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.
1. He did answer the question posted at the start of this thread. Mechs not uber. (I disagree, but I'll get to it)
B. Personal attacks are not needed, nor wanted. And warflail, you know better, the smart alec remarks guarantee you will get a rise out of him.
4. Uber pieces. Hmmm it seems to change every couple of weeks. Lets see if I can get people to flame my choices.
(BTW for those humorously challenged, the number thing was on porpose (yes a mammalian fish))
1. Kodiak
2. SW Padillia and Li arrow 4, and merc sniper.
3. That SH aeshir AA tank.
4. Bart Bradshaw (I still love him, just got him too)
5. Li Targe (for it's point cost, it is worth it.
6. Li Jacyn Bell (an assault mech w/ 12 JJ movement, and 17 clix of life???)
7. DF Raider
8. Most of the LE infantry
9. I still like 4 vtols, Wahabi LE DF balac, ROTS balac, DF donar, and HL donar
With first turn immunity gone, the DF SM1 tank destroyer. Infiltrate, Move first turn, push to fire. Do 4 or 5 AP damage on 2nd turn w/ IT
10. the scout ATV's.
Originally posted by Locke I counted 2, water and hindering. Run to the water. You can run either way regaurdless of where your opponents placing his/her terrain. The im pretty sure 12 inches can run to the hindering, even if a random pice of blocking is in the middle of nowhere.
No. Blocking BETWEEN the hindering and your opponent's deployment zone.
What now? You can't indirect energy attacks, and unless you come out the opponent doesn't ever need to face the hellstar.
Likewise, what happens when someone deploys a grapple infantry within 10 of your hellstar, bases it and then fires artillery at it?
the biggest hurdle a mech army has to face against an arty army are the meat shields and hot-dropped grapple infantry. for a very small cost, you can basically deny a mech an attack on your important units and have them make a choice of dealing with the grapple unit or try to get away.
Seka Ward is Uber because it's the only SW that can finely tune itself auto-damaging using SU Command. This totally negates SW need to reach the exact soft spot. You just click it tu perfection!
"I counted 2, water and hindering. Run to the water. You can run either way regaurdless of where your opponents placing his/her terrain. The im pretty sure 12 inches can run to the hindering, even if a random pice of blocking is in the middle of nowhere."
Okay, now make your Energy and Shutdown heat rolls because you're on the 3rd click in after two runs. Don't miss. Oh, and even if you're lucky enough to succeed on all your rolls there's still the next turn where you have to sit still rather than shoot. So go ahead and eat 4 damage while I base you with something or other to protect my Arrows and then push to drop another 4 on you. Hope you don't miss that break roll. Oh, and you're in heat trouble again and you still haven't shot yet.
Not a single mech makes the list, in the current environment.
Vehicles:
Swordsworn Arrow IV - Without this piece, the arty rules as written would still keep big mechs off the table, but they would no longer be so broken as to eliminate all mechs from competition.
Kenneth Medchelke - As someone mentioned in one of the arty threads, he will sometimes be seen in an Arrow IV army, providing the extra range needed against certain arty pieces.
DF Donar VTOL - Stats of a mech on something that moves & shoots. Just plain wrong.
SC Donar VTOL - I'm actually less fond of this one, but it has quite a following.
Infantry:
BR/HL Peasant Company - In the 450/3 format, it is easier than ever to spam sections of the board with these.
DF Trike Squad - Not as fast as the ATVs, but a lot more capable in battle, which is why they're still popular.
DF ATV Squad - In moderation, they're ridiculously distracting to any army besides the arty & infantry hordes you see everywhere.
SH ATV Squad - Too cheap for what it does.
SH Minigun Cycle - Ditto. Good way to deal with an opponent who overspends on infiltrators. He may end up short on firepower against you.
>>
Uber (under costed units)
SS Arrow VI
SS DI Towed AA
SW J-37
SH Galleon tank
SH ATV
DF ATV
LI ATV
<<
I love it...artillery, things that support artillery, or things that can hope to stop artillery.
I think perhaps most folks define uber at "good on a non-artillery battlefield". We've been playing artillery free games at the shop the last few weeks. Wow, a defense 24 mech is actually harder to hit than a defense 18 mech...not true with artillery. Wow, you can have a formation of units move along the field...not true with artillery. Wow, you can't just sit there and have the enemy come to you or be obliterated...not true with artillery.
Kodiak and Bounty Hunter are great...but I wouldn't DREAM of putting them on the same field of artillery. I may as well pit my 3" tall plastic figure against a real Abrams, the survival chance would be about as good.
Originally posted by adorabilly To back up my buddy Warflail
~SNIP~
9. I still like 4 vtols, Wahabi LE DF balac, ROTS balac, DF donar, and HL donar
With first turn immunity gone, the DF SM1 tank destroyer. Infiltrate, Move first turn, push to fire. Do 4 or 5 AP damage on 2nd turn w/ IT
10. the scout ATV's.
'Mechs that can get across the field on the first turn without taking heat are going to see a lot of play in the near future, I think. Unfortunately, this 'Mech does not exist, and the closest thing we've got is the DF :^^^: Blade.
This thing is pretty nice for all it has : Infiltrate 12 with Evade on the next click. 9 Attack with IT. Rapid strike for 2 or 4. A heat dial that doesn't blow massive chunks. It's a bit fragile, admittedly, and as I found out a double tank-drop force will eat it alive, but it has the potential to get all the way across the field and into the opponent's DZ on the first turn, depending on placement of terrain, and the potential (at least) for a second or third turn attack on the Arrows.
A 'Mech that might counter the threat of the Arrow? Maybe. Maybe not. I'm leaning more towards not, really. But it's worth looking at.
why didnt anybody mention the BR Legionnaire yet?
of all the non-unique cheapo-mechs, its still one of the best ones with awesome damage potential, good life, good heat, good ranged damage, average attack value, good speed ... good everything.