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We've all seen this and that unit are too powerful posts. So heres a THIS UNIT sucks post.
I'm curious as to how many units never get used because they are just over priced compared to other units of the same capabilities.
The one I notice most is Derrick Hasbani. He does about the same damage as the other atlai (atlas) excepting that short range AS. However when played against half his points he has a 50/50 win loss ratio due to that first ammo explosion. OEJ lives 2 clicks less which are salvage clicks on Derrick. Has a better to hit, same range/dmg(less AS), a better heat dial, fewer repair markers, same defense, And is faster. All for 10 points more.
If someone knows what I'm doing wrong let me know.
Anyway put your broken units that you won't use here.
Well, one that will never be used due to extreme overpricing is the new SC Jes II. Same basic abilities as the SC Jes III at over twice the cost. SC Purifier? Why not just use some Kage BA instead?
I'd say that the majority of Hatchetmen are overpriced (Mostly the non-uniques and Leena Cochrane). They are essentially more expensive ICEs with jumpjets.
Dagger Di's and Tomoko Nagesawa's mechs are examples of decent Hatchetmen.
Wow and here I thought Leena wasn't that bad of a figure. 136 points, only 3 rows of KIA. Heat dial is a little to be desired, but at least if you miss it, you're either starting back up the next round or if you cool normally, you'll have startup rolls.
Dereck isn't that bad. Just have to play him a little differently is all.
Now as far as pieces that I don't see being fielded.... MASH units. Just doesn't seem like they're ever used..
Hasbani is a great example. I was still learning the game (no access to on-line stats) when I traded a perfectly good mech for him. Now I enjoy using Derrick just to watch him blow himself to pieces.
The Vultures are a great example of over-priced baloney. This was one of my favs from the mechcommander days. What WK did to them was an injustice. Somehow, they managed to make the HL one worse than the SS.
I know everyone will defend him, but... I've had nothing but bad luck with Geo Keane (more so than Derick Hasbani). I ALWAYS fail his ammo explosion, thus doing 3 points of damage, shut down (and there isn't a startup roll until you get to the starting dial...) and/or roll critical misses. Ok, so the last one really doesn't have anything to do with the mech itself. However, the first two are direct correlation on a bad heat dial IMHO.
I kind of like the Thumpers myself. If anything, 3 pogs with some drift. :)
I saw a MASH unit played once, in a sealed booster. It was actually used to decent effect, but I highly doubt that the player would have fielded it had he had a better pull.
Originally posted by Flushmaster I saw a MASH unit played once, in a sealed booster. It was actually used to decent effect, but I highly doubt that the player would have fielded it had he had a better pull.
I saw someone play two in a sealed booster. They are affectionately reffered to as Rambulances and can be effective in this role.
Julien's 'This set got a enima, and this is what came out' List:
DA: Hauberks (And don't whine that they can improve a fire formation. You're just handing your opponent points.)
VV1 Rangers-Cost more than Foxs or Shandras. Why? The case of Billy Beer in the trunk. Rambulances. I never thought much of the JESs. Behemoths-Hey, you kids, get offa my tank! Bad Vehicles in general. Some shining exceptions, though. ICEs Only the Forestries and the Agro MODs were worth a tinker's ####.
HL Centurion-Bring this one up in a conversation with Warfail (or the Lego or Uller,) if you want to see the veins in his neck pop out. You don't see Spiders or Blackhawks much anymore. Pyro Peterson. Any SS mech. Ever.
FFE:Hauberks (Again!) More rambulances. JES IIs, Lori Kyle. Okay, this is still one of my overall favorite sets. Lowest carp pull potential. No wonder it sold out.
DFA: SRM Batteries. HL Padilla, (Okay, I'm gonna leave out any mention of ANY HL units. They are ALL sub-par.) Sorteks. Only two good ICEs. Locusts, (Okay, they ARE cool, just don't take one in a serious game.) Ghosts, (Just say 'No' to 138-150 point mechs with 8 AVs.) SS Shockwave. (Friends don't let friends play SS Mechs.) So-so uniques. Still one of the better sets.
LI: SRM Launcher/Laser Battery-Look a mobile unit that can't move! Danais, Mars Tanks. Dumptruck Mechs. Wasps, Ullers. Look, more useless heat dials for SS! Uniques, not uber, (with one execption,) but not as bad as DFA's.
CA: Mortars and ATVs are the only infantry that don't have a unit that makes them look enimic. Anats. JES IIs, (Why?) MORE Behemoths. All Shockwaves but the SC one. All the Riflemen. HL Longbow sucks off dogs for nickels. (Okay, I wasn't going to bag on the HLs anymore, but, what the heck were they thinking?)
LEs; Don't get me started.
Ones that haven't been mentioned for SC:
Rikkard Nova Cat (costs more than the SC non Firestarter and sucks a lot more!)
any SC AA (short range, low damage and attack)
Sariah Nova Cat (weak versus infantry, high minimum ranges, really pays for that nearly useless camo)
Liao Regulator. An elite, high cost unit with a 7 attack?! Talk about the 'gang that couldn't shoot straight'!! I mean a SC PO II manages better than THAT!! 60 points is way too much for a 7 attack, and stick the IT. Trying rolling an 8 with one die.
any unit beside artillery with a 5" min range is pretty cruddy, bordering on useless, at least IMHO. Maybe a few mechs are ok with it, but they usually have another ability that comensates for it. DO AWAY WITH THAT LONG *** Minimum range!