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I was just thinking, will anyone shoot a mech with TSEMP? Yes, it shuts it down, but at the start of the enemies turn it will start up - WITH NO TOKENS ON IT. This concerns me - I do plan on using the Elite JF Skadi, but I really see it more effectve against infantry formations (do you think you're moving next turn? I don't) and tank drop (what do you mean, your pushed now.)
It really depends on the threat level. I have a hard time believing any of the TSEMP units will be able to hit any of the older (higher defense) mechs effectively.
I do think it'll be useful against mechs without tokens (recently started up or cleared), or mechs that have higher defenses and need to be knocked down a bit.
But, again given the number of units that will have the SE, I don't expect to see it very often.
As to TSEMP- it's far more deadly to non-mech units that mechs. Sure, you can temporarily shut down that mech, during your turn, but on your opponent's turn it's ready to rumble again! And it gets a heat free action!
But using this on a vehicle will mark it with a token, possibly causing a push. Even if it doesn't get pushed it will have to push to react the next round. Auto 1 damage, either way.
And if I've placed my mech such that you can TSEMP it and hit it with anything while shut down, I deserve every hit I get.
Let say you have one of your lovely infantry in base contact with a tokened oppenent 'Mech. An you have a TSEMP equipped VTOL within a few inches. This is what you do:
1) Give the VTOL a move and shoot order.
2) The VTOL drops down to NOE and bases the 'Mech your infantry is based with.
3) Fire TSEMP, assuming it hits
4) Infantry captures the 'Mech with a -4 to the 'Mech's defense (capture is a +3, which is a net -1 to capture the 'Mech).
If TSEMP is used in that fashion, I can see it being very deadly against 'Mechs. Not to mention hitting other cruising VTOLs that are above blocking or hindering terrain (with TSEMP, that will destroy the VTOL). So I think TSEMP is more powerful than most players think. :)
TSEMP can't be used with a move-and-shoot action. It requires a ranged combat order to use it. Move-and-shoot uses a ranged combat action, a subtle but very important distinction.
Originally posted by Cyborg509 But its worth it. Have a few things in range and enjoy the -4 to def while hes shut down. This will really help against heavies.
Don't forget turning off those annoying optional abilities. Want to Charge that Agility 'Mech? Hit with TSEMP and charge it while it's shutdown.
Originally posted by Athos Does a vehicle with one order token does get push damage and the second token when hit by TSEMP?
Yes, I think, TSEMP might be in the challenge for the best SE around.
No, it does not take push damage because it isn't "pushed". It recieves an additional token. That's it. Since it doesn't specifically state that you take pushing damage, you can't assume that was the intention.
TSEMP can't be used with a move-and-shoot action. It requires a ranged combat order to use it. Move-and-shoot uses a ranged combat action, a subtle but very important distinction.
i thought that scoot'n'shoot used a move order, a rather obvious distinction in that case.
Even if adding the second token doesn't give the push damage (and I haven't double-checked the wording), it takes the unit out of play (if pushed) or makes your enemy think about having to push (if one token).
I like it. It adds depth to the strategy.
Oh, and if your mech is in range to get turned-off and ganged up on -- shame on you.