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Yes but until you kill stuff you have pretty ordinary stats and zippo gear. Without the gear you won't be doing enough damage to be a credible threat.
Not when one considers what other options are available to you. 3 'Mechs, almost gearless with average stats and max combined damage in a turn of 9? It's perfectly feasible to stand a very real chance to deal out 9 with ONE unit these days!!
Thats exactly what I was trying to say before all the bashing. There are FAR better units out there for the points that feasably could wipe out this entire lance by itself.
I wouldn't field 3 in 600 just because I can because that limits your options. However I can see 2 being competitive as part of a force in 600. I just feel (personally) that for more than 2 you need a bigger points total.
But I've fielded 2x 3-4 damage mediums and made a good account of myself with the right support and with their synergy these fit OK with that. I think two would be balanced OK. Particulary that 18" range ballistic one.
My main argument is anything these guys would be pared against with hardened or reactive armor is going to be very hard to kill with these things. My main argument is all those points and only one can deal more than 3 damage what the hell is with that. Personally any assault mech is gonna be really hard to kill with this lance.
Pestilence/Fetchin/Double Rate
Death/Tichy/take your pick
That leaves a little support room (not much) and deals out 11 with 6 to 18" and 5 to 16". You got A11/D22 Hvy/Spd 8 and A12/D22/Spd 10JJ. Not exactly Seka but kill something (like an infantry, very feasible with 18" and DR) and you get +1 target on the medium, an effective +2 damage because each target is always DEALT an additional 1 (i.e. it's free armor piercing) and the attack on the heavy rises to 13. Kill a transport with passenger and you get that bonus twice...
Myself, I don't like relying on picking off easy prey to power up but the real advantage is what it gives you down the dial. Suddenly you can take damage and still remain viable a tad longer.
It's an interesting concept. Remains to be seen whether they stay alive long enough to take advantage of it!! :)
And mediums and lights usually do 3 damage. Arguably it's the number that do more that are the problem ;)
the lance with thier pilots cost 856pts. Feasably what you said might work however any intelligent player is gonna keep thier more easily destroyed units away from them so they cant power up. I would NOT use them in what you might call a lance war with them vs any other lance for like say 900-1000 pts they are going to get killed mercilessly. The only things these guys could kill easily would be infrantry/small vehicles. anything else they are going to have a rough time with and youd almost have to send all four of them after one mech to kill it to get the advantage and by the time you successfully pull that off the entire lance would more than likely all get hit crippled and or destroyed. The only way you wouldnt get wiped out is either by a terrible player or perhaps get extremly lucky opposing mechs would not have to roll very high at all in order to hit them Personally Id take out the mortis first and or the one that gets the defense boost, then mop up the rest at my liezure. I do agree with you that this is by far an interesting concept in a lance ability (personally I loved the vangaurd house liao lance) However they just leave so much to be desired in my opinion.
Keeping little stuff safe against 18" range is easier said than done and if it's on the other side of the table, it isn't accruing VC3.
I think we've been spoiled with a few very nasty little beasties (e.g. BR Solitaire) and with stuff like those around yes, there is always going to be "something better".
I think this synergy is so much more balanced than the Twins were. I personally think a challenging unit is always better for the game than a broken one. Not that my opinion counts for zip. I don't have any serious opponents left!
even with that units 18 inch range its still not going to do enough damage to kill something in one shot in order to prime his lancemates.
Like I said I LOVE the concept but the application went all about the wrong way. Now what would have made me by the lance is if all thier lancemates were fielded theyd all gain eachothers abilities now that would have been cool as all hell.
Gear choice can help and it doesn't need to do it on its own. Using Double Rate, for instance, there are quite a few pieces eliminated with 6 damage and a lot more with 7 once it gets a token on its card.
although you seriously shouldnt have to put expensive gears on stuff just to make it playable in a competitive environment I personally think you shouldnt have to equip double rate just to kill off an infrantry piece just so you can prime yourself, Thats just a bit rediculous dont you think.
I disagree. This is a game about synergy in that synergy between units and between 'Mech, pilot and gear is what makes the abilities of the whole thing greater than the sum of the individual parts.
Gear is there to overcome weaknesses and maximise advantages. Without Decoy and the "wrong" pilot, Seka's Pride is just another 'Mech.
Incidentally, re-reading the ability of Pestilence, doesn't this...
Quote : Originally Posted by ComRaven
(snip)
When this unit makes a ranged combat attack against multiple targets, it can target a number of figures equal to the number of range type symbols next to its range value +x, where x is equal where x is equal to the number of tokens on this card. This unit deals 1 damage to each figure successfully hit by the attack in addition to any other damage.
(snip)
Mean its secondary ALWAYS does at least 4 anyway? When it has 0 tokens it has 1 + 0 targets. When it targets that target it deals an additional +1. So Pestilence with its own pilot has an effective secondary DV of 4 for ranged attacks.
Hence with medium Double Rate it always deals 7 minus armor if it hits...