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Looks like MW:CA is going to be a rather interesting set, but it's the rulechanges that will decide if this game has some longevity. The Mjolnir must have paper-thin armor, I guess. But in BattleTech there have been extremely fast 'Mechs with almost no armor as well, so it does make some sense.
Poor Republic..... I am guessing no one at Wizkids plays the Republic or something and as such gets no input as everyone in the design teams push for thier favorite factions (apparently no one plays the Highlanders either though)
Originally posted by Tgt a SS mech with a average dial? very rare
True. Too bad the heat dial is the ONLY redeeming feature for the
SS version! Maybe SS will get a nice LE version. Looks like I'll be
skipping this non! :rolleyes:
Everything the Locusts should have been. And Cheaper too.
As a spirit Cat player I am pumped. As a SS,BR and DF player i'm giong to love these new mechs. Deffinatly first strike with a hint defenseable.
My tactics always incorperate a mech, mostly because they are so durn useful. And a fast light mech to get to the trouble spots quickly is no exception. The Spirit Cat mechs screams infighter, where you can base artillyer and not worry about being laid into. And a most excellent range as well as dmg for such a light mech, 2 dmg pulse isn't much but it's very worth it. Considering it has the potential to do 4 with an excellent heat dial like that.
The SS and DF mechs are absolutly charagable.
Where it would be totaly worth it to drop use that 87 to 107 point mech to insure that you beat down those bad boys properly. Speicaly on the big boys where it gets risky to try and use tank forces to take out Assault mechs, where a nice charge to the rear arc effectivly gimps them.
The BR one is nice, but really can't picture myself using as often due tot he 9 attack and short dial. Though 14 with evade has it's perks as being one of the longest running mechs around. These boys are all about offense.
Now the 16 attack there are lots of ways to get around it, you either have to play full on out aggresive or take a more balenced force to insure that if somthing wants to come after these peices they are going to pay for it. For instance i would always pack an AA machien if taking any one of these and insure your units are protected or a fast moving infantry formation to deal with any opposing infantry.
With decent to excelelnt ranges you should be able to stay out of most units such as infantry and vehical's ranges while pooring in the fire.
Very impressed with this set so far. Just ordered myself a full case.
-BA
LOL, I can't wait until somebody uses them. high speed, decent targeting and damage but 16-18 defense? Talk about one shot wonders.
Jesus Christ, am I tired of people complaining about this. What do you want, a Mech that's got 26 Def, 30 damage, 20 Mov, and 18 target? You do realize, don't you, that there's got to be at least one downside don't you?
Originally posted by SturmPanzer This little guy can charge a long ways for a fair amount of damage but say if somone decided to charge a DF ForestryMech MOD with the SS model (which can pull the most damage).
You hit for a maximum of five damage, this leaves the ForestryMech MOD with a 6 attack and a three damage melee, the SS Mjolnir even if it hasn't shutdown has a 15 defence, the ForestryMech needs a nine to hit, if the little guy is shutdown you might as well assume he's going to get nailed. This leaves him with a 13 defence, which a drunken, blindfolded clown on a unicycle could hit.
If they had a higher defence they could be really scary but with 16-18 defence even a few peasants could capture one with no problems.
Basically this is the reason their not very frightening. Most of them, after charging are too easy to hit back.
I like the SC one though. That range makes it usefull for lot's of things. Although it is easy for infantry to hit it, it's cheap enough to be a good support piece. The protection from charge is the gravy that makes this one possible. The other will have problems against good infantry, so you're losing the point battle. People will try the DF one and the others but after their torn to shreads by Arnis or Faisal they'll go back to their old armies.
Oh, and imagine the field day a chopper has agaisnt one of these? This is the one thing that keeps the SC Moljinor from being a complete beast.
Another thought on TSM... As long as it's running hot, any version with TSM will do two damage on a charge, even in salvage. I don't think I've seen any units before with an actual damage value in salvage. Now I have.
Originally posted by Brigand Another thought on TSM... As long as it's running hot, any version with TSM will do two damage on a charge, even in salvage. I don't think I've seen any units before with an actual damage value in salvage. Now I have.
Barry Segal has 2 primary damage and brawling in salvage.
Originally posted by broman10 People will try the DF one and the others but after their torn to shreads by Arnis or Faisal they'll go back to their old armies.
On the contrary, sir. The only one I might've tried, from a faction
standpoint, would have been the SS version. Since it sucks, I
won't be playing that one, either. I tend to stay away from mechs
with defenses < 20. ;)
What does the bullet hole on the starting click of heat mean?
It also seems to be a replacement for some of the heavy tanks. May have a low defense, but at least it lives longer and has a better targeting than most tanks.