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Trapped in a bad situation, Bannson forces are desperately attempting to get off-planet, but House Liao is not so easily left behind.
Objective: Each player aims to defeat the other.
Battleforce Size/Composition
Two-player game; 600-point build total; four orders per turn. 300 points of the build total must be spent on units with the same faction symbol or faction symbols allied via a House Alliance. This includes any recruitment costs or mercenary contracts being used. When determining the point value of a ’Mech, include any gear or pilots assigned to that ’Mech. When determining the faction symbol of units without a faction symbol, use the symbol of the faction that the unit will be recruited to (if applicable), either by paying the recruitment cost or using a mercenary contract card.
Rules Set: MechWarrior®: Age of Destruction, Firepower, Annihilation, Domination, and Vanguard.
Time Limit: 50 minutes
Preparing the Battlefield
Place three B3 templates, four B7 templates and one H4 template on the battlefield as shown. No other terrain may be placed. The three B3 templates collectively represent an escaping dropship. No planetary condition cards may be played. Determine the first player per the MechWarrior: Age of Destruction rules. The first player then decides if they want to be the “attacking” player or the “defending” player. The defending player deploys in the deployment zone nearest the escaping dropship.
Special Rules
The escaping dropship has the following characteristics:
• it may be targeted by ranged combat attacks only,
• line of fire to the escaping dropship is blocked by blocking terrain and ’Mech bases only,
• it may not be occupied by any units,
• has a defense value of 23,
• has Hardened Armor,
• ignores the G-146 R.I.S.C. Bunker Buster CEC, and
• has 20 “clicks” of life; use counters, a die or dice or a pencil and paper to keep track. After 20 damage is dealt to the escaping dropship, it is considered eliminated. If the escaping dropship is eliminated, treat the B3 templates as hindering terrain for the remainder of the scenario.
Victory Conditions: Use MechWarrior: Age of Destruction victory conditions 1 and 2. Victory condition 3 does not apply. In addition, if the escaping dropship is destroyed, the attacking player wins an additional victory condition. If the dropship is not destroyed, the defending player wins an additional victory condition.
I'm designing a couple of armies for this storyline, the first will be soley designed with attacking in mind, the second will be more versitile and will handle either role pretty well.
I'm designing a couple of armies for this storyline, the first will be soley designed with attacking in mind, the second will be more versitile and will handle either role pretty well.
good stuff man, You're pretty safe around here, it's the more the Cats, Wolves, Bears and Dragons that I'm concerned with, oh and there's always enough a$$ kicking to go around for Republic scum too
hi guys. I just bought a Yen-lo-wang from my friend for $10. Can you please give me some suggestions as to how I can change my army? Thanks.
Alright let's see what we can do here.
I pulled what you listed as your available Liao support from an earlier post, if this has changed at all let us know and we'll look at working in your new units.
I like to use Yen Lo Wang in a dual mech army. That will give your enemy multiple threat points to consider which in my mind is always a good thing.
AoD era Mechs:
Echo 01
Headmaster
Osiris
Avalanche
Anubis
Here's the support you listed:
Danai Support Vehicle
Tokugawa Tank
Huitzilopochtli Tank
Regulator II
Garrot
Anat APC
Morningstar Mobile HQ
Skanda Light Tank
DI Towed Arrow IV
Pegasus
Infantry:
3x Salamander
1x Fa Shih
Lots of Mingun, ISBAs and Purifiers
1x Gauss Rifle
1x Sniper
1x LRM
1x Gnome Scout
1x Ravager
As for the cards, I have the Sang-Wei, the Sao-Wei, Most Grad Certificates and the following gears:
Point Defense (M)
Anti-Aircraft (H)
Ablative Armor (M)
TSEMP (L)
Supercharger (L)
Homing Beacon (L)
Repair (L)
Grapple (M)
Reflective Armor (M and H)
When you prep the field you want to add blocking terrain in strategic areas, force his method of approach into an area that you can easily cover with your mechs.
Your Purifiers can jump over blocking and tie up his key units. They won't do much to hurt his units as their attack value is pretty low, but they're fast and they do have the Faction Abilities, don't for get to heal your units within 8" when one of these guys gets killed.
YLW can also jump over blocking and so can the Avalanche, this gives you a lot of mobility and your enemy will likely (assuming he's in a giant Assault mech) not be able to match this versitility.
Once you have him based (if you can, try to base him with a formation) either shoot him with one of your mechs or Close Combat Assault Order him with YLW, if you've got two units basing him you can use the formation bonus to get the +4 to your attack which should hit unless you have a bad roll.
