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A plan so fool proof you'd have to be me to mess it up.
Okay I have the worst luck in the universe. Probably because my dice were shat out by lucifer himself.So I divised a strategy that no one who can roll at least a non crit miss can hit. So you have a 1:216 of a chance of hitting the capture.
1st Build a unit formation consisting of the following
4 :^^^: salamander Ba
1 Kara's Scorchers
With a :^: br lamprey
when battle starts follow plan and do not diviate.
Move lamprey close to base contact with a high priced mech. hot drop then ba formation. Spread formation out to cover most of the arch so his Free spin won't help him. Then commense using flamers on mech will only take 2 hits from flamers to stop a mech dead in it's tracks. So you have a few tries. Once thats done push the Ba in the rear arch (try for karas scorchers) and commence capture.
+8 if each member is still partially alive...
+4 because the mechs shut down...
+ Your ba's attack (7 or 9 use what highest if ks is damaged)...
+2 if in rear arch
---------
21 if sba is capturer
23 if ks is capturer
So you'd have to be me to screw this plan up. Which I proudly did! Oh the over whelming joy of my opponets face as I gave out my crit miss and failured cap damage. And 1 to each sba. The pain. Took 2 hour shower to wash the shame away. Sent most of it in cold water anyways. Even worse than the time I ate a light bulb after seeing some guy on ripleys do it.:classic:
Umm, there's another problem with you plan. You can't have more than 2 extra units in a close combat/capture formation. So that comes out to be:
+4 if all units left alive
+2 for rear arc
+7 or 9 attack
+4 shutdown
EQUALS
17 or 19
Well the problem with this is not just the capture but having the other player screw up to get based by so many infantry.
This happened to me the other night as my Yuri Mashnovska was captured and almost bypassed by a similar looking unit of Liao Fashin and Salamanders. I had to fail my break to get myself into the position then shut down and then restart and be crit captured and I still won the mission and even reclaimed my mech with my own infantry and a Skariah Paragon.
Plus if I had broken all his infantry would have taken dammage so you risk alot just trying to capture and it should be noted that so much infantry is hard to weild with only 3 orders at 450
The other issue is that you cannot drop 5 batle armor out of a Lamprey as all Lampreys have a Capacity of 1. Plus, you cannot disembark when your transport is based by an enemy.
Here's an idea for you to try:
One fast vehicle, like a Sprint or Crow
2 3-Capacity Transports, likely Maxims, or the new Garrots
2 sets of three infantry each, all the same faction, with the highest attack rolls you can find (The Scorchers have a 9, while the CBA's have flamers as well, and the 7 attack)
1) Base the enemy's expensive mech with the really fast VTOL at NOE.
2) Move the two transports in.
3) Next round, either a) If the Mech breaks and runs but is still within reach, push both the transports to chase it and deploy the infantry, so that all six infantry are touching in a line and then move 5 of the six as your third action to base the enemy mech, or b) if the mech does not break, push one transport and deploy with one group of infantry.
4) The round after the first Infantry Basing, deploy and base with the second set. Even if the enemy mech has managed to wipe out one or two of the first set of three infantry, that will leave four basing him.
5) Providing he still does not break, push of of the infantry in the first group (Two if you still have two) and flame the mech to get it to the toasty spots on its dial.
6) If he shuts down, push the second group to capture.
7) Bring a bypass unit in, and 'invite' the Mech to join the fiesta.
Comments?
And yes, I know a lot relies on the mech not breaking away, but there are those who would rather smoke an infantry piece than run away.
True enough. But there will also be other pieces in the army with the transports, infantry and vtol as well.
After all, a Green Sprint is 30 points, the Maxim (Likely the DF ones) are 31 each, for a total of 62, plus the infantry. If you use the Scorchers as one of the units and SC CBA for the rest, that's 111 points, making this entire group of capture-happy nuttiness 203, or about the same as say... Antonia Chinn.
In order to kill Chinn, you need to do 15 clicks. In order to kill the beefiest mech, you need to do 17 clicks.
To kill all of the above units in the Capture-Happy group, you need to do 55 clicks of damage. Then there's the 247 points worth of other stuff on that battle force to worry about.
Regardless, it would make for an interesting fight.
you both got it half right, half wrong
Units cannot become -passengers- if they start the turn in base contact
Transports cannot unload if in base contact, but they can START in base contact, break away and unload..
I could not find any rule stating that transports had to be out of base contact. Where did you find that?
And a passenger can start in base contact with an enemy, but has to break and move away from the enemy, but stay in/get in base contact with the rear arc of the transport.
seems like you're right. Not sure where I picked it up, I'll have to bring this to light with my BM and ask for clarification. It could change the face of the game.
Originally posted by Gui-Jay you both got it half right, half wrong
Units cannot become -passengers- if they start the turn in base contact
Transports cannot unload if in base contact, but they can START in base contact, break away and unload..
You don't have to break. A failed break only means you can't change the figure's position on the battlefield(aka move). A failed break does NOT prevent you from droping your passanger. this was clarafied in the Wizkids rules forum by the rules arbitrator.