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1 gary mettaclaf 237
2 ss di aa towed atilary 64
hanzels stickers 20
2 srm batteres 34 (i think cheek that)
j-37 orbance 26 For the srms
2 ss sprints 64
3 ss clan battle armor
pesant 4 points
ok the clam battle armors hold stuff then break away to let gary hit them hard, if gary gets in too much hot water you put 1 arti maker from each di aa towed on him with armor pericing off so he takes no damage, the mini tank drop makes for a good 1 to Ko in cobo with gary and the artilary the stickers in the last 5 minits will try to capture stuff and the rest will try to keep the artes alive the whole gam, the sprints go get vc3 and mess up eneim artie(sorry about spelling i suck at it i use the spell check thought)
Not saying you can't play a 500 pointer with the propsed "new" rules...but that standard block total (per order) is 150, you might as well make it a 600 point army and play with the 4 orders per turn...or dropping your total down to 450.
Your army looks okay but you might want to consider putting the TAAAs in J-37s. Also I'd drop the filler and rebuild the total to hit the proper amount - might as well make it pure.
I think the SS Sniper is a better choice if the rules change - 2 AP token with a 19 target number. SS hoverbikes work well as a base/breaker - better than CBAs at least.
I agree with Quantrill. If you aren't going to allocate the J-37 to the DI Toweds, you might not want to pack them.
that 4 click lifespan (3 till salvage) means they will be deader'in a doornail before you can blink.
The sniper is a better bet with the new rules, take either the merc or SS since it looks like you want fac purity for the most part.
I take it the strikers go with the srm boys? I'm not real crazy bout the srm bats, but whatever.
2 sprints is probably to much, I love'em to pieces, don't get me wrong, but unless your opponents play lots of arty, kind of a waste.
Also ditch the clan's in favor of Kages or Hover bikes if they are for tying up units. The clans are fine pieces, just not the best as a tie up unit. Also check out tamerlanes for that. Being on a vehicle base they are 'faster' then hoverbikes, and won't suffer the shake-off damage on a mech break. Not to mention consistant damage values, decent attack, and dirt cheap at 21pts.
Maniac might be right about the Sprints. I've run twin Sprints a few times and it does work but I've found that I like the air options avaiable to me when I run 1 Sprint and 1 Balac in an army. The Sprint is great at busting up your enemy's camp, killing artillery and grabbing VC3 - 2 is a bit much unless you know your are facing heavy artillery opposition. I like to keep a Balac just hoving over my DZ - ready to pop anything that comes centerfield. Either way is fine - it's just nice to have balistic and energy weapons in the air. Air support is a must. The SS have 2 really good VTOLs. It's great to have a VTOL with a long reach and one with a lead foot.
Forgot all about the Strike Sleds...I'll be dusting those puppies off when and if the 'mech/infantry rules change. Until then I'll keep fielding a formation or two of HBs. Good call Maniac.