Don't forget to use the anat drop either. The Fa-Shih will bind up any unit in base contact for a minimum of 1-2 turns and with some planning that should allow you to move in for the kill.
PC cards. You should see if you can borrow the Desert Wasteland card from a local player if you don't have it. This is the one that removes all water from the field *and* mechs don't lose heat during clean up.
When you're facing a fattie army based around a single mech this is huge as he has to be using his mech every turn if he wants to win. You're going to force him to spend more turns venting, and if he's doing that he's not shooting at you, again a good thing.
Since you have two mechs, and YLW really likes to run hot, you'll be able to spend more turns attacking between vents. Ideally you'd vent say the Avalanche on one turn, attack with YLW and the next turn (if needed of course) you'd vent YLW and attack with the Avalanche. By doing this you're keeping pressure on your enemy and in the perfect world you're adding heat due to the energy attack on YLW, or if you're in tight (0-10") with the Avalanche.
Even if his armor is stopping a majority of your damage he cannot shake off the 1-2 clicks of heat you gave him and expect to be able to attack you back without passing some heat check rolls or possibly shutting down.
Once he's shut down your job is simple, capture him or finish him off. Your suggested actions will be determined by the type of support he has left and your field position of needed infantry (for the capture).
I'm going to design you another army for review, it will have YLW and a tank drop and depending on how I take your support I might fit that Anubis in there as well.
Thanks for the advice, CCAF. Yesterday, I built the following army and went 2-1 with it:
1x YLW + Danai
1x Anubis +Sang-Wei + TSEMP
1x Garrot
---2x Salamander
---1x Fa Shih
2x Purifier
1x Skanda
3x Minigun
1st game: I faced a Jade Falcon/Nova Cat build. The Mechs had great pilots (one can move, then shoot without an assault order). I moved in my YLW, and rolled a critical miss.:( I tried to make a comeback but I lost the first game.
2nd game: I faced a Davion build. It had great tanks (I forgot the name but it had a purple damage value that lets him add damage). I moved in my YLW carefully and after a close battle, I won.
3rd game: I faced an army using only Emperor and a Red-based Thor (or is it a Loki? I can't remember). The mechs were mighty strong and I could only base the emperor since my guys are not strong enough to deal with armor. Then, I used TSEMP on the Thor, shutting it down and hit it with my YLW using Slam. I won a close victory when the Thor exploded. Still, his army was strong and took out most of my infantry.
Overall, I think the YLW with its slam ability is great. I'm just wondering if I should give it the Grapple Equipment or not. Thanks.:classic:
BTW, I noticed that against strong assault Mechs, basing them, then using the FP is quite effective. I destroyed my friend's Headmaster Atlas using my YLW by basing it first with my infantry, then moving in with YLW and slamming it.
With our sweet grapple faction pride, I personally wouldn't give Yen Lo wange grapple. Pulse, PPC cap, brawling, any of those maybe.
That said, Brawling +Slam +Faction Pride (first attack only) = dead (9 damage, right?). I know she can't use the brawling with full strike later in the dial, but it's perfectly compatible with agility. I had a very good time with this one.
Thanks for the advice, CCAF. Yesterday, I built the following army and went 2-1 with it:
1x YLW + Danai
1x Anubis +Sang-Wei + TSEMP
1x Garrot
---2x Salamander
---1x Fa Shih
2x Purifier
1x Skanda
3x Minigun
Overall, I think the YLW with its slam ability is great. I'm just wondering if I should give it the Grapple Equipment or not. Thanks.:classic:
Congrats! chalk up another kill for the bad guys.
It sounds like you've picked up on a lot of what's been posted over the last week or so. Your current build uses various tactics, multiple threat points and fast basing infantry.
As for Grapple I'm going to agree with Juanito about our FP. You effectively give all of your infantry "Grapple-lite" when using it. Plus your Fa-shih becomes Super Glue once you have that card in play. I should also add that it's much more cost effective.
The following are common (and a few rare) gears that I personally think work well with YLW, they vary as far as usefulness and some will change your normal tactics. She has some of these already on the dial so the choice is up to you if it's worth it or not.
Close Combat gear choices:
Brawling - 17
Flamers - 30
Agility - 35 (on dial)
Full Strike - 30 (on dial)
Begal Active Probe - 35 Rare
BAP is personally my #1 choice of gear to use on YLW. You get +1 AV to any unit that's within 6" of YLW and also the rest of your army gets +1 against that target as well. This gives your Slam attack a much better chance of landing as you have an effective +1 AV and the target gets -1 DV.
