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I could use someone's help with building a force that will cause a lot of pain to House Liao
House Davion
Clan Wolf
Repubublic of The Sphere
House Steiner
If you are willing to help me I will send you a copy of my inventory so that you can see my CJF unit and pilot and gear cards.
Thanks!
To quote Terrence and Phillip:
"A Friend in Need is a Friend with Kroft Dinner"
To build a force to attack all of them is asking to assess all of the weaknesses of each force at the same time. I would then suggest to build a force that can operate with great effeciency and synergy at all times. Three of the forces have a tendency for bad heat dials, whereas two are noted for defensive armors. Still, again, two of them are noted for range....just not the same two.
So, with that in mind, try something that makes the "range game" less effective, tey can deal heat either through energy, Flamers, or forced pushing.
To make a single force that does "everything" is not likely, but making a force that is very effective and can (by extension and intimidation) possibly force extra heat/bad effects is completely possible.
I've been putting together an article regarding CJF Strategy to submit to Wizkids(kind of like the articles I've done already for RD and WH, but more 'officical'). So, if your willing, I'd like to pick your brains on particular CJF strategy. I've got lots of my own ideas from my experience but I'd also like to hear from other players.
So what are some distinct strategies you would use with the Falcons to conquer?
Although I'm certainly not the first (or last) to custom build an army to exploit an enemy, I'm going to go out on a limb and say that given the wide spread of victims, it's probably not worth customizing too heavily.
What will make more of a difference than anything else (and I will stand by this one for a very, very long time) is your comfort level in your force. If you know your force, have played your force and know what it is you want to do and how to do what you don't want to do, that force will overcome nearly any problem.
Let me attempt to put it in another fashion: counter building means you've already agreed, on some level, to fight their battle. Heck with that. When I'm on the field you're playing my game. I don't care what you think you want to do, I'm out there to impose my will. And some of that is army build and some of that is attitude.
Okay, bluster and bravado aside, I think you have a need. A need for speed. Outranged? Close. Facing bad heat? Dance. Clan Wolf takes a turn or two to prime. They don't like it when they have to chose between priming, venting and dealing with the entire Jade Falcon touman staring down their PPCs. RotS is slow, dance till they make a deployment mistake and isolate and exterminate. Steiner has lousy heat, make them wiggle till they're facing explosions and then introduce yourself to them. Davion and Liao don't have any particular weaknesses, but no major strengths either. Regardless, they're still not fast enough.
That being said, the Loki/PHI/Huey force makes for a pretty good start. Me being the sort of guy I am, I'd tend to slap IT on the PHI and a Kelswa instead of a Huey (giving up AnP on the mech for the ballistic damage of the tank). I also might drop a Yasha/Hawk Moth in for the Hadur; I've had very good luck with those little buggers when my Loki and PHI are giving them targets they can't deviate from.
And in the end, if its not CJF its still not good enough, so just send in your Elementals and roll crit captures all day.
I've been putting together an article regarding CJF Strategy to submit to Wizkids(kind of like the articles I've done already for RD and WH, but more 'officical'). So, if your willing, I'd like to pick your brains on particular CJF strategy. I've got lots of my own ideas from my experience but I'd also like to hear from other players.
So what are some distinct strategies you would use with the Falcons to conquer?
Cheers!
By the way, you have my permission to quote anything I've written here, with appropriate credit being given. I know I've waxed rhapsodic before.
1.) Never, ever forget about built-in faction abilities for the pre-Domination units, you paid for them in the point cost, so use them.
2.) Don't forget there are more built-in faction abilities than just the Merciless DFA ability.
Quote
Zellbrigen. When this unit succeeds at an attack targeting a single opposing Elite-rank (:^^^:) figure, it gets +1 to its damage value for that attack. Unless this unit is in base contact with another opposing unit, or the Elite figure cannot be targeted because it is a captive or a passenger, any subsequent attack made by this unit must target the Elite figure until that unit is eliminated or becomes a captive or a passenger.
Enhanced Imaging. When this unit makes a ranged combat attack targeting a single opposing figure, roll one six-sided die. On results of 4–6, the following two effects apply to the attack: (1) This unit’s line of fire ignores hindering terrain and (2) the target treats hindering terrain as clear terrain.
