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Sei-gi's attack isn't interstellar until it loses its ranged attack.
Sei-gi has only 9 clicks of life and with that pilot a mere 19 defense. You lack Evade so you're vulnerable to ArP infantry like Snipers who have a 50% chance of hitting without even using a formation bonus.
just question on the yami concussion army I thought that you could only indirect against a single target, unless concussion overrides that in someway i don't sse hom it is that useful because you can only give one unit an order token
The Yami army's main advantage is that it can target 3 units using a 23" Assault order directly. Hence Yami can plug away from behind cover and then at an appropriate moment, emerge and deal damage.
The problem is you have to divide up the damage to stick tokens on. Unlike TSEMP the attack doesn't just need to be successful, it needs to deal damage as well.
just question on the yami concussion army I thought that you could only indirect against a single target, unless concussion overrides that in someway i don't sse hom it is that useful because you can only give one unit an order token
I can explain that one. Basically force the vehicle to push, hence on its next turn it cannot move, hwich means its able to be pogged, or it sits there and gets pogged. Basically if it sits there to clear the marker, stops the tank drop from happening, while if it pushes, it makes the range for the tank drop less than optimal, as mostlikely you will be behind blocking to the tanks LOS.
It works...but only vs vehicles is it really effective.l..
Since I didn't go to Nats, I have no idea what I would have ended up playing (I can be indecisive, well, no I don't, well, yes, I do), but I think it would have been something akin to this:
JF Goshawk/Sakhara pilot: 144
SSw A4 x2: 102
SSw Special Forces Team: 11
Merc Zahn: 30
H Sniper Team: 24
H TGR x2: 38
JF Sylph: 30
7x SH ATV: 56
True Grit
I've always liked an army that can 'do anything'. Sure, it's not as well-tuned as an army that does one thing only, but being able to switch gears appeals to me.
The Goshawk is a cheaper Blitz. Fast, reasonable damage, high AV and DV for the price, a heat dial that's not awful.
SSw A4? Well, cheap, 2 pogs, AP. Useful against Liao Paladins and Shiros. The Special Forces is cheap, infiltrates if need be and has 2 damage if it doesn't infiltrate.
The Merc Zahn isn't vulnerable to a Sprint/JF drop (well, any more than usual at least) and the H ST and H TGR combo gives me 3 damage or 2 AP at 12 inches. Plus, as a merc, it can be given a formation (SH ATVs) and push without losing that precious Evade.
JF Sylph: Fast, move and shoot, potentially 6 damage.
SH ATVs. Basers. Lots of basers.
True Grit. Mainly to avoid BR and SC Pride, since this army doesn't deal huge amounts of damage very quickly. I don't think I could afford to have to chew through a SC army one click at a time or try to nuke Persuader before the clock ran out.
Chances are, I wouldn't have done spectacularly well, but maybe 2-2. I would have settled for that. :)
Well the CEC actually. But we getcha. One of my friends has a motto. It goes RTFC. Read the ... Card. Very important because people try a lot on, intentionally or accidentally.
I've had a tank drop Assault Double-Rated, costing me the game and a tournament and it wasn't until I got home that I realised.
I've had Persuader captured by Undines (which are not Speed Mode Foot) and it took Cloudmoon to remind me of it when he teased me about it later!
My friend believed his opponent and let his situational alliance be cancelled by his opponent's True Grit. That cost him big time because my friend was running Ydek/ERAmmo/Hellfire with the LI/ROTS SA card.
So yes, stay up with the rules and don't believe everything your opponent says. Remember, RTFC.
Well the CEC actually. But we getcha. One of my friends has a motto. It goes RTFC. Read the ... Card. Very important because people try a lot on, intentionally or accidentally.
So yes, stay up with the rules and don't believe everything your opponent says. Remember, RTFC.
I've had a couple of arguments about the Experimental|Refined Pulse. Both of those cards ignore the typical +2 for the second shot of Pulse SE, but since people see 'pulse' in the card they tend to assume all the normal Pulse rules apply except for some additional stuff. Nope. The gear does not say 'add this text to Pulse' it says 'see text' and the text on the card is all that counts.