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Sylph x3 78pts
Donar 60pts - Wish I could. They are quite difficult to acquire.
SC Faction Pride 20pts
Total = 596pts
I really like the SCFP. I just could not put it in this build. But I think I will throw it in.
Quote : Originally Posted by Ravenankh
This gives you a little bit more hitting power, more speed, and it will make you less susceptible to artillery. The SC Faction Pride works with heavy armor to completely deflect non-AP artillery. You lose your repair, but none of your units are that repairable anyway. Besides, mechs are better used for attacking!
Do not have to much Arty around here most of the time.
Quote : Originally Posted by Ravenankh
The Uziel works great with pulse... Trust me. Its heat dial practically begs for it!
Yeah I think your right I will switch the MR for Pulse. Now I just need to figure out what I can use for the other 60pts.
Highdancer and Drogeney are correct. VTOLs cannot form any type of formation.
SC Sylphs work well as harrassers and little else. Given that, I find more than 2 per build to be overkill. That is, unless you are using the SC/DF SA card, in which it helps to have an extra one as a spotter.
The mentioned Saxon drops are a great idea (I find Undine work very well). You can also consider the SC Fulcrum (one of my faves), or if you are feeling scampish... The SC Long Tom.
No Really! The SC Long Tom is strangely effective. 3" pog, armor piercing, 40" range, and 2 damage until salvage. No, it is not accurate. This can be a bonus sometimes though. Drop the pog on an enemy formation and trust me... They will not know what to do! The safest place to be is directly under the pog. Everything else that is within a 7" radius though, is living dangerously.
Clan Nova Cat Morrigan with the CNC Star Commander and Improved Targeting for 141 points
18 inch, 3 damage assault order
2 damage ballistic for shots that those pesky infantry
10 attack with the aforementioned improved targeting
22 defense
Nice heat dial
Again, 141 points. I love this thing. Excellent support for any of the Wendigos or Shadow Cats in a 450 point game.
The CNC Morrigan nicely fills in the gaps for this faction.
Its fast, with a base speed of 10.
It is currently the only CNC mech with jump jets.
Its moderately hard to hit, with a base defense of 21(better than most lights base defense).
It is the only current CNC unit with ballastic greater than 1.
Its 3 damage TSEMP is useful and on par with other post AOD light mechs.
And it kinda looks like a Panther(just for those DF players who missed getting a non Panther)!
The CNC Morrigan fills roughly the same role as the DF Mongoose, only much more effectively.
For a light support mech, we could not ask for any better.
The TSEMP will make those pulse attacks easier and will help keep enemy support off our backs.
I think Lil Turner + Evade will work very well, as well Decoy or IT. As long as this unit has a bigger unit as support, it should shine.
Now that we have seen all the CNC units for the set, I am very impressed! The only units that are less than stellar are the Savior and the :^^: Cizin. Dot Nostra is close due to her questionable Special Ability, but her stat bonuses and cost make her a winner in the end.
750pts:
:^^:CNC Morrigan+Graves+Evade (L)= 164pts
:^^:CNC Nova Cat+Stark+Alpha Strike/IT= 309pts
:^^:CNC Thunderbird Battle Armor (x6)= 126pts
:^^:CNC Cizin = 144pts
Total= 743pts
Not a bad deal, but the Cizin is rather questionable. So I'll need to find a way to protect that Morrigan, especially, when I face a :^^^: HK Zeus, just shutting it down is not enough. In the 750pt army, the Cizin will have to fill the role of harasser, while, the Thunderbird's will help to provide support for the Cizins. So I'll try this Army out as soon as I get my case next week. Wish me luck, and hey tell me what I could do to improve on these two armies.
750pts:
:^^:CNC Morrigan+Graves+Evade (L)= 164pts
:^^:CNC Nova Cat+Stark+Alpha Strike/IT= 309pts
:^^:CNC Thunderbird Battle Armor (x6)= 126pts
:^^:CNC Cizin = 144pts
Total= 743pts
Not a bad deal, but the Cizin is rather questionable. So I'll need to find a way to protect that Morrigan, especially, when I face a :^^^: HK Zeus, just shutting it down is not enough. In the 750pt army, the Cizin will have to fill the role of harasser, while, the Thunderbird's will help to provide support for the Cizins. So I'll try this Army out as soon as I get my case next week. Wish me luck, and hey tell me what I could do to improve on these two armies.
