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@all
On the same topic of using the House Liao-RoTS SA card
This build is for a 600 point unrestricted event tonight (Thursday)
HL-RoTS SA Card 40
Tornado
2X Li Purifier BA 32 (formation w/ Zahn)
Merc Zahn 30
--RoTS Kelswa 96
Li Raider 119
Tammi Miller 211
6X Scout ATV 72
600pts
OK here is how it works. This is a very mobile army and with 4 orders should be very senergetic as well. The Zahn can move the Kelswa up swiftly in formation with the Purifier BAs, this will help if there is artillery on the push. As you probably already know from a previous post the zahn/kelswa drop has a 23" range so move on first turn to take position on turn 2 hit them hard. OK the ATVs will simply infitrate and then 3 will base there target getting ready for the kelswa drop. If my opponent successfully make a break roll then I will simply base them with squad 2 of my ATV force. in the mean time my 2 mechs are getting into position to AO or simply attack any thing in range. Tammi Miller deals 6AP damage at 14" or 18" on an AO. You know what the raider does 4AP at the same 18" AO. So with the Kelswa making the initial attack doing 5 damage with a 16AV in formation with the 3 ATVs this army has a great chance of killing a 250+pt mech (even with a 24DV) in 1 or 2 maybe 3 turns. Sure I might loose a 119 point Raider or a 96 point kelswa but it is worth it for a 250+ point mech.
LMK what you think I know this is not a perfect army but I have my strat worked out and tonight is all fun no pressure. The guys that attend are all just trying new things with the new cards/gear/rules.
For thoose of you who care and wish to knwo how the new Li-RoTS SA card fairs first here is the actual army I used tonight:
HL-RoTS SA Card 40
2X Li Zahn 64
>>RoTS Kelswa 96
>>RoTS Kelswa 96
Li Shun 44
>>Li Sniper team 22
>>Li Greydeath BA 17
Li Raider 119
3X Li Sniper Teams
3X Li ATV Squads
600pts
No one used PC cards as they were not agreed to.
Round 1
I faced a Xanoth "Chicako" and OEJ they also had a SH vehicle and a Rots Artillery no other support. Basically turn two I pulled a formation fire using 3 of my snipers and 1 ATV firing with a Kelswa and crit missed. I thought is was over because he hit my tank on his turn. So I pulled Kelswa #2 up and hit him for 5 on his Xanoths then hit him with other Kelswa for 3 i think. I then moved my mecjh up to rear of his OEJ. he did an AO to him me and missed yeah. it was over from there I killed his Xanthos and only damaged his OEJ. I won all 3 VCs but I must say it was a very close game sincec he did salvage 1 kelswa and hurt the other but did not kill a single vehicle on infantry.
Round 2
Faced Pheniox Hawk "Hellfire" he brought the SW/SH SA card which gives him an 24" ranged attack with "Hellfire". He also had 2 repair vehicles and lots of infantry. I totally decimated his mech by trun 4 hitting him for 15 and killing "Hellfire". I did not have to worry at all about his support because it was foder. he did no damage at all to kelswa and I never moved my mech at all for the game. I win so bad he wanted to quit but stayed to the end with me taking all 3 VCs.
I believe this is a great SA card and can handle all situalltions. It has awsome potential even with out range formation out of base. 2 kelswa drops is really nasty.
Liao FORCE:
El Long Tom-74
3x Vt Infiltrator Mk 1-45
3x Vt ATV-36
Gr Standard Foot-7(BR)
TOTAL POINTS- 448
The intention is to take advantage of the Sit Alliance card and make formations without being in formation. The MK II Infiltrator is my Rots rep and his job will be to stay alive. I'd like inputs as to what type of terrain I should bring with this army. I'll post an after action report later tomorrow.Thanks gents! :grin:
@stormgald: Not having played with any of the new stuff yet, I couldn't tell you from experience, but I can conjecture. I think that the same builds will still be viable, but with some minor changes. The big mech is still good, and now you can swap out the big mech for a Gunslinger. And medium mechs can be swapped out for a decked out light GS, like JP in Bolt (see Warhammer00's army). ATV's wont be as useful as they have been, with the change in deployment order. It just means you have to be a bit more conservative. For those that are interested, Bannson's looked to get some nice stuff, so a mixed force isn't out of the question, although the biggest benefit Liao get's from that is some 'fluff logical' strike VTOL's.
