You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Only one thing I can say to this. ####! 4 Pulse at 0/16 a infantry killing 3 at 0/12. Repairability to 9 attack and 3 damage. Decent heat dial. 10 attack, 23 Defense, heavy. About the only thing I can find wrong is only 3 clicks of heavy armor, but that dosen't detract. 9.5/10
2 - Zabiha Nostra - Thunderbolt
Again, incredible peice. 5 damage at 16"? Yes, please! A 10 attack lets you hit often and the HtH weapon means anyone who bases you will be sure to regret it. A bit slow, and the 21 defense hurts, but for 214 points, It'll be hard to find a better mech. 9/10
3 - :^: Shockwave
Wow, a Mini-Marauder! A decent everything except vent (which is excellent!) puts this guy into any battleforce that can't support a big mech, but wants some firepower. But beware the 20 defense, it's a killer (literally!) 7/10
4 - :^^^: Sun Cobra
This mech is much like the shockwave, but I like it better. 4 damage, JJ's and heat dial plusses make a decent mech great. Again, the 20 defense hurts it, but it;s got tons of repairability, so bring along a RV. 8/10
5 - :^^: Mjoinor
Tiny guy, isn't he? the 12" and 2 pulse make him a great mech and vehicle killer, and the agility meant he won't get charged. Their heat dial is awesome, so try to sent 2 of these guys after an enemy heavy. Rear-Arc him and after a couple of turns he'll be sweating like crazy. Great for 97 pts. 8/10
6 - :^: Raider Mk II
This guy isn't so great. 20 defense with hardend is okay, but fails to defend against capture and charging and AP, all mech-killers. Add a completely worthless autocannon and tiny dial, and not even TSM could help this puppy. 3/10
i just looked at all the units and i can truly say that the spirit cats have finally found and expansion that has given them some great mechs when they really needed some great mechs. also they have given a clan something that they really needed, the longer ranges. that was what made the clans first stand out in the begining of the clan invasion, it was their longer ranges. now finally the other clan gets to have some really long ranges even though we have twice as many as the steel wolves. i want all of them. and i want to be able to play them in competitive play now.
Not a good unit at all, I don't even know why we got one. 18 heavy defense shoud be found on infantry, 8 attack is okay 6 speed is devistating, and the 3/12 range is dissapointing. 3 damage dosen't help, either. 2/10
2 - :^: Shodan Assault Vehicle
This thing could be promising. 19 defense is acceptable, and the 0/8 is good against basing. 4 damage is imperessive, and an 8 attack is acceptable. Maybe if you use it against infantry and light vehicles. Personally, however, I'm going to stick with my joust. 4/10
3 - :^^: Fulcrum Heavy Hovertank
Now this I can use. It's a heavier, faster version of the Joust. Decent everything, the decoy is useful, and the 3 Pulse/ 4 damage is outstanding. An all around good harraser or line tank.
7/10
4 - :^: Aseir Medium AA Vehicle
I had hoped that SC would get a nice AA vehicle like everyone else, but instead we got a partisan. Aparently we used all our a6" range on mechs, because none is here. Heavy Armor's worthless, 8 attack is against all but Balacs (which outrange it). Stick to your Donars if you want enemy helocopters down.
3/10
5 - :^: DI Towed Arrow IV
Can someone tell me why the only faction with no cap3 transports have a towed peice with camoflauge??? Anyway, I think this thing has alot of potential, mostly because they're sooooooo cheap and they've got no minimum range. I'm going to try some, at least. 6/10
6 - :^: Pegasus Light Hovertank
This unit has more of the same worthless low defense heavy armor, as well as a near worthless 6" range. Evade is nice, but the 8 attack isn't. Personally, I'd stick with the Fulcrum. 4/10
7 - :^^^: Anat APC
I'm really drawing a blank here. Flamers and a 0/0 range? 2 damage is nice, but base contact is not where you want a 17 defense unit. it is speedy, however. Oh, well, it won't be replacing the Crane anytime soon.
Didn't the clans originally have better heat cooling technology on their mechs when they invented double heatsinks? The SC and DF are the only factions that have good vents/heat dials.
Cavis Nova Cat can i ask what the hell your smoking ? your saying the cats didn't have any good mechs.... have you spent the last few months with your head under a rock? have you not heard the constant rants of how arnis is a cheesy broken mech not to mention his brother fasil rosse? even in the base set the cats got some very top notch mechs like janis novacat the elite forestry mech mod and a very nice koshi. i fail to see how any one could have the gaul to complain about sc not having any decent mechs .... i hope a angry hoard of highlander players track you down and lynch you for posting that....
Yes, I love Botht he SC UN's and i love that Sun cobra, 1 RM and all you lose i think is JJ, some speed, and 1 DEF your Energy damage stays at 4 :) The shockwave i do not like very much. Also...The IS BA and the Gray death...i dont really like them at all the Purifier is better.
stick to CBAs (both the LE and the Elite) . No SC BA after FFE is good enough , i guess .
2 cents about 16" range : So if we run 12" the first turn we can most probably hit anything that comes out of the deployment zone ? Nice touch ;) Let's see it go one-on-one with Tetro ... oopsie gonna get flamed by HL now ;) SC rules !!!
I'm really drawing a blank for these guys. The 2 damage is good, as well as the 8 attack. But the 0/0 range means you have to be in base contact with your opponent, and 3 clicks of life, base contact is not where you want to be. But whatever, their cost makes them our cheapest infantry, I believe. Filler, maybe, or stick them In Dyann. 3/10
2 - :^^^: Infiltrator Battle Armor
Yay! infiltrating infantry, and a decent one at that! 7 attack is pretty good, as is 2 damage and decoy. Thses guys are like a infiltrating CBA, but they're better against vehicles than they are against mechs. Only big problem: cost. 18 points is too expensive for a anti-vehicle infantry. 3/10
3 - :^: Grey Death Battle Armor
Again, a CBA rehash. longer lasting Defense and Attack, but slower. for 14 points, I would probaby play these guys. Just an all around good infantry, like the CBA's and such. 6/10
4 - :^: Inner Sphere Battle Armor
CBA's, without flamers and a bit slower, but with more stable stats. For 14 points, I might have played these guys, except for their pitiful 0/4 range. The new basing rules mean that infantry have to keep at range some times and shoot, and these guys just can't. 4/10
5 - :^^: Purifier Battle Armor
Yet another average infantry. Good speed, good defense, attack damage, etc... if you ever wanted to field an energy-based brother for a kage squad, here you go. Otherwise, forget these guys, CBA's are much better for 1 more point. 5/10