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Originally posted by Klaital It has been said dozen times already in the preview thread, but it seems people still aren't getting it. The reason it doesn't have AA is that it is a different configuration of the rifleman, it is the configuration with rotatory autocannons that aren't exactly known for their long range.
Neither were the autocannons on the original rifleman in comparison with the current tech levels...
But in 3025 those AC-5's were one of only four weapons to reach that far.
AC-2
PPC
LRMs
AC-5
And the AC-5 was lot more common and easier to maintain and repair than a PPC or a LRM-20 rack.
So it was a good AA mech in it's day, of course that was in large part because of it's Garret D2-J targeting system.
If they wanted the AA Rifleman with long range they'd have to use the RFL-7M
It has
2 Light Gauss Rifles
6 ER Medium Lasers
1 Small Laser
and a Guardian ECM Suite for protection.
That mech is even stated as being used as a long range anti-air unit.
Actually a Rac-5 is a good weapon for AA work. Its not range its the volume of fire it puts into the air. The basic concept for weapons designed to be used against aircraft is to put up a wall of lead in the air to hit the plane. Thats why cluster munitions, Airburst high explosive rounds and ultra high rate of fire gatling guns are used for antiaircraft work.
All Rifleman work well for antiaircraft work simply because they have that wonderful Garret D2-J targeting and tracking system that can lock onto and track multiple aircraft from miles away.
________ Buell Xb9Sx
005-008 Mortar Squad (DF/SS/BR/SW) 12-20P: sounds like fun
009-012 Combat Engineers (SC/SH/LI/BR) 10-12P: can you say infantry that REPAIR!!!
013-016 Scout ATV Squad (SH/LI/BR/DF) 8-14P: who cares
017-020 Infiltrator MkI Battle Armor (BR/LI/SW/SC) 12-18P: who cares times two
021-024 Gray Death Battle Armor (SC/BR/SS/Merc) 14-17P: not too sure, but could be promising
033-036 Anat APC (LI/SH/BR/SC) 23-29P: if this isn't a 3 cap transport I don't think we'll need it. Unless it is tracked and fast.
037-040 Cavalry Attack Helicopter (HL/Merc/BR/SH) 37-43P:It's about time.
045-048 Garrot Superheavy Transport (SS/BR/LI/DF) 27-33P: decent
049-052 DI Towed Arrow IV (SC/LI/DF/BR) 23-34P:holy jesus it's about time the BR got a good non-unique arty!!
061-064 MHI Defense AA Vehicle (BR/SS/SW/LI) 49-63P:not too sure about this one, the 8 attack may prove prohibative.
065-068 Assault Vehicle (SC/BR/Merc/SS) 54-68P: what is this?
073-076 JESII Missile Carrier (SC/LI/BR/SH) 70-90P: could be interesting
077-080 Behemoth II Tank (HL/BR/Merc/SH) 93-103P: sounds good
085-088 Raider (SS/LI/BR/DF) 103-134P: good
089-092 Raider MkII (SC/BR/SH/LI) 106-122P: also good
093-096 Mjolnir (SS/BR/SC/DF) 87-107P:useless
097-100 Phoenix Hawk (SS/SH/LI/BR) 110-128P:my new favorite, non unique mech
101-104 Sun Cobra (BR/LI/SS/SC) 128-161P: I have no idea what this will be like
115 (BR) Wasp 111P: looks like mavis has a new friend
117 (BR) Ghost 175P: if the alpha has a 14 range, this will be my new favorite peice
Alright BR players lets review. It looks like we finally get the assault helicopter and good arty we've been needing. And the repairing infantry looks like it will me ALOT of fun. Oh man I can't wait to get my case!
Originally posted by Berserk_Fury Actually a Rac-5 is a good weapon for AA work. Its not range its the volume of fire it puts into the air. The basic concept for weapons designed to be used against aircraft is to put up a wall of lead in the air to hit the plane. Thats why cluster munitions, Airburst high explosive rounds and ultra high rate of fire gatling guns are used for antiaircraft work.
All Rifleman work well for antiaircraft work simply because they have that wonderful Garret D2-J targeting and tracking system that can lock onto and track multiple aircraft from miles away.
Actually considering how they changed how crits work against areospace fighters in Aerotech 2, you're better off with more hard hitting shots. Still, i really do wish the Rifleman had AA, though it just might have boosted the cost to a point where it wasn't worth it.
My Idea for combat engineers:
Give them an order, but do not move them. Instead, mark their place with an arty pog, then treat the pog area like a landmine once they leave, so that any unit with its base on or touching the pog takes damage. Put a couple of those around a Behemoth II or a 16" ramge mech, or even better, arty, and it will cost Aris & co more than just a single click of damage to charge them.
I don't think the combat engineers are able to repair that would be more for a field medic... but I would not mind havenmyst
idea of mine layers but if that was tha case why now and not with the Fa Shih Battle Armor that has them as well, but they got grapple to show for there mines I think, so the next idea was 1 cap infantry trans-port that would not be good unless you were going to allow then to carry other infantry or use a formation of them to move towed arty... I don't know sounds kind of off to me, but you never know I mean 3 combat engineers x 12 points = 36 points don't you want to take a J-37 transport for 26 points instead then you ge the 3 cap unit and repair for cheaper cost....
I think timberwolf might be on to something-While repair infantry WOULD be nice, PointDefense/Camo (yes i know they "fixed" that combo) would both be better SEs for what combat engineers actually do.
@blundersen:
If you were supposed to see the Centurion you would have already :)
I think combat enigners will have the wrech reapair symbol and repair. Most likely a low attack usable for low end vechiles or a last desprate repair shot at light mechs.
Originally posted by CrimsonHawk I always knew SC was Wizkids's pet faction.......
Oh please grow up. There are no "pet factions." Every now and then, one faction gets a lot of really good stuff. That doesn't mean that they're a "pet faction." Liao got a lot of stuff, the most in the set, but they're hardly in WK's favor. Sheesh. Cut the perceived favoritism dogma.