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I can give you some swordsworn units I like, and are often found in my armies
Tamerlane - this is the most overlooked SS piece. It is fast with a 12 speed, plus it's hover, so it rocks for base/break tactics (which is enhanced by a vehicle base's larger base). It keeps 2 damage for a long time, will not take splash damage from AnP, targets well, and blocks more space then infantry. Plus it's cheap at 21pts.
Hoverbike - Fast infantry with hover speed mode, so is still something of king of the ring for base/break tactics. Pulse is added to add some bite to a decent attack unit. They are cheap at 15 points, and make good mech meat shield and vc3 units
Fenrir - This is, imho, SS's best infantry, 2dmg with 2 target AnP. Resonable speed, good attack value vs infantry, and a decent dial depth for what it does. At 14pts these are a total steal. They will eat enemy infantry for breakfast, and in numbers can be very dangerous to mechs and vehicles.
Sprint - LI is a recent set, but the sprint has already proved it's worth in several battles. It's fast, the SS's fastest unit. It's the only sprint with an attack and damage value. For faction pure it is SS's only rapid response unit for dealing with enemy arty and such units. At 32pts it's cheap for what it does too.
Gnome BA - in DA and FFE these were often used. Armor piercing, good range, jumpjets, and total immunity to energy fire. They do suffer from a low attack, and a high minimum range. 19pts.
TAC - Towed Auto Cannon, High damage infantry with AP, good range, no minimum, and a good attack with IT. They can't move on their own, and necessitate a transport to move them. Still for 19pts each, a group of these can crack any egg. Work well in combo with Fenrirs.
SRM Teams - pre DFA these were the main bad boys for when you absolutely had to crack open a target. They sport an 8 attack, and 2 AP dmg out to 10". Suffer from low defense and slow speed, but are really meant to boost a units attack, or be transport dropped. 18pts
Balaac - 'eh, this is considered the big cheese unit from DFA, and still cheesy with LI in the mix. It's pros are long strike range and AP. It suffers, and suffers badly from a 9 attack, single use AP, rapidly degrading stats, and one of the lowest VTOL defenses. If there is only one or two they are insanely easy to shoot down and render inneffective, especially with arty. Must be played cage-y to be effective. Overly agressive can see this shot down with 53pts going down the drain.
J-37 - the best repair vehicle in the game (next to the SS repair). It sports a high attack value, and can transport up to 3 infantry or vehicle. at 26pts it's a good deal.
Kage BA - Possibly one of the best all round infantry going. It is fast with a 10 speed, lasts longer then the typical SS infantry, boasts a 7 attack, 8" range, and 2AP dmg. They are often the go to choice for many SS players at 18pts a pop, I rate fenrirs higher, but then I've had more luck for them. These would probably be my #2 choice for SS infantry.
AgroMech Mod - in DA, and the early days of artillery I used these on and off. They pack a great damage output, and a 10 attack (which has become insanely rare on non battlemechs in later sets). The 4AP dmg out to 12 inches is pretty killer. It suffers from a low defense, bad heat, and a high minimum. Still, as a clean up batter, or with base/break units it can shine. 87pts.
Well, that's a quick run down on some more common SS units. I don't use the Balaac all that much, but the rest have seen a fair share of play since their sets, or Dark age has been out.
>>Sprint - LI is a recent set, but the sprint has already proved it's worth in several battles. It's fast, the SS's fastest unit. It's the only sprint with an attack and damage value. For faction pure it is SS's only rapid response unit for dealing with enemy arty and such units. At 32pts it's cheap for what it does too.
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I dunno if it's really that good, though.
That short, short, range means that against most units, it needs to rush all the way up and fire...it gets first strike, but, unless it's pitted against other short range units (rather rare on the battlefield lately), it doesn't seem to have much of a way to use its mobility to any great effect.
Any tidbits for getting a bit more out of it that I might be missing?
In friendly and testing games,I rotate these few units around,normally only 1 mech per army.Pure DF.
-Antonia Chinn-Thor
-Centurion
-Firestarter
-Thumper Artillery
-Maxim Mk2 transport[3 spaces!]
-Shock troopers
-Infiltrator MK2 troops
-Hauberk BA
-Peasant companies[Borrowed as I bizarrely,don't even have one]
Doomboy, the Sprint is not meant to be a primary attack chopper. Like I said, it's meant to fly all over the field and tie up key units.
It's 32pts that you don't mind loosing. Now some people can't grasp that, but an age old military idea is acceptable, or necessary casualties. Sometimes it is necessary to sacrifice a unit to serve the greater good. As such the Sprint excels at basing up opposing artillery, basing a mech or vehicle that you need tied up, or denying an area to an opponent. This is what it's meant for, and something a SS pure army badly needed to try and round out our arsenal
I guess yeah, it's a good unit to sacrifice...thought the artillery costs pretty much the same and forces the other guy to sacrifice, making it the kind of weapon Patton would prefer. :)