Both of them depend on untransported infantry, which means that your opponent can sit back, pog your infantry with arty and force you either to engage without infantry support or engage with damaged and pushed infantry. Both armies need APCs, either Bishops, R-10s or Saxons.
Both of them depend on untransported infantry, which means that your opponent can sit back, pog your infantry with arty and force you either to engage without infantry support or engage with damaged and pushed infantry. Both armies need APCs, either Bishops, R-10s or Saxons.
Agreed.
(and if there is [i]anyone[i/] who would know about pogging, its a falcon warrior) :p
Any successful Nova Cat army will have to deal with artillery. Like it or not. Successful commanders must always ensure the following:
The ability to base arty very early in the game
The ability to neutralize the artillery range advantage.
The ability to knock out enemy artillery completely.
What does this mean? It means using an ATV to base enemy artillery until you can get the rest of your force within laser range, then using your troops or mechs to kill it quickly.
ATVs can base artillery on your first turn.
Most CNC mechs, if properly equipped, can fire upon enemy artillery on your second turn, through use of Kisho's Anticipate, Matt Lossey's Fast and Furious, or simply a run followed by an assault order.
The CNC Morrigan looks to be particularly good at fighting artillery. Its quick movement should allow it to get quickly into range, while its TSEMP should keep an artillery piece in a constant state of push.
A Bishop filled with Thunderbirds could work, but would be rather late to the party. It would take 4 turns for the Bishop to get into proper position to drop off the infantry. (Move 12, Push 12 , Rest, Move 6+Deploy). I would prefer to use the Bishop full of T-Birds for anti-tank or anti-mech support.
How many ATVs do you propose using to tie up the arty? Because if infiltrated, 4 clicks kills them and many armies are set up to kill 1-2 ATVs every turn.
(and if there is [i]anyone[i/] who would know about pogging, its a falcon warrior) :p
For reasons I've never understood, but hey. It always struck me that a high damage, high range, relatively fragile paradigm would fit the Falcons, but I'm not the designers either. I was a pog monster before CJF; they just happened to have (nearly) everything I wanted and pogs too.
Quote
Any successful Nova Cat army will have to deal with artillery. Like it or not. Successful commanders must always ensure the following:
The ability to base arty very early in the game
The ability to neutralize the artillery range advantage.
The ability to knock out enemy artillery completely.
There's one other trick in the SC/NC book; ignore arty. The R-10 can make a lot of arty very uncomfortable with the armor, even more so with the SC FP. I realize a lot of people don't like the R-10 because of its speed, but the thing is armored to the gills and takes tons of damage to salvage, much less kill, and that's without armor or FP/SA help. It also happens to pack ballistic damage. :) The SC/RotS SA can also reduce the effectiveness of arty. Arty relies on threat as much as actual damage and being able to ignore some of the threat means you can respond to the threat in your own way. APCs are critical (effectively ablative armor for infantry). A fair amount of arty is a mind game; don't play by their rules (standing there and taking it can mess up an arty strategy on occasion).
Well, It's been a while since I designed an army for the purpose of shooing stuff, rather than a good ol' dose of "BoingyBoingyBoingyBoingySPLAT!", so helpful advice and insights would be most welcome. :)
Sierra-189 Reach Striker
:^^: Star Commander Ardet, Morrigan (MGN-F3-L-P25) 118 points Chassis MGN-F3-L 108 points Pilot P-025 (Star Commander) 10 points
:^^: Mechwarrior Paige, Morrigan (MGN-F3-L-P25) 118 points Chassis MGN-F3-L 108 points Pilot P-025 (Star Commander) 10 points
2 x :^^: Bishop Transport 39/78 points
5 x :^^^: Thunderbird Battle Armor 23/115 points
:^^: Thunderbird Battle Armor 21 points
450 points, 10 units
Probably has holes in it up the wazoo, but it just felt like so much fun! I'm guessing I should be running some ATVs (the Banana Splits ride again) and most may be suprised by the lack of gear on the MGNs, but heck, it means I can take TWO! :laugh: