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Alright, here's my first AoD rules army. Let's see how this goes...
Danai Liao-Centrilla
Rhi Chan
Arrow IV Tank
TrackBike x3
450 Total
Both the mechs are very mobile (10/9 move), and both out range a Donar. Danai needs an 11 to hit a Donar, which is a 50/50, which is acceptable. She also has Agility, which protects her from Charge/Ram/DFA/CC Assault. She has TSM, so after a bit of action, she can either disengage effectively, or have longer ranged Assault options (and likely shut down). As long as she is in base with an opposing unit, she'll get a slight defense boost from outside sources, and hopefully she'll have damaged whatever she's basing enough to be protected from them.
Rhi has a 19 inch range AnP shot. If he can target a green unit, that's 3 damage to a group at a significant range. Almost an arty shot in and of himself. His 360 arc becomes less useful, but the 21 Defense becomes respectable against and Assault order. His heat dial isn't the greatest, so I'd probably limit him on the Assault orders.
The Arrow IV is to deal with Hardened/Reactive Armor, and to help with VTOL's. The Infantry are base screen/DZ protection. If nothing is threatening that area, they can move up midfield to provide attack penalties from units not engaged with the Mechs.
As for terrain, probably water and hindering, although perhaps an H blocking as well, to help against a Mech heavy force.
I'm also interested in taking my heavy scout lance for a spin again (3 P-Hawks and a Wasp). These may be fun times ahead...
Woah! New thread due to length? I thought only the Highlanders could warrant that!
Oh well, time to Wax Lyrical about Liao some more.
One of the things I've been doing on the other Strat thread I post on, CJF, was to get a feel for the effectiveness of how mechs work with the Assault Order. While the focus was originally CJF, I couldn't help but look at Liao due to a very simple factor - The Targe is quite simply awesome!
The Half-move then Shoot of this beast is very versatile - 17 inch reach might be beatable, but what the Targe does so well is allow for a different line of attack. The 5 inch move before the shot allows it a much wider AoA than many other units - coupled with that excellent starting click, there really is little or no excuse for Charging this beast anymore, even by the stalwart hold outs of "hey, it's got legs, let's run into something!"...
In a "cityfight", Liao's units do very well out of this. The Blade is certainly more useful, since it doesn't have to expose itself to enemy fire first - also, the ECM equipment will probably see more use, since units with Streaks are likely to be more popular.
My old harrying trick with the Wasps against a bigger opponent isn't going to be as effective, since the big guys can strike with impunity, however, I can see Cat Trujilo and Tolin Men in their Shen Yi Heavies, each with 11 AV, being a pain in the proverbials. The Tian-zongs all look good, too, especially "Blaze" and Phiri with their forgiving Heat dials.
Overall, I can't see Liao battleforces changing much to take account of this new ability - although the [/i]Spider[/i] is looking even nicer, and the ability of a Blade to get a shot in, then break and shoot again (assuming breaking with an Assault Order is legal) for a potential 5 damage over 2 turns, all applicable to a target formation (assuming the infantry formation pursues) might make more people consider it. I know a few players with Green Wings who would LOVE to have this unit at the moment... ;)
@kpmccoy21: Without a transport, the Sallies/Fa Shih are arty bait. They don't have the moility on their own to get to where the fight is. And they make very expensive base screeners. With the limit on infantry, you don't have to worry about deep infiltration first turn basers for your arty (unless going up against a BR force). I might replace them with 102 points of faster infantry. Unfortunately, we don't have many of those (at least not BA's). Maybe a group of Purifiers for a fast basing squad, and filling out the Mk I's a bit more....
@White Knight: Nice seeing you back with the Federation (at least briefly). I agree that the Blade becomes a more useful piece with the Assault order. We have several pieces with EC, which does become more useful in a 'city fight' scenario. Running around the corner to tap a squad of infantry for 2 is a good thing (it's better if there's a green in the squad, because then the Blade taps them for three). Yes, the harassing power of all units goes down. Now you can't just park someone in the rear arc of a unit and force them to make a tough decision. But, with the use of blocking terrain, a Wasp can now jump over an intervening building to pop someone in the rear. It might be hard to set up, but that's a matter for the table, not these boards.
Now for my battle report for this past weekend. Unfortunately, not much of interest. I had a 450 pointer, no VTOLs, no Arty. I thought I'd take Catalina out for a spin, with a Glory FST and TrackBike and Minigun support. I really like Catalina, but she is probably my 'cursed' piece. When I got her, I used her a few times, and she consistently missed. It was really phenomenal. One time I needed a 5 to destroy a Maxim loaded with DF Kanazuchi's, and rolled a 4. Well, that was almost two years ago, so I thought I'd see if things had changed.
