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Normally, I like to bring a mixed force that could represent either side, but this Time I think I'll just have a little fun, instead. In the Name of fun I present my Green Lance of Certain Obliteration:
Fetanet Eryaman
Capt. Ben Gerringer
Jaqueline Tadaka
Hatchetman
Total - 449 points
Aside from the obvious issues of All Mechs and Bringing Green Units to Face Liao, What can you suggest. Obvious to me is Water - bring lots of water. Also, most of these mechs have Minimum ranges.
What other suggestions can I get to use the four to make trouble for my opponent?
Water for you blocking/hindering for them. Make them go around shoot then move in or vice-versa. But with only 4 units you will have to move away from arty/vtol strikes so could be difficult.
Thanks for the vote henry, but this one is for the fun :)
The lack of unit (and heat sinks) does concern me. I expect I'll be leapfrogging Mechs, venting every few turns as necessary to keep going.
Do you guys think it would be better to try to keep then within 10 inch of each other or break in to two unit teams? When would one be better than the other?
I would try droping the Hatchetman and instead using the green Crimson Hawk. It has the 0/14 range and flamers, which is probably better for you. It will also put you at 450 even, so you won't take a hit on vc2 from the begining.
Another option is to take a locust, spider, or moljonir and use the remaining points for points, and with the ramaining points take a J-100 Recovery Vehicle. Your defenses are not very high to begin with, and those mechs have decent repairability.
My experience with 3+ mech armies is to not group them up. Split up into 2 or 3 groups. Your opponent will outnumber you, but you will usually have more mobility, especially if you brought water. If your opponent splits his forces, withdraw from the stronger of the two sides and engage the weaker side. If your opponent keeps his forces concentrated, flank him and snipe at his units from the sides and rear. If your opponent turtles with 2 artillery, get inside the artillery range and smash his face in.
Use the other three mechs to cover for jaqueline. She is your most powerful asset with 5 ap damage, 10 attack, and 10 speed. Base a large unit using a panther, and then get in position for a clear shot.
@oso_x
Thanks for the info. I will look for a crimson hawk. I don't have the locust or spider, and I would be very concered about taking the low defense mech's - I see some heavy hitters at my venue.
@Tannis
I just may aquire a few of those and try that at a different game. Of course, I don't have any of those Mechs. I have the Raider Mk II and the Targe - what can you suggest around those?
Since there is only one game in March (I'm not going to qualifiers), I figure I'll travel to a few other games in the area and play this scenario more than once ;)
If you face an assault Mech, don't forget that Mechs can formation attack... the Panthers can help Jackie T hit one of those 23 defense mechs... The Hatchetman should try for a base and break to help set that up.
I've formulated a similar army, but never tried it, with the 2 Panthers, Scott Tracyk, a Spider and a JI100.