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Falcon's Prey: Warflail's Traditional Loyalist Writeup
Ok, time for the traditional unit by unit analysis for Falcon's Prey. If you're tuning hoping for my usual crusty viciousness, be aware that all told I'm not displeased with what my Highlanders got this set. I say with confidence that this is the first set we havent got totally screwed over. Of course, our non-LE mechs still blow... but really, who plays nonunique mechs anyway, outside of casual formats?
This document is a bit more rushed than I'd like since I've got to go to work. I'll work on it again later. As ever feel free to use this thread if you disagree, want to debate, desire to write me hatemail, wish to cuss me out, long to shower me with praise, actively wish me dead, or whatever, as you feel appropriate.
At the time I write this, I havent had a chance to look at many of the non-loyalist units. Unless I find something really nasty or broken in those units, I think it is safe to say that Kelly did a good job designing this set. We'll see when I've had time to look at everything. Stupid work.
---Highlanders---
HL Templar
5/10
Well, he's got a long dial and is reasonably tough. But so does every other ultra-fatty in the game, several of which outperform this unit. Command on a fatty is bad synergy. Really this unit just strikes me as a totally average ultra fatty when we've already got plenty of ultra fattys. It isnt bad, but it isnt good either. Just shrugworthy. Dont use it if you have access to better fattys.
HL Griffin
4/10
20 defense does not cut it for a Highlander mech. You could team it with a Kelswa I guess, but there are lots of other more efficient things you could team with a Kelswa. Sure, it does 5 damage, but everything else about this unit is just on the low end of average. In a game where a mech has to be far above average to be playable. Just too easily tankdropped, charged, VTOL blasted, etc.
HL Shadowhawk
3/10
Poo. 20 defense does not cut it for any Highlander mech. Why do we have multiple Highlander mechs with defense values below 21 this set? The only thing not totally mediocre about this unit is its heat dial. Unfortunately, 3 pushes worth of suck is still suck.
HL Stinger
2/10
Total poo. 19 defense certainly doesnt cut it. Lots of damage output for a HL mech of its point value, but who cares when this unit will almost always get pounded into worthlessness before it can actually use any of that firepower? TSM on the heat dial? Who bloody cares, they shouldve left that stupid #### off and bumped the defense up another point. In fact, leave off some of those other worthless SE and bump up defense. Blah, coulda, woulda, shoulda, didnt. Another lemon Highlander mech for box padding.
HL SalvageMOD
5/10
It repairs things. Most of the time you want a 95 point unit to kill enemy stuff, not unkill your own stuff. Particularly since only a few Highlander units are bereft of repair markers. Really, it is a gimmick unit. Personally I dont really think the gimmick is worth the point expenditure.. *shrug*
HL Kelswa
9/10
I was really excited about this unit when I saw the stats some time back. Lots of possibilities with this one. Strong without being broken. At least not broken in Loyalist pure armies, I'm sure someone will find something abusive to do with it in hardcore mongrel mishmash armies. What to team it up with though? Possibilities possibilites.
HL Paladin
?/10 until I see the pog. Strong, regardless.
Base screener Peasants, having suffered murderous casualty rates base screening artillery since day 1 will be delighted with this unit. I wonder if the Highlander version fluffwise was designed with protecting infantry screen in mind. The dial looks quite nice indeed, but it really depends on the pog. If the pog is average or above, this unit is going to be a Loyalist staple. If the pog is total poo... well, the unit will probably make me sad as I constantly think about what it couldve been. Anyone have the specific pog info? Need all of the gritty details.
HL Kinnol
3/10
Poo. Tanks that arent perfectly designed for tankdrop are generally useless. This tank, not being well designed for tankdrop, is therefore useless. I guess one could use it to screen the sides of a Kelswa... but why not use a cheaper and more point efficient unit instead? Why would I pay 60 points for this tank when I could have a VTOL or something better instead?
HL MHI Amphibious APC
4/10
Note that despite the sculpt, this is a hover vehicle. Who cares though? Why would I ever not pay 2 points more for a Shun? Or 11 points less for a Maxim? Or 15 points less for a Merc Zahn? Sure, it has infiltrate but not very far. Sure it has Pulse (without the attack value to make use of it). It cant carry an entire formation of infantry. It is easily charged. After taking a bit of damage, it goes from alive to dead in 3 clicks. This is a very bad thing since it means lots of passengers are going to die horribly without being able to exit the vehicle. Just too many wasted points on too many stupid fancy frills like 360 arcs, pulse, etc... when those stupid fancy frills arent even really worth it. I guess the one thing you might could do with it is to threaten an infiltrating ATV horde with first turn move/unload/AnP fire if you win initiative. If theyre stupid and put their infantry close enough for you to do it. Bleh, too many ifs, still not worth the points.
HL Nacon
2/10
How does this unit cost 41 points? Low defense... bad fire arc... hard to break it... not particularly fast... not very accurate... etc. Absolute ####, especially compared to the Kite which is actually cheaper.