They had, but not in a very beneficial way. Because the venue was running the Pirates Marquee, I only had one other MW player. First game he used a Highlander force. My first shot at Cat was a critical miss. My opponent was nice and scragged one of my infantry in to heal her up to full (where she stayed for the rest of the game), but the missing continued, and it wasn't limited to just Cataline. And the rolls that I missed, my opponent hit. In the end, it was Cat vs a severely damaged Kava and reduced support. If time didn't run out, I could have pulled through, but oh well. Next game my opponent switched to a BR force with 2 Lego's and an Forestry MOD (the one with the ball-n-chain). He used a infantry formation indirecting Cat needing a 14. He hit. Then he charged with a Lego, needing a 13. He hit. And of course I kept missing. In the loose game that continued, I got close. In the end I had a salvaged GFST, and he had 2 infantry. But still, a loss for me.
When the dice are against you, there is very little that you can do. Unfortunately, when I bring the high defense mechs, my opponents tend to get the 13's they need to hit them. Sigh. Onward and upward, right? :)
I finally decided to pick House Liao as one of my secondary armies and I had been started to trade all my Swordsworn pieces and some SW ones for Liao units. Up to now, I have:
Chen Yun Tsi Ts'ang
Sun Cobra
Wasp
Raider
Phoenix Hawk
Blade
Pegasus Hovertank
Arrow IV
Garrot Transport
Purifiers x2
Scout ATV x1
Special Teams x3
More pieces are comming, and I hope to be able to field some decent armies very soon...Anyway, any of you experienced warriors have some tips for a newbie Liao player? Stuff I must find, general tactics, etc?
Thanks in advance... I need your help because I want to crush some Republic battleforces very soon...:devious:
@hcomp: Welcome to the fold! Always nice to add to our commanders.
As for some general tips, the first is learn the faction abilities, and remember them. The first several games I played as Liao, I would forget about one or more of them. Awe is fickle, and in general not that useful. Fanaticism is really good. What it means is that you can push your units more often. They might take damage, but a nearby fallen comrade will boost you right back up. And Ruthlessness is really nice. Just make sure when using it that you try and kill off whatever you are attacking that round. You can get 'unstuck' from attacking a particular unit by basing another unit. Once that happens, you are free to attack whomever you choose.
Good units: Targe, ATV's, Infiltrator Mk I's, Shun's, Arrow IV's, Paladins, Long Toms, MHI AA Tank. Those are the no-brainers. Actually, most of our units are at least decent, if not downright good. We have plenty of fatties to choose from, so don't be shy. I've always played with a mech, and for the most part done really well. Also, with our diversity of units, you can pretty much field a different army every week and still have a good chance of winning.
But some of the best advice I can give is to go to the original Liao Strategy Thread (Part I, now) and start reading. There are lots of good strategy and tips there, as well as unit breakdowns and reviews. It may be a long read, but I think it's well worth it.
While the fury of the Falcon still flies strong in my veins, the chance to take some old faves for a whirl was just too great a temptation.
Got a modified Blitz tournament set for Friday - having conned everyone into thinking I've gone pure Falcon, I thought I'd rock the boat with some dedicated CCAF lethality :devious:
The Format is very Clannesque - 250 points, 2 Orders, maximum of 5 units (Star, anyone?) and simplified VCs (how much did you deck and how many board sections do you own) - played on a 2 x 2 gaming grid. The new AoD rules for Formations, Called Shot, Friendly Fire and our understanding of the Assault Order (may break away) apply. Since I'm playing on a cityfighting grid, I thought I'd take a force that will excel up close and personal.
Felix Jarta :^^^: Ghost 182 points
4 x :^: Gray Death Scout Armour 17/68 points
250 points, 5 units, ah, life is sweet....
Plan is to move up with the infantry while using the Blocking terrain to reduce the effectiveness of enemy Assaults - Jarta is still a credible threat in a built up area, since the presence of blocking terrain means that you can restrict those longer range shots by virtue of the "hypotenuse effect" shooting around a building gives - the only units with an advantage in this area are units with a much bigger speed - the range quotient is cut significantly (I noticed this watching someone consistantly outmanouver an SC Sun Cobra around an office block with a CCAF Panther - very amusing!)...