3.) Jade Falcon units are generally faster than units of the same sculpt/design, use that speed to your advantage. With mechs that's easy, since a faster speed equals longer movement on Assault orders and movment to get into position for attacks. For infantry, this means that sometimes you can get away with not using a transport to move infantry formations. Thunderbird BA, Purifiers, Vanguard CBA, and Trackbikes all start with at least a 10 speed, meaning they can get across the board in 3 or 4 turns depending on terrain. It also means that they can get into position to fire in about the same amount of time that it would take to transport them into position.
4.) Know your weaknesses and how to minimize them. Generally Jade Falcon units have shorter weapon ranges and lower defenses. However, Jade Falcon units typically have high(er) damage values, high attack values, and frequently they have IT towards the end of the dial, before going into salvage.
5.) Vehicles and artillery are not a Jade Falcon's friend. While they may be more accurate and hit hard, Jade Falcons are clanners and therefore their vehicles are not as good as other factions. Mechs and infantry are better ways to go usually. Likewise, the Jade Falcons are not fond of artillery and don't have bery good arty pieces. Probably the two best pieces of Jade Falcon arty are the Long Tom and the SM2. These pieces aren't very accurate, but they both do armor piercing damage and because they are so innaccurate, they have the possibility to drift and hit an enemy even after it has tried to move away. The best use of Jade Falcon arty is to scare the enemy and to force them to move or risk AP damage.
6.) Don't pass on a mech simply because it doesn't have slots for pilot/gear cards. For one, the fact that these are older mechs means they have the built-in faction abilities. Two, they aren't all bad. Panther, one of my favorite pre-AOD CJF mechs. It can MDFA for 5 damage with a speed of 8, it has a 10 attack, giving you a good starting point, and it has a good heat dial, all for 120 points. Lyza Helmer, one of the best MDFA hitters out there. It has a 4 damage primary, meaning it can hit an MDFA for 6 damage with a speed of 8. A 10 attack, good heat dial, and a vent of 4 lets you vent to green from hard shutdown. Shadow Hawk IIC, an 11 attack, 5 damage MDFA with a speed of 8, good heat dial, and late dial IT mean this can take on the toughest of high defense targets.
7.) Use terrain effectively. Most Jade Falcon units have shorter ranges, most have good heat dials, and some you want to MDFA with, so blocking terrain is your best friend. Use thin pieces of blocking terrain to block lanes of fire and create shorter, smaller areas to fight in. Most of the units have great heat dials and/or can vent to green from a hard shutdown in a turn or two, so water is only of minimal benefit. The best way to set up an MDFA is to make it look like you're chasing down one unit, say a vehicle or infantry, while moving into range of your target mech or vehicle. If possible, MDFA into the target's rear arc. You won't get a rear arc bonus on the attack, but if you succeed the target won't get a free spin, setting you up for a close combat or ranged combat shot in the back the next turn. Don't be afraid to risk sacrificing a light mech to land an MDFA attack. These days many of the high defense units are neutralized or at least greatly hampered by taking 4-6 clicks of damage. Even if your MDFA-ing mech gets slaughtered, if you land the MDFA and can tear down that big unit, you may have just changed the battle completely.
In actuality, Highdancer, I do believe that you have summed up nicely in your response above. Speed is the key to success, as well as the determination to make the opponent *play your game*. These have both been my keys to success as well.
The Jade Falcon Warrior comes to the board knowing that he lacks range and variety in ballistic weaponry. However, the Falcon comes with speed to burn, decent venting, some of the best infantry in the game (bar none), and the finest assortment of Heavy-class Battlemechs that this game has to offer. What other force has a Loki, Mad Cat Mk IV and Vulture Mk IV as nons that can and will dominate a board?
What other force has access to a devastating Special Attack that rarely ever misses?...and can use even the *threat* of that attack to force an opponent to alter their tactics?
Knowing your strengths, as well as a willingness to do what it takes to overcome any weaknesses, will see you through much.
Bannson's are fast....but very brittle. Nova Cats have a greater range, and also run cool...but generally carry bland dials and lack any infantry suppression.
What other force can make their Battlemechs move in formation...only to have them split the next turn in a devastating array of MDFA, CCAOs and RAOs?
Truly, played with confidence and educated to the strengths of the Clan....a very deadly force.
