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This is an army designed to fit a mech into a mostly competitive army, without relying on the SS Arrow IV Tank. In short, a less than optimal army, but still quite effective, and more than enough to handle most opposition. If the local competition isn't such that you don't feel the need to chase down A4s or go mechless, you might give this a look.
BR Sun Cobra 128
Moderate combat values, deep dial, Jump to help it move up the field in spite of basing, and hits hard in close combat to clear harassers. Completely repairable, so use that to your advantage.
HL J-37 x2 = 52
Most cost-effective transport available.
ROTS Towed Field Arty x2 = 80
Long reach allows you to maneuver your arty/transport team to the corner behind a screen. Kenneth Medchelke would be a better replacement for one, in a mechless army. In this army, the points simply aren't there.
SW Mortar Squad 20
Easily the best mortar team in the game, and an inexpensive way to add a third artillery piece.
SW Lamprey
Good transport for the Mortar Squad, and becomes an attack VTOL after enemy counterbattery fire hits it.
DF Donar 52
Didn't overdo it by adding a second, because these are lousy against infantry. Good at threatening enemy arty, but it'll be targeted quickly.
SH Minigun Cycle x4 = 32
Most cost-effective unit in terms of combat values.
BR Peasant Company x9 = 36
Not the best stats, but that's not the point. They exist only to take up space, really.
DF ATV Squad 14
I wouldn't count on anyone deploying their screen poorly enough to make tearing through a dense infantry screen a sensible strategy. So I only included one of these, for the just in case factor, and to grab VC3, perhaps.
For 128 pts., you could have the BR Phoenix Hawk. Faster, higher attack value, same range. No ballistic and lower defense (although in this day and age, who cares about defense value on 'Mechs?), and his heat dial is only a little worse. I definitely prefer the P-Hawk. But that's me.