HL Kite
5/10
Well, it is fast and all... not particularly good at fighting though. Too bad recon doesnt actually exist in this game (and would be better performed by VTOLs if it did). I guess this thing is okay for baselocking units and all, but baselocking is something you do with units that are ultimately disposable. Do you really want to pay 38 points for a unit that is supposed to be disposable? HL Crows, hoverbikes, Lampreys, etc, all can do the same job better. AP with a low attack value is bad synergy too.
HL Gnomes
7/10
The original Highlander green Gnomes from the base set sucked. Looks like they got tired of everyone making fun of them and shoving them into locks, so started lifting weights, did some steroids, and joined the football team. And now they dont suck. Expensive little dudes, but ####. 11(it) in formation for 2(pulse) isnt half bad, as DF players well know. Might want to put some cheaper infantry in to help with the formation though, since 23 points is rather a hefty pricetag for infantry.
HL Elementals
9/10
I suspect these guys were in the gym doing steroids with the Gnomes. Seriously though, when I saw these guys a couple months ago I was really excited about them. Multi-target AnP with an attack value that can usually hit infantry is very bloody handy. Particularly when combined with JJ for deployment via our excellent Highlander Shun VTOL. In a Maxim or Zahn, an Elemental, New Gnome, and Sniper Team might make a very useful (if bloody expensive) drop as you have access to Pulse, AP, and AnP.
HL Flamer Teams
7/10
Not bad at all, particularly given their point value. These guys might make excellent base screeners for our new Paladin. I've long maintained that Highlanders should have access to infantry with reactive armor and looks like I got my wish this set. Not much range or attack value, but cheap enough that you can run a formation and potentiall swarm your opponent.
HL Sniper Team
8/10
Excellent unit but very expensive. Infiltrate, AP, good range, good stats... very nice indeed. Kinda like a beefed up SRM Team. Maybe a potential replacement for SRM Team drop if/when (God forbid) set retirement ever takes place? As with the Flamer Teams, I'm pleased to finally have reactive armored infantry in the Highlander arsenal. ####, very very expensive though. And they pay for that sweet SE loadout by having relatively short dials.
---Republic of the Sphere---
Flamer Team
4/10
Reflective armor on infantry is pretty pointless. 16 points is more than I'd want to pay for this unit. Slow... low damage... merely average stats... eh. Unimpressive. The RotS didnt need more slow infantry.
Trackbike
7/10
They did however need some relatively fast base/breakers, which this unit is. Cheap, but too bad the lifespan is so low. I dont think these things will be replacing Highlander Hoverbikes in my armies. Seems to me that RotS is turning into a hindering hiding/jungle fighting army with all the high defense/camo/tracked-tanks they've got. These units have very good synergy with that army idea.
Grey Death Scout Armor
8/10
Ohh, the Republic gets their own knock-off of our HL Elementals. In fact, theyre so similar that someone should sit down and crunch some numbers to see why our Elementals are a point cheaper but seemingly "better". Stats arent as good but still not a bad unit. RotS pure transports arent generally as good as HL transports though (particularly our Shun). Still, this is another key infantry type that fills in a gap in their arsenal quite nicely.
Elementals
7/10
Tough little buggers. I suppose in some ways these look more Highlanderish than the Highlander version. Really though, it doesnt bother me too much since via their GDSA are so similar to our Elementals, they really arent losing out anywhere. Remember that heavy armor on infantry is pretty much the same as reflective... immunity to energy shots.
Nacon
5/10
Oh I remember now. That's right, the RotS version is the beacon pod carrier. Which IIRC means it really has a 10 attack... for 3 damage. Mmm. Not bad for 41 points, but really I think beacon pod is a bit gimmicky. Easily fragged with that 18 defense too. Looks like the Highlander version went with the more plain-jane streak missiles.
Skanda Light Tank
5/10
Another jungle-crawler for the RotS. Team up with hindering terrain, po tanks, trackbikes, for RotS flavored combat. Personally I dont really care too much for jungle-warrior themed armies, but I suppose they CAN be effective. 50 points for 2 damage though. Eh.
MHI Amphib Submarine
3/10
ECM? What-the-####-ever. Like the HL version, this unit is poo. Pay 1 point more and use a HL Shun instead. Or if playing strictly RotS-pure, use a Zahn, Lamprey, whatever.
Sniper
?/10
Pogs. We need pogs. Without pog info this unit looks like a merely-mortal artillery unit. Merely mortal artillery became obsolete for even semi-serious play over a year ago. At least its 23 defense makes it largely VTOLproof. IIRC, keep in mind that AnP and artillery do not interact in any way. My understanding is that the AnP only works on direct-fire shots. I suspect even at 20 points more expensive the HL Paladin will be a better investment for Loyalist armies.
Kinnol
3/10
Too little defense for too many points. The other stats are fairly average. Tanks with average stats dont see play, particularly when they have a whopping 19 defense. Another tracked system for jungle-warrior RotS armies. Use a Po or something else instead.