5.) Vehicles and artillery are not a Jade Falcon's friend. While they may be more accurate and hit hard, Jade Falcons are clanners and therefore their vehicles are not as good as other factions. Mechs and infantry are better ways to go usually. Likewise, the Jade Falcons are not fond of artillery and don't have bery good arty pieces. Probably the two best pieces of Jade Falcon arty are the Long Tom and the SM2. These pieces aren't very accurate, but they both do armor piercing damage and because they are so innaccurate, they have the possibility to drift and hit an enemy even after it has tried to move away. The best use of Jade Falcon arty is to scare the enemy and to force them to move or risk AP damage.
Actually, I hate to say this, but I think this point is effectively wrong on every level.
Point 1: Quality of vehicles. Kelswa, Huey, Tokugawa. The Yasha. The Hawk Moth. The Cizin and Kite. CJF vehicles generally give up range (typical) but have higher than average AVs (including 11 on the Huey). They do massive damage. They are generally faster than average. There is no CJF vehicle weakness. There are some lackluster units (Mars, Glory, Hanse) but that's just bad design, not a lifestyle choice.
Point 2: Arty. CJF arty is superb. The Long Tom and SM2 are in fact, IMO, the weakest CJF arty you could pick. The Long Tom will die if an ATV breathes on it and the SM2 has a range that effectively neuters it. The Hadur and Sniper, on the other hand, are in fact, spectacularly accurate and, worse, extremely useful in and of themselves. The Hadur cannot be pinned down without a fight and is resistant to counter-battery because of the extra SEs on the dial. The Sniper is a tank. With a pog. You also missed the TTLs, which have been successfully used at the Nationals level.
I have to agree with Highdancer. There are very few battles I fight without at least a pair of TTLs. Dropped from an MHI, (which infiltrates so the love can rain early and often) these suckers have brought on 'tourretts syndrome' :speechles in many an opponent with their ability to lob a pair of ArP pogs with great accuracy due to IT that rides most of the dial. I mostly push them to death, but by that time they have forced my opponent to waste a ton of orders on movement rather than attacking my forces.
In terms of vehicles, the R10/Huey drop ranks right up there with the Maxim/Schmitt in terms of effectiveness and once dropped the enemy has an 11AV pulse monster with decent DV to deal with. You can also swap the Huey for a Kelswa if you're in a more ballistic mood. Ahh good times.
One of the most important aspects of playing CJF is getting the first shot. While this not only takes advantage of our high attack and damage values, many of our units having somewhat of a 'glass jaw' so once they take a few shots from an enemy their effectiveness is substantially diminished. There are few things more frustrating than spending time maneuvering that Loki into position only to have its Pulse wiped out with a single shot from an enemy unit. That said, CJF players must be both patient and savvy when setting up their attacks and unleash the fury at just the right moment.
Wantec, I must agree with the Falcons here. Whereas there might be CBT evidence for a lack of CJF vehicel love, there is no lack of it in MW.
May I pont out that the CJF Carnivore may not have the 16" range of the Clan Wolf variant, but it costs *24* points less. That is a Massive difference, and although this might indicate an equal degrade in value, this tank is a gem.
Furthermore, although it might be an added plus for CJF to have the first hit (and their heightened AV may well aid that), they also tend to develop IT later into the dial, retaining unit effectiveness (and I might add, making Capture sometimes MORE likely in the case of Infantry with IT)
Using CJF as a force requires a balance of patience and timed rage, IMO. Hit some before they can react, and lure others to their doom.
Excellent stuff all. Alot of this confirms my article's points, with some cool insights. Heh, I might just say "Refer to said posts" and be done with it!
I really appreciate the insights. I also want to say that I appreciate all your interest and participation. I find that some of the most committed players for the game are Falcon players.
Im with highdancer and goreb on this one, but i have to admit to two weaknesses: impatient and attacking to early, leaving key units unsupported because of it and the mars tank, i just love how the 22 defence pops up again in the middle of the dial.
but i have to admit to two weaknesses: impatient and attacking to early
Nice to know that I'm not alone. This shortcoming was likely the main reason for my losing Faction War a while back. A Loki with a mere 21DV does not do well if jumped in front of a 6dam Mangonel after missing the RAO roll. The battle went down hill from there and not a single of my units left the field intact. Humbling to say the least.
Quote : Originally Posted by ubershep
the mars tank, i just love how the 22 defence pops up again in the middle of the dial.
One of my favorite things is to thank my opponents for brining on my late-dial IT in the infantry units that are basing their key 'mechs just before I roll my capture attempt :D . The sour looks and stink-eye are the little things that make playing CJF so worthwhile.