Also it works wonders when you have a pair of smaller mechs trying to kill an assault. Giving your Anubis an 11 AV to hit that assault with TSEMP is always welcomed, even better if you can snag a rear arc shot for another +2 AV.
Ranged Combat Gear:
Pulse - 37
Decoy - 34
Rare RC gear:
ECM Suite - 14 (enemy cannot use Improved Targeting against this mech)
PPC Capacitor - 29 (+ 1/2 damage on a successful hit)
I personally don't use armor on my medium or light mechs but either of these could help you (both are hard to come by) :
Light Ferro Fibrous Armor - 30. Roll 1 die, 1-5 damage reduced by 1 to minimum of 0, on result of 6 gear is destroyed.
Heavy Ferro Fibrous Armor - 39. Roll 1 die, 1-4 damage reduced by 1 to minimum of 0, on result of 5 damage reduced by 2 to minimum of 0, on result of a 6 gear is destroyed.
Both of these work really well and can help you get into base contact. Once there (asuming you still have your agility) you can effectively reduce all close combat damage to zero assuming you don't roll the dreaded 6.
There are some other useful gears out there as well, but I think these would be the ones I would track down if I didn't have them already.
The common gear should be easy to come by, anyone whose ever bought a case has more common gear & pilots around than they'll ever be able to use.
Glad to hear that your battles are turning to your favor, as time passes and you get additional Liao reinforcements you'll find your losses are few and far between.
Keep us all updated as to your progress and if you have questions we're here to help.
You might also start looking for some of the other Liao power pieces. We have several older units that are once again legal that totally rock.
Lots of folks on here will trade for what they need, if you're looking for something let us know and between the group of us we can probably track it down.
Greetings, warriors of the Chancellor! Though I am a diehard Steiner fan, I too have dabbled (and for a time only played) with Capellian units. At my venue, I helped make your Long Tom infamous, Defeated "Persuader" with Vincent Altman (my first real Liao unique; "The Vede" isn't that great), and brought a little glory for your Chancellor! So, I would like to present an army which I would like to play sometime with some of my favorite Liao units.
Army: (this one will be for a 750 event; rare, but possible)
"Yen lo Wang" (221 total)
w/ Danai (Slam)
w/ Brawling
HL Avalanche (199 total)
w/ Felix Jarta
w/ Plasma Gun
HL Simaian BA x3 = 54 points
HL Undine BA x3 = 51 points
HL Arrow IV Artillery Tank = 49 points
HL Combat Engineers x1 = 11 points (just filler)
HL FP (Dom; +1 damage to Vet and Green units) = 25 points
total = 750 on the dot!
This army is all about one thing; major multiple threats! YLW can do what it can to use Slam on unsuspecting targets, the Avalanche can snipe targets at long range and clear a line of fire for the Kelswa drop. Of course the Kelswa drop is a powerful TD for Liao, the Arrow IV softens up targets for the others to hit, the Undines and Simians harass the enemy and can capture if necessary, and the Combat Engineers can "guard" the Arrow IV (or like what happened to a certain Hendrene Michalick (by a combat tech), have a death by a wrench!). To play this, I would have to bend a few legs, but I could borrow what I didn't have (unless I decided to get the units myself). So, any suggestions?
HL Simaian BA x3 = 54 points
HL Undine BA x3 = 51 points
HL Arrow IV Artillery Tank = 49 points
HL Combat Engineers x1 = 11 points (just filler)
HL FP (Dom; +1 damage to Vet and Green units) = 25 points
total = 750 on the dot!
So, any suggestions?
Greetings Wolfbane,
From the get go you've got a nice solid army going that shouldn't need much (if any) tweaking to out perform your enemies.
The only thing I might tweak around with would be your support, possibly adding 2 GDBA in exchange for 2 undines. This would keep your build total still at 750 and it would also allow you to have IT on your attacks or capture attempts which can prove to be useful.
If the mech ends up parked in water you can always flush them out with the A4 or any of your other threats.
You've got a solid looking build here that should throw out respectable damage.
If you wanted to hit more often with YLW you might consider running her with BAP. You lose your additional brawling damage, (but you can't use this for a portion of her dial due to the onboard gear) but you gain a +1 AV to all units within 6" as do all of your support units to any target within that range from YLW.
She'll hit A LOT and as she does she'll TSM up and throw out additional damage & speed.
Without the bonus heat damage you'll still hit for 7 damage on a successful SLAM, with the heat that becomes 11 damage.
It would cost you an additional 18 points to run BAP which could be squeezed in with minor revisions to your build.
I'm a big fan of BAP & YLW it's personally my #1 gear choice for Danai.
Good luck with your army, let us know how it plays out for you.