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Quick review of the Dragon's Fury Counterassault units
Dragon's Fury are one my my two main factions, the other being the Steel Wolves. Although neither of my factions got a lot of new units, what they did get is almost 100% no-fat quality stuff. Here's my take on the new toys doled out to the Fury in Counterassault:
Mortar Squads: Not the best of this unit, low range, shallow dial, but on the other hand, they are a 12 point artillery piece, so that sort of makes up for everything else.
Arrow IV (both variety): Well, we finally got good artillery. The Arrow IV tank packs 2 pogs and 2 damage, while the towed version is accurate and cheap. Both are highly playable.
Scout ATV: 14" Infiltrate. The new artillery harassers.
Garrot Superheavy Transport: The only real DF dud in this lot, in my opinion. I see no reason not to take a Maxim if I need a 3 capacity transport. The point difference is minimal, and the Maxim can attack, not to mention is immune to AA fire.
Raider: DF only gets 2 non-unique 'Mechs in CA, but they're both Elite. The Raider is remarkably capable, with a 12" range, 11 attack and 4 damage AP, along with a great heat dial to let it get good use out of that power. Toss in some Evade and Hand-to-Hand Weapon, plus Jump Jets late in the dial, and this is a great value for its point cost.
Mjolnir: The new charge master. 28" charge, 11 attack for 3 damage, still only takes 1 click to itself. Keeps the 11 attack on the second click. 109 points. Keep it around and the mere threat of an almost-guaranteed charge hit will keep your opponent on the defensive.
Locust (unique): Just the facts, ma'am: 14 speed/Evade, 11 attack/Improved Targeting, 2 damage/Pulse. It runs across the board and it shoots artillery for 4 clicks. It runs behind big 'Mechs and forces them to push to move out of the way or risk 4 damage + heat. The new ultimate harasser 'Mech.
What was discouraging was out of the ENTIRE case my buddies and I opened there was only (1) DF Towed Arrow and (5) DF Mortar Squads in it...that's it. I was so hoping to get at least one of everything...not an ATV Squad at all. I really wanted Janina. She's very nice and will be fielded heavily by me if and when I net her.
I like the Mortar Squads even if the token is only 1 in. and 1 damage...they're acurate and can hit from a distance. I mean a 6 to hit with LOS is not too shabby for 12 pts.
The DF one would likely win, just because he can wander into Declan's range without too much fear of getting smacked.
Which is way more than I can say for Janina Lukic, who I'd definitely rank lower (okay, so you're not ranking anything, but let's just say I'd give her less than a shining review). Knowing that a shot from anything - even infantry! - will permanently strip her of all her abilities, and knowing that players tend not to spread their units very far apart, you're really going to have a hard time finding a place for her to go where she can actually use that Pulse before getting disemboweled.
If move-and-shoot were instituted, she'd be #### cool.
the DF one can also charge needing only an 11. that will definately cripple delcan beyond his ability to fight back. of course, he's almost 75 points (*cough* infantry screen/formation/base 'n' break harrasers *cough*) cheaper.
man, that was a long pause between coughing... :p oh, so subtle...
uhhh SC marauder got 10 AV vs. Bounty Hunter's 24def against range weapons... not a chance... but them 4 pulse is butt ugly.... get hit for 8 and BH aint gonna look too hot...
arty??? since when does DF need arty... but for 12pts and only 6 to hit when clear LOS is freaking awsome! soo what if it does only 1 damage it's 12pts! and it HITS EVERYTIME!(almost)
hmmm no offense... terrorists got their suicide bombers, DF got our own suicide bomber too!!!! the Mjolnir that's WHO!!! 16 def, that's just sad even for DF... 3 possible charge damage from 28" away... i dunno if that's worth the 107 pts....
@ Ghost Bear 2K - here's a nick name fer ya... DF SUICIDE BOMBER!!! or SUICIDE CHARGER! SUICIDE MONKEY!!!
Raider.. a DF mech that can do AP... sweeet all the red SE complement DF's coloring :)... 21def vs. range.... that's beautiful! anything DF that got more than 20 def i drool allll over it! i dunno bout that 9 clicks of life... it's just screaming DUN HIT ME!!
have you seen the locust? it got them lasers thingy going on there... sweeeeeeet... 14 a/ evade... and a heat dial that's saying PUSH ME! just dun get charge or shot at... matter of fact just keep her in the corner untill you need to finish something...
ATV!!!!!!!! trikes only better! WAY BETTER!!!!!! i want as many of them as i can possibly fit in my DZ, only they wont be there... but 28" down the field :) i might use a trike once in a while just cuz i feel sorry for them... heheheh
yea we got a pretty good deal out of this set even though we only got 9 units... we got the biggest and badest mech out there... the BOUNTY HUNTER!!!!!! ahhahahahahhahaah
if we dont take into account the point difference-
BH charges, needing 11 to hit delcan. hits, delcan it now completely unable to retaliate, BH takes 3 clicks (still has 5 damage, but 11+IT attack)
BH charges, but misses (50% chance). BH takes 3, lowering his defense to 21 with evade bonus. delcan CCs him for 4 (50% chance). BH loses. if delcan misses, BH will probably hit and they are on even terms.
in a shooting match, BH practically auto wins from the 24 defense, unless delcan can charge (needing 12). even if delcan does charge, BH can still retaliate due to delcan's slightly lowered defense and BH's IT.
i'd say that delcan has about a 20% chance of winning.
if we DO account for the point differences, then it's a whole new ball game.
delcan takes along 2 elite tamerlanes and 2 kages.
the tamerlanes stay about 2 inches infront of delcan while still taking base screen space. if BH moves to 12 inches from delcan (because he cannot charge), tamerlanes and delcan formation fire, needing 10 to hit. if they hit, BH loses evade. if they hit pulse, BH loses. if they dont hit pulse (needs 12), BH can return fire, likely dealing 3 to delcan. delcan still has a 10 attack against 20 defense. if he hits again (50%), BH loses. if possible, a form fire can be made to ensure a win.
delcan probably has a 65ish% chance of winning
the other possibility is that BH will position to hit the front tamerlanes instead of delcan. in this case, base BH with one of the tamerlanes and move everyone up so that delcan and the kages can make a fire formation. if BH fights, we have a very similar situation. if BH breaks, depending on where BH positions himself, rebase and rotate/reposition the formation, or run and rest.
So what your basically saying is that as a stand alone Mech BH is pretty darn tuff. But since the game is not a one on one shootout, and BH is a huge point soak, he can be delt with, rather easily, depending on what kind of support is used. So is it correct to assume that BH is not a broken unit?
I have a DF mortar and 2 df towed arrows for trade if anyone is interested. Got heaps of everything except HL which I collect from the 8 boosters I bought. :/
oookay. how is it that our DI Towed Arrow IV Artillery better than what we've had so far? heck, the DF DI Towed AA Artillery is 1 point cheaper and has 30 inches range. 2 targets. plus decoy is WAY more useful (somewhat) compared to camouflage on a unit that cannot move on its own.