Yes, I could have taken the Targe, but I wanted a unit that could handle heat better, besides, the potential for damage is far greater for the Ghost, as well as having that bezerker damage dial.
However, it was about this moment that I thought, "Hang on, what if someone brings a DF Donar?". Jarta can take a hit, but he may find it hard to land one himself, and so, thinking back to the escapade of the SC Sunny, perhaps I should try the following instead;
:^^^: Panther 130 points
:^^^: MHI Defense AA Tank 63 points
3 x :^: Gray Death Scout Armour 17/51 points
444 points, 5 Units
OR
:^^^: Panther 130 points
:^^^: Paladin Defense System 82 points
2 x :^: Gray Death Scout Armour 17/34 points
446 points, 4 Units
The MHI Version makes an assault by Donar a tough proposition. The Panther may not be a Targe, but it has a good Heat Dial and Stable Stats - With the GDSA as back-up, and due to the smaller ranges, this could be a far more lethal combo.
The PDS variant makes the GDSA less mobile, since there are only two of them, plus the PDS itself may find the closer ranges a real pain. I really just threw it together since I haven't actually played the PDS before, and was looking for an opportunity.
@White Knight: I like the third group, if, for no other reason, that it is made up entirely of FP units! Well done! If you want to get the infantry formation without too much change, you can swap a Tom for the PDS, and add a Minigun. The Minigun in the formation with the GDSA gives a ballistic attack, giving you one more option for dealing with infantry. Also, it can 'break away' from the formation to perform a quick base if need be.
Problem with either Panther force is that you'll have to get awfully close to deal with any Hardened Armored unit, though...
I have used the PDS, and give it a big thumbs up. Don't have a Tom, though, to try out... :(
Yeah, I did notice the FP-aramage of that third unit!
I'm probably biased, but I love the first force - the Ghost has the ability to now strike back after a hit - okay, I'll brobably need a 12, thanks to the Assault Order Modifier, but I can also make things tougher on any DFD by engaging up close and personal versus enemy vehicles or infantry - sure, we might both need a 12, but chances are I'll get more shots off than the DFD - besides, the Infantry formation can close and (eventually) lend formation support with a ranged formation attack - water terrain may be my best friend...
Anyone tell the DFD makes me paranoid??? :noid: :eek: :knockedou
@White Knight: I actually preferred your first unit as well. I gave my nod to the last since you seemed to be leaning towards a squad with some dedicated AA ability. But if you want to run your favorite lance commander, please, do. Find a nice green mech to do 10 damage (and a heat :p) to.
I've got a 600 pointer tomorrow, and wanted to try out the following:
This is my 'synergy' force. All the front line combatants have Hardened/Reactive armor, so I can pog them with the PDS all I want. I've been wanting to try the Spider, and I haven't used a Targe in _ages_ (except for Rhi, that is). The Sniper teams can be used for a formation drop, or added infantry killer. The GDSA are a reaction force to deal with nasties that threaten the mechs. The MHI helps screen the PDS, along with the Spec Forces.
Hey all, nice to see everyone migrating over to the new thread. I have a 450pt constructed event coming up this weekend and I've been tossing back a few army ideas. They are:
:^^^: Andrzej Czupek - Yu Huang
:^^^: Paladin Defense System
:^^^: MHI Defense AA Tank
:^^: Scout ATV Squads x 5
:^^^: DF Peasent Company
Total: 450pts
or...
:^^^: Targe x 2
:^^^: Paladin Defense System
:^^: Scout ATV Squads x 4
Total: 448pts
In either case, assuming initiative is won and I'm not facing any deep infiltrators (I'm usually not) the Mech(s) and ATV Squads race to the opponents 3rd of the board and create havoc while the PDS rains fire down every other turn.
If initiative is lost, and/or I'm facing an army with deep infiltrators the Scout ATV squads base protect the PDS and/or the MHI.
Thoughts, tips or suggestions?
@vapor311: I like both armies. I prefer the second one for no other reason than it doesn't have non-Capellan filler. :) Between the two Targes and the arty, you should be able to alternate between the two mechs, and thus not need to run water. With 2 PDS, you don't really need AA unless there are a lot of deep infiltrators. I do think you'll run into problems if you face a mobile army (DF or CJF), but nothing that can't be worked around.
As a tip, you can minimally base screen the DPS by angling them, and using a couple of infantry to keep them being based on the sides. A front based unit can be shot at by the PDS. It's not as good at clearing it's own basers as the A-IV, but then, that's what you got for 3 pogs anywhere on the board.