3,2,-1) costs 35 points and 9 to recruit. If there is no blocking terrain on the table, all friendly inf and vehs (and this unit) get +1 AV.
Sgt (3,1,1) costs 45 (+9), Friendly inf and vehicles within 6 inches ignore opponent's camo and hindering modifiers.
Sgt (1,1,1) costs 40 (+9), friendly inf and vehicles within 6 inches gain +2 speed. Choose a friendly mech that is salvaged and give it 3 clicks of repair.
Oook.
So if I field these straight out of the box, the Wolf Spiders Battalion has at least two Majors?
...
Many of you will think I'm being petty, but seriously. It's these tiny, stupid, easily avoidable errors that totally destroy the believability of the universe for me (as much as a universe focusing on 12-meter tall walking tanks can ever be called "believable") and leads to constant questions about how seriously the WK staff actually takes the BattleTech universe -- which for some of us is the biggest draw to the MechWarrior game. Seriously, what kind of savings are we talking about for printing "Major" on two cards (three, I guess, with the Gamma pack) instead of "Major" on one and "Lieutenant" on another?
I'm still going to buy the Wolf Spider pack, but now I'm gonna grit my teeth when I do it. I didn't want to have to do that.
So if I field these straight out of the box, the Wolf Spiders Battalion has at least two Majors?
...
Many of you will think I'm being petty, but seriously. It's these tiny, stupid, easily avoidable errors that totally destroy the believability of the universe for me (as much as a universe focusing on 12-meter tall walking tanks can ever be called "believable") and leads to constant questions about how seriously the WK staff actually takes the BattleTech universe -- which for some of us is the biggest draw to the MechWarrior game. Seriously, what kind of savings are we talking about for printing "Major" on two cards (three, I guess, with the Gamma pack) instead of "Major" on one and "Lieutenant" on another?
I'm still going to buy the Wolf Spider pack, but now I'm gonna grit my teeth when I do it. I didn't want to have to do that.
Blackwolf BA: I like this piece! Good range, decent damage, combined with a decent speed with jumps and an excellent attack and defense. I'll want multiples.
Guila Suit: Versitile(if short lived) piece. Decent in hindering, danger
14pts, 2 damage with anti pers, spd 6 with SU infiltrate, AV 8 with Bypass, DV 18 with Camo. Dead on 4th click after infiltrating.
SRM Battery: Interesting. Good damage and possibly one of the few infantry units that can take advantage of its streaks due to its attack value, IT and infiltrate. Camo is icing on the cake. Just don't expose it to damage.
Raiden BA : An ok unit. Dies way too fast in my opinion. Grapple is useful though and it has the speed to make use of the grapple.
Hauberk BA 27: Like the Hauberk. Good speed, great range, and excellent AT and DV. A bit fragile though.
Kage BA: Love this BA. FAST! with great AT and DF + its good at mashing opposing infantry. Perhaps the best infantry from this set.
Hephaestus Scout Tank: A semi expensive fast baser with Recon. Versitile as well. Potentially nasty rammer and infantry transport. It will have its uses.
(BTW what is its damage and range?)
Anhur Transport: Recon helps it alot, solid defense for a VTOL(again, damage and range?).
M1 Marksman Tank: If you don't have the WH Kelswa a decent tank. Excellent range, good speed and hard to kill. A bit lacking in damage for its price though.
Goshawk: Not sure about this one. VERY expensive at 169 pts. (Q. What is its secondary damage info aside from range?). Pulse is ok. Has a great attack and heavy 'Mech Defense though. Decoy may be useful and it sounds fairly repairable. Heat dial sounds average. (Q. is the HS overload and SD on the 3rd click AFTER green or counting green?)
Scourge: Oh my... Weapons pretty standard though gaining AP is a bonus.
Its the 12 spd that is awesome, even with SU JJ. Attack and Defense Values also above average. SU AMS(later become standard) is decent too. Overall an excellent heavy 'Mech. Heat dial sounds really good(if we're counting after green?)
The Medium Pilot: Not bad, but conditional. Still I like it.
