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Originally posted by Quacker There is a player at our venue who uses psychological warfare to his advantage, although I wouldn't exactly call it intimidation. He packs a SS atlas and about a million Fenrir or ATVs and parks them in his DZ. He wins initiative and then says "Go." He won't move for a single turn until you are in his range. You have to threaten to forfeit to get him to do anything.
This is where artillery comes in handy, even if you don't normally play it, especially if you don't normally play it.
One of these days, if you know you're going to face him, and you know he's going to do this, get together as many artillery pieces and command pieces as you can fit in your army. Then, when the match starts, and he does nothing, shell the heck out of his DZ. He'll either have to move, or take the damage. Keep dropping artillery until he moves into range of you. Then engage normally.
if i have to play newbies i usually use my gyrfalcon to intimidate them. AND WHAT DO THEY DO!!!!!! they get close to it thinking it wont do anything then BAM!!!!!!! there goes there mech right into salvage.then VENT! there goes there big tank. by the way i am not a newbie i just had to make a new name for my new e-mail(my registration date) lol
One of my favorite ploys is the "bunny formation."
Bunny formations are 3-5 units that no one ever plays grouped together. FOr example - run a group of 5 VV1 rangers, or a construction mech (with no ranged weapons) and 3 hauberks, or 2 JES IIs and 4 towed autocannons.
The opposing players get so busy trying to figure out what I am going to do with these odd combinations and why I would play them that they make mistakes, or miss other ploys.
BTW, "bunny formation" comes to us courtesy of the abdominal smowman in Looney tunes. "Oh what a cute bunny rabbit! I will hug him and squeeze him and name him George..." Said to Daffy Duck in bunny ears as Bugs sneaks away. A.K.A. a clever distraction ploy that uses something of little intrinsic worth.
I have found an effective way to instill fear in my opponents is to play unpopular, under-appreciated, unfamiliar units. When your opponent has never played against a unit before, he won't know its heat dial and repair marker locations by heart. He may not even know its general capabilities. Some of my favorite surprises:
The SS Shoden - did you know it has no repair markers?
The SS DumpMech - did you know that with rapid strike + brawling it can do 8 damage in a single turn?
The SH DumpMech - did you know that this one-armed mech has Grapple? Cletus must be pretty handy with that bucket...
The SH Galleon - sure looks unimpressive for a unit with 10 attack 3 damage Pulse and a 23 defense in hindering.
These units are great for causing my opponent to make a mistake in identifying the greatest threat.
I also like to play the "shell game" with transports. This is the only game mechanic that allows an element of bluffing. When I have three transports around the field, and you know you saw a Fenrir or two in my army, you won't be making infantry formations anywhere. And if I move my J37 forward aggressively, you may devote your entire turn to an attack pattern that will kill it and all its contents (fearing a TAC drop) - how will you feel when I flip over the shells and the transport was empty?
I've pshyced out my opponents by running a Lance of Locusts. Granted, they are really nly for taking out the small stuff, but they do work. I had Shadowdeth confused and bewildered, and a bit mad because I would not face his Mech. I kept charging his little stuff, until all that was left was the big stuff, which eventually wiped me out. :) First thing I went after was the tank drop, then the Repair vehicle. Two biggest threats in my book when playing against Bannson Raiders.
Tape Plastic Lego spears to Arnis Drummond's forearms and then state that he intends to Hunt you. Remember to take the Mech's head as a Trophy. Arnis, AKA the Predator.
Or, tape a plastic credit type card to his arm and state that he intends to "Charge you to his account.....and make YOU pay the bill".
Also, after a successful charge, spin Arnis in a complete 360, then claim it's his victory dance.
At the beginning of your turn postion Arnis next to his mech, smile, and say "Race ya to your DZ and back. :)"