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For our Kanazuchis I wouldn't mind if they stayed exactly the way they are jus up the points to 25 and give us a 7 attack. No infantry over 20 points should have a 6 attack, not even us.
This unit is a potential brawler, 14 clicks and 21 defense, Heavy. It's designed to walk right into enemy lines and rip them appart, all the while weathering and shaking off damage. Unfourtuantely, the 8 attack completely killed this unit. If it only had a 9...
~150 pts
Primary Range 0-0" Melee 1 target 135 deg
Secondary Range 4-12" Ballistic 1 Target
Vent 2
A decent 21 defense, and agility for it's first couple of cliks. Agility + heavy armor gives it no damage in CC, so you'll want to keep it there. A completely rock-solif melee attack, and a 9 attack that lasts. Actually could give Arnis a run for his money, but plenty of repair markers.
These improvements are nice ideas, but the Lego shouldn't have agility.
And, its: "I have alwaise hated you, I have alwaise hated you the most"
"Yea, I know. Now hurry up and die you prick"
Tucker and Church
Red vs Blue
Episode 8 (Don't Ph34r The Reaper)
I LOVE THAT SERIES!
you just made that Lego completely unbalanced for 150 pts, it'd be way more than that. And I noticed it has 9 attack through more than half it's dial... thats better than a lot of non-HL mechs for that pt cost ;-
Originally posted by Klaital Shouldn't that Kanazuchi have flamers?
Good lord no.
Note: When using Agility in regards to a Highlander 'Mech, it should represent the pilot's caution (i.e. fighting defensively) in close combat.
As for that Legionnaire, I agree with Pryde; most unique 'Mechs would love to have that kind of attack dial. It doesn't strike me as a very 'agile' 'Mech, either; simply a very solid one. Not an offensive powerhouse, but still a house for its point cost.
Let's see. I want to give it Brawling, as those arms look pretty powerful, but it's not a fast 'Mech. Still, swap the primary damage type and secondary damage type, and that would be interesting...give the ballistic attack two targets...fill the melee attack with 0s to keep the cost down and add Brawling to say, the first four or five clicks...
The Lego doesn't really need much change. All it really need is a double attack of 9 and to tweak down the heat dial or speed to adjust the points. If you compare it to other similar sized mechs its already beastly. High damage, immense durability (no other similarily costed mech has that mix of life span, SE and defence, at the time of release the next toughest mech was Sariah Nova Cat who is 162 pts), good heat, good speed. That was always the real tragedy of the Lego, it was so close to being great but wasn't because of the attack rating of 8. The Cougar and Ghost in the same boat. The former needs a 21 defence (or streak missiles), the latter needs an attack of 9 with toned-down heat dial. Both are almost good but not because of small game defects.
Regarding the Kanazuchi, I am of two minds on this one. It probably shouldn't have flamers but thats not to say a flamer based heavy infantry is not useful (or cool). A shooty based one should probably have reactive armour, a close combat one should have heavy armour.
If you want to play with Highlander units, toy with the stinky ones. I wasn't even going to bother redesigning the Lego since the changes to turn it into a great mech are minor. Here's a list of stuff:
SM1
Infiltrator MK.II
Marksman
Wasp
Forestry Mech B
Melva Golan
Vera Solomon
Achileus
Leala Banach
Sniper (unfortunately under the new rules this unit is now worthless, a well-balanced multi-pog artillery now paying for the sins of its brethren)
Kurt Larsen
Trike Squad
Dominic Voeller
Naomi Katina
HL LE Infantry Pack (Nyuk)
Shockwave (Nyuk)
Melicien Tetro (Nyuk, Nyuk)
Elite Targe (Nyuk, Nyuk, Nyuk)
I would at least love to have a flamer infantry to HL. As it is good way to make enemy think twice of charging my mech if it is guarded by few of those. :) Oh and I am actually kind of liking the Shockwave, let's just hope it keeps the grapple for 5 clicks and it is just perfect. :) Since then you want it to be charged so you can then proceed to pound the #### out of the charger, or better yet, swarm it with infantry and capture it! :)
And that reminds me, HL could use an infantry with bypass.
The main changes are the removal of two clicks of ECM and STR as at that point it matters little, the extra point go to the increased initial damage so it can compete well against the other mechs in it's point range (like Porfiria Navas, Kriya Wolf, and Antonia Chinn.)
Ok, can no-HL players post here? I want to "Imporve" on the Koshi-not redesign.
Even as a SW player, I find the HL Koshi(s) the best, but I find the Melee attack on the nonunique one redundant, and most of its other defining chractersitics are taken by the Donar. So, I'll redo it to give it some new life.
Point Cost ~ 100-110 PTS
Primary Damage - Energy 0/12 - 2 Targets
Secondary Damage - Melee 0/0
Front Arc - 180 degrees
Back Arc - 90 degrees
Vent - 2
This Koshi is very similar to the original, but has an added close combat punch and 2 targets. Many of the valuse remain the same, but the defense curve is very good, and this unit can be repaired a good ways out of salvage. I tried to stay true to its design as a cheap, long-range fire mech, with defense to carry it far into the match. I merely changed the obselete part (very little).
I know that Antonia only has a slight damage advantage over the original Katina but she has the speed and heat advantage.
That and the original katina was a cuious mech as it was armed with 4 LRM20s and 4 ER Medium lasers yet it could only crank out 3 damage.
This makes it more of a useful streak mech, even against an armoured target it can do some damage and, instead of the 0 it could inflict currently.
It sort of busts out of the trend already by having no defensive SE's so I made it able to put out more damage (at the expense of some of it's long lasting SE's.)