Kelswa
6/10
A big mean heavy tank for more jungle-warrior fun. Screen the sides with Trackbikes and crush the infidel vegitation beneath your iron treads. Very plain-jane unit that gets good synergy with the faction. Unfortunately plain-jane tank formations dont see much play anymore due to artillery and whatnot. Still, not bad.
Salvagemech
3/10
Use the Highlander version instead, it doesnt suck as much. If you want to use the gimmick in the first place. I guess this thing is the only RotS repair unit. Get a merc JI100 instead, you'll only waste 25 points instead of 99.
Ocelot
3/10
19 defense without agility = poo. The unit could be worse but that does not mean you should waste points on it.
Spider
3/10
19 defense without agility = poo. At least fast enough to charge the opponent first (likely missing with that 9 attack since nobody is stupid enough to field mechs with 19 defense without agility). ECM is stupid. This unit is stupid too. Actually, mechs are stupid.
Koshi
3/10
"I like... dont suck because uh... I can run over and grapple you... and in response get my 119 point ### kicked because I've got a 17 defense... assuming you dont charge me first and kick my ### before I can grapple you... or send your infantry over to kick my ###... or your VTOL over... or uh... okay, yeah, who am I fooling. I just suck."
Griffin
4/10
19 defense without agility = poo. Decoy dont change that. A 5 damage shooting attack (that will never happen) dont change that either.
Sure you can point defense any of these units using the HL Pally or Kelswa, but why waste points on a mech that needs a 77/104 point tank to be even remotely playable?
Unique Cyclops
5/10
A merely average ultra-fatty. Why not just use any of the above-average ultra-fattys that RotS already has access to? At least it doesnt have a 19 defense.
Okay, I gotta get to work. Out of time for now. Will do the mercs later.
Chas Kearns (6/10)-
Not the most efficient fatty but has decent deep dial stability even by Highlander standards. The 10 inch range is kind of annoying but then having MaxSES combo's following this thing around is good synergy. The only real problem is dealing with infantry though. Command is less useful on a fatty but then just abuse artillery and/or transports and that will eat up some orders.
Griffin-
Kava Graves is a pretty good example of how to pimp out the secondary attack at the expense of the primary. This an example of how not to.
Shadowhawk -
In another thread I ranted about how we've received good heat dials at the expense of mech quality. Here's the concept rearing its ugly head again. I really don't expect good heat. No colours on slots 1 and 2. No crippling modifiers. That's good enough. I don't mind sitting out a turn fully comfortable with the fact that I will not be hit by the opposition.
Kelswa (6/10) -
I am less enthused about this one. Mainly it suffers from the usual tank problems (it will get pasted by artillery). Its big advantage just magnifies the artillery problem and it lacks the defensive SE to help deal with it. Contrary to what most people believe non-AP is alive and well and can be effective (witness the Liao Paladin).
Paladin -
I don't know what would make me feel more guilty. Using cheesy multipog artillery or making my opponents ATV's attack 22 defence peasants.
Kinnol -
They don't honestly expect me to give up my Regulators for this? Its not terrible so much as boring and not cool.
Amphibious APC (2/10)-
I suppose you could use it with SRM Teams and have it use formations on pushes but that's lame. More importantly why would anybody bother with a transport that's so slow? The Shun' disembark range is greater than this one's total. A half-assed attempt to cross a tank with a transport that fails at being both.
Kite Recon -
But, dude, its such a cute little ram-monkey.
Gnome (9/10)-
Formations?!?!? BAH! Who needs formations when you have rear-arc? Damage stability is a bit dodgy but its probably the mostly blatently optimized infantry unit for VTOL drop. I doubt these he-men bother with football when the manly sport of caber-tossing is probably more to their liking. Speaking of which does anybody have an extra Shun?
Elementals -
I could really use that extra Shun. Really. Really. Really.
Sniper -
Finally, a use for Hauberks and they can even do formations with 'em. And they both infiltrate.
ROTS-
Track Bikes-
They are also good for basing opponents in hindering. Naturally, they are not as well optimized for the task as the Dragon variant.
Leroy Rhoads-
I kind of like him. Big problem here is the lack of armour. At very least, it will discourage plinking.
GENERAL COMMENTS-
As a whole I'm not too impressed with this set. At very least we are starting to cause fear amongst Wizkids. It almost looks as if every unit was carefully checked to make sure that no unit was as durable as the Highlander variant.
On the other hand, defence values tend to suck across the board with a few noticeable exceptions but those are taken care of by the 12 new artillery pieces, none of which are looking weak.
The concept of minimum range seems to have almost been done away with. A high minimum can be crippling to certain units but its still a useful tool for either pruning back fighting power or altering point costs.
Attack creep seems to have been done away with (for now) but low defence is the rule of the day along with some monstrous damage. It seems that impatience is becoming a driving force in game design.
Thanks for the input Warflail. It's always good to bounce ideas around on how to (or not to) use a unit before atually running into a situation where I might have to (FP pre-release tournament).
I know. I saw you registered for the Lacey Pre-Release event. I won't be going (Can't afford it) but I do look forward to having my ### kicked by you someday. Great write-up.