@Upgrade: Congratulations! Another great win for the Glory of the Chancellor! Kelswa's are definitely one of the ways to go with the SA card we got. I find it interesting that you manage to pull out a win in that first game after the crit miss. Good job! Still, not too surprising with a dual Kelswa drop. :)
@Warhammer00: Interesting army. I definitely want to hear how it performs. I am a little concerned over the damage output of it, though. Bolt is your only unit that does more than 2 damage, which tops out at 3 (4 vs vehicles, add one to either for green units). The rest of the forces are a 2. But, you might be able to get away with it due to the Highlander Sniper Teams with their AP. You're also being a tad risky with only running the one Republic piece. Let us know how it goes, and good luck!
Last night, having just received my X-Axis Raptor II, I was busy thinking about what I could do with this puppy in a CJF blitz game when a penny finally dropped.
"Hang on", says I, the look of dawning realisation spreading across my face with the same reassuring predictability as the words "I have a cunning plan" to a BlackAdder episode; "Seven points recruitment? That means I can take 170 points of nearly invisible medium mech, give it Liao FAs, tank it up with some decent supporting units and, hey presto, instant strikeforce that the chancellor would be proud of...".
Given the fact I'd be facing Spirit Cats, :^: heavy, I abandoned my thoughts of feathers and began to plot and scheme instead...
Knight Juno Combat Lance
"X-Axis" Raptor II with Dave Rees (Liao) 170 points
Felix Jarta :^^^: Ghost 182 points
4 x :^^^: TrackBikes 18/72 points
2 x :^^: Minigun Cycle 12/24 points
448 points
Environment - Dust Storm (I like it in here)...
...and with this force managed to sufficiently break the nose of a Spirit Cat force twice as large, packing Anima, the WHM IIc and an :^^^: Panther, as well as a swarm of infantry and vehicles (but no artillery), while teaching a newbie the fine art of the Assault Order (I left my trusty Felix Jarta in their hands for the game duration - thanks to following up my AV 12 attacks, Felix never missed).
I reckon the Raptor II has found a home... :devious:
@White Knight: I always thought the Raptor II would go with a Liao force, especially with there specialty with stealth technology. I have to see if I can win one in a tourney where the BM gives out prizes to everyone, not just first and fellowship. Oh, and Take that Spirit Cats! :) Did the newbie ever manage to do 10 damage with Felix in one blow?
@stormgald: I'm not sure how effective infantry swarms are going to be, now that other units can attack them even if they are basing something. They become a lot more vulnerable. But I still think they will have a place in the battle force. Personally, I was never too big a fan of the Spec Forces team other than filler and arty screen. They do keep a good attack for their points, and can be used as a capture team. But in general, they are a reactive/defensive force, with low range and movement. You have to have a nice target nearby to draw the enemy in to get them into the fray (or a transport, but there are better infantry out there to be transported). I've only ever bypassed once in a game, but if it's a tactic you pull off regularly, more power to you.
only need like a 12 if you have 3 of them on a mech to capture it if its def goes to a 23 and if its at 26 its only 15.... get one more infantry or something on him.... I may be using a troop drop insted of a tank <makes a evil face>
@stormgald: Remember, the maximum number of units you can have in a close combat formation is three, so the best bonus you can get to a capture attempt is +4 to the primary attacker's attack value (+6 if you have a unit in your targets rear arc). And in general, you will roll a 12 less than half the time (for a 50% chance of success, you need to roll an 11). The odds get significantly worse as the target number rises (rolling a 13 should happen pretty rarely). But then, some people have incredible dice luck, and can roll 13's on a consistent basis. The question is why am I always facing them in battle? :)
@stormgald: It's 3-5 units for a ranged combat formation, 2-3 units for a close combat formation. Run like the wind, and hit them when they aren't looking. :)