The Heavy Pilot sounds good. Gives good attack, and decent spd and Def.
I can see this pilot alongside PCC such as dust storm or night fall.
Overall, I'm liking this set.
WS set is somewhat of a different story....
Mad Cat: Not really impressed here. Undergunned in the energy department, even with pulse, ballastic gives the heavy firepower. JJ and hvy armor really interesting and the 10 AV really good. From the sounds of it the Heat dial is horrid and can really ruin this piece's usefulness. I mean 2nd click and you're into heat effects?!? (I'm hoping that isn't after green)
Loki: Sounds like a heavy laser/LB 10X variant. Short ranged energy and lots of Ballastic damage on the secondary, decent speed, good attack value and the Hardened armor great. Heat dial sounds workable too. A close to mid ranged brawler.
Vulture: Like this beast. Energy damage OK, I'd like to know its ballastic damage though. Jump capable is nice, and decent def with heavy armor.
Sounds like it has a good heat dial. Again a short ranged brawler.
Thor: Heres the fire support. Good ranges on both its weapons(Q. Damage on energy?!?). Love the Anti-p, attack value and def with Hardened Armor. What? No Jump Jets?!?! I guess the Mad Cat and the Vulture took them!
(heat dial may be iffy though)
Pilot cards
Jamie Wolf (2,2,0): Interesting pilot card great for pushing support infantry and vehicles to do the heavy damage. Like the command/Awe ability.
Major (2,1,1): Great way to go on the offense with infantry and vehicles. Can make for potentially scary infantry.
Major (3,2,-1): This can be brutal. Again can make your infantry and vehicles scary(as well as giving the mech it pilots a potentially nasty attack of 13!).
Sgt (3,1,1): Not a bad little card. Can be a nasty surprise to those who like using camo and hindering.
Sgt (1,1,1): Hmm, okis stats, really pumps up the speed of infantry and vehicles and can repair salvaged 'mechs. Cool(Q. Can it repair itself?!?).
Still have some questions but from the looks of it the Madcat is a rightoff, the Loki and Vulture are the brawlers and the Thor the fire support. Very unconventional dials though, not what I was expecting but for the most part workable. I was hoping for more ranges on the WS 'Mechs though.
Major (3,2,-1): This can be brutal. Again can make your infantry and vehicles scary(as well as giving the mech it pilots a potentially nasty attack of 13!).
I'm thinking of putting this in the CW Thor to get it to a 14 attack value when primed...though at my venue lots of people favor blocking, so I don't know exactly how useful it will actually be.
I'm thinking of putting this in the CW Thor to get it to a 14 attack value when primed...though at my venue lots of people favor blocking, so I don't know exactly how useful it will actually be.
Well, depending on how many people likely to use blocking are likely to be against you, could always pull out any of the PCCs that change the terrain type. Or play with Jack, although that depends entirely on your collection and army style. Otherwise, just try to force the center or a side corridor to be open by your placement of terrain, and just edge up that way.
Many of you will think I'm being petty, but seriously. It's these tiny, stupid, easily avoidable errors that totally destroy the believability of the universe for me (as much as a universe focusing on 12-meter tall walking tanks can ever be called "believable") and leads to constant questions about how seriously the WK staff actually takes the BattleTech universe -- which for some of us is the biggest draw to the MechWarrior game. Seriously, what kind of savings are we talking about for printing "Major" on two cards (three, I guess, with the Gamma pack) instead of "Major" on one and "Lieutenant" on another?
You forgot about the part where the Light BA (Kage) has more life than the medium (Raiden) and Assault (Hauberk) BAs! :D
umm guys read the card for the 3/2/-1 ability carefully. the +1 av applies to only vehicles and inf. not mechs so no 14 attack thors sorry to burst ur bubbles
umm guys read the card for the 3/2/-1 ability carefully. the +1 av applies to only vehicles and inf. not mechs so no 14 attack thors sorry to burst ur bubbles
Take you're own advice and get back to us :rolleyes:
I definetly saw myself picking up multiple packs for the infantry alone, that hasn't changed now.