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There are questions about that Prowler offer and the timing with the Pre-release event. It seems that there's a possibility of double ordering the starter kit - Buying for the Prolwer and buying another for the Pre-release. I'm going to check with my venue to see if that can be avoided. The question about this is here and with some 'clarification'(Read Lunatic's post.): http://www.mwrealms.com/forum/showth...045#post579045
@ixnaydude: Thanks. Unfortunately, I doubt I'll make it to a pre-release, so that particular hurdle is one I don't have to deal with. :ermm:. But I am hoping to get my 'free starter' from my pre-AoD army using AoD rules. :)
It's a 450 constructed using the new AOD rules. Here is what I plan on using:
El Targe-159
El Paladin-82
6x Vt Mk I Infiltrators- 90
3x Vt Sniper Teams- 66
3x Vt Scout ATV- 36
Gr Gray Death Scout Armor-17
Total- 450 with Awe
I'll be bringing 2- Shallow Water and 2 Blocking terrain. Placement will depend on the opponents army and my strategy for the battle. The water will be almost certainly placed towards the middle of the board and perhaps near my DZ if possible.
I like the idea of the Targe making an assault attack at 17 inches. I may also pair up one Sniper to two MK I's and infiltrate 12 inches to cover all 3 fronts. It will depend on what the enemy has however. The Scout Armor will stay close to the Paladin most of the times.
@ixnaydude: I think it's a pretty solid choice. The question becomes: what units in the starter have armor? What unit's have AP. With the infantry from the starter, you should be able to keep the Tom screened, and then let the TrackBikes out to play. What would really help is knowing if the mech's were worth playing without their gear and pilot, if not, then you have to factor that in to the force you bring. Same thing on whether you want to use the Merc contract to get the faction abilities out of the mercs....
@Warhammer00: I like the force a lot. I don't normally run infantry heavy armies, but that looks like a great mix. Even against opponents with Reactive or AP, you have enough units to get into base contact for close combat or capturing. The water is definitely good for the Targe, letting you Assault with impunity, or just cross the board. I like to keep the two waters within run distance, letting the Targe roam the board more freely. And with it's 22 Hardened, it will be hard for opponents to hit it (even an 11 attack mech would need a 12 for an assault on it). The one thing I'd worry about is hitting the troops with your own artillery. But then, careful pog placement is something you should always worry about.
@Warhammer00: Also good with the pre-release army. You should be a bit more concerned with armor than ixnaydude's force, since you don't have the mobility or flamers to take on those harder targets. Still, a Sniper formation has a lot of options. The PDS sucks, though. :)
Another thing to think about: are there any planetary condition cards included in the Starter, and if so, what are they? That could be a big factor...
Thanks for the input. I disagree on the Palidin, however. I have had nothing but great experience with this piece. It takes careful placement of the pogs to ensure your chances of hitting are high.
@Warhammer00: I guess the sarcasm didn't come through in the text (go figure). ;) The PDS is a great artillery piece, and it doubles as a short range AA piece (16 inch range, good for shooting Sylphs). :)
However, there are no specifics; unless they're listed somewhere else.
With the Pre-release army that I plan on taking, the LT provides some mid and outer field control. The TB's can provide front and midfield support.
The PDS/Sniper Team, I think can do the same but possibly with less mobility. I think the upshot would be more field control with the PDS.
As for what to counter....Hmmmm...I guess I'll reserve the right to modify my army once/if unit stats become available. With what I've got and the same goes with everyone else, we're flying blind on what to select.
Ok, now that we've seen the stats for the units in the starter, as well as the PC cards that are included, it's time to start putting together an army for the pre-release. The way I see it, the best option for mech is the Mangonel with Sebastian Pashke at the helm. That'll put the Mangonel at a 10/10/21 (speed, attack, defense), which is decent. It also can Assault 15 for 3 pulse, or at 17 for 4 ballistic. I'm not sure the 44 points needs to be spent on AP, but the 18 should be spent to make him Liao.
I like ixnaydude's Tom/Sniper/TBx3 for the 150 of Liao. Add in the above mentioned Mech/pilot, and then take all the infantry in the starter, and you'll come out to 443 total. The smaller infantry can stay and keep Sylphs from basing the Tom, while the larger infantry can hunt. I'd keep the Bikes near the mech for Fanaticism fodder, and to deal with any of the many reactive armored infantry (like the Highlander Sniper Teams).
We still haven't seen the Merc contract card for Liao. If it costs 15, then I'd say it's worth it to drop the Pathfinders to get the rest of the infantry the Faction abilities (to help keep the Tom on active duty). But, if it costs 30 or more, it might be better to leave it behind for this one, since it is not needed to get the mech into the CCAF.
With the above force, I'd try and take Tornado, letting the mech Assault any CJF trying to hid behind buildings. The Tom (or PDS) will be necessary to deal with the Kelswas that will be showing up. The reason I chose the Tom in the above force was to be able to include a formation of Bikes. We'll need something fast to keep up with the mech, and to get VC3.
I'd look out for the Falcons, since most of the 150 points is Elite. If we had more non-elite units in FP, I'd say take them instead, to remove that threat (and because we wont be getting Awe), but that's not the case. And Sebastian in the Jade Hawk with a CJF faction symbol will be very nasty indeed.
The other faction to watch out for is Highlanders. Expect to see Sniper Teams, Kelswas and Paladins. I'm planning on doing some playtesting this next week. I've got a couple of ideas and so far they are looking to be a clever way of abusing some of the new mechanics. I'll post what I'm able but there is a pre-release I'll be attending so I might not want to let the rabbit out of the hat depending on how playtesting goes.
OK I have been studing and reading all post related to the prerelease. during my research I have deducted what has already been stated here. so for the pre release there are realy on two good Liao armies that are possible
this one I like best if it is legal:
PDS-82
2x Sniper-44
Merc Sniper-24
150 points
I choose the merc sniper because it will bring us to 150 even if it is not legal to bring a merc then swap it for the Liao sniper for 148 points
OK and the second build I like but the PDS in my opinion is better that the Long Tom.
Long Tom
Sniper Team
3x Trackbikes
150 points
So looks like these are are only real competitive 150 point build from FP boosters. Now the only question is what should the other 300 points be? I am still thining about this one I will post mine as soon as I decied on this portion.