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-Koshi: would touch this with a ten foot myomer. play 4 fa shih's instead.
-Griffin: our best non unique mech, gets all the nice boosts, pretty much uses the same tactics i've discussed above.
-Leroy Rhoads : too slow to actually benefit from anything, ranges are short too. I'd rather play the paladin.
- Tammi Miller : well, 18 is our top range so far, and tammi has it. remember, she has a SHORT heat dial. Nacon's are a must to pull of some of the most damaging hits, this goes for pretty much every other 18" AO, remember Narc's.
that is the en of my birds eye view of how AO's are going to affect us, feel free to comment.
Heres the first part of the first post, it got caught in the thread swap.
OK, Assasult orders are up, how does this affect us, and who benefits the most?
Bear in mind that, AO's not only mean half move and shoot, they also mean whole move and Close combat, so take a good look at your mechs and think before making comments.
Also Keeping good track of heat will be vital for assault orders, or things could get messy.
Who benefits in the RoTS arsenal?
-Mason Dunne: gains a 5/18 range, with his 12 attack he's not too affected by penalties. Close combat is an option, but i'd rather shoot and use my Def.
-Janella Lakewood: she gains a 0/16, 2/16 range, good attack, pretty much same as mason.
-Paladin Jonah Levin: Due to slow speeds, Atlase's wont benefit much from AO's, except those who have long energy range's (Eriabee Childs), who will be popping in and out buildings from cover. Paladin doesnt suffer from this as he has Streaks, but those 3 inches can surely help in a tight spot.
-Katsu Moriyama: Our glass Jawed wonder gets a little boost. since he has JJ's he can hide and then jump over. thus giving him at least first strinke on Average def Opponents. He would shine some more in tight urban encounters with his CLose combat abilities, and some last resource DFA's.
-Yuri Mashnovska: He's the king of averages, so he does what he does best. Gains decent range with nice attack for the price, keeps that nice 23 DEF that will make people think twice before assaulting you first.
-Ric Raisho: My favorite piece i dont have, Ric, like Yuri, excels at being average, but he doenst have the nice 23 def, With 11 attack, he's got a nice chance of getting his hits in, provided he dont get shot first. He doesnt see much play anyways, anyone spare a Ric for me?
-Jodi Mazzanoble: Jodi performs more or less like an expensive Katsu, but he's lots more stable. He gets 4 bonus to his range, and he has JJ's so he can benefit from tight Urban terrain, DFA's with him are still deadly but they can also be solved with a CC Assault order, keeping those nice hardened armor slots.
-ConstructionMech MkII MOD: AO's with this baby are a gamble against charge, but since this is a Cheap CC monster, the added variety makes it a little better.
-Locust: Ahh, locusts, they have gained a 5" increase, making it a 15" range. nothing impressive, but considering the hig mobility this guys have, they might find a place as late game harassers in some armies. remember, bring arty and softern those targets first.
-Cougar: hmm, moving into hindering and firing from cover sounds quite tempting, with a move of 8 this mech gains some nice options whilst firing, its heat is very manageable too.
-Ghost: My favorite Alpha Striker gains inches to his move, making the hist not as hard, but easier to manage. low attack creates needs for softening as well.
-Skariah Paragon: althou she benefits from increased range, she really shines in CC, since charge takes away her best clicks. she got a nice boost.
-Marcel Thennes: he will suffer from the same troubles he has now, little damge on long range, easily absorbed by reflective or hardened. Still his 11 att can get some shots in (10 Att in AO's) and his good def wit reactive can keep him shielded for a while, remember to bring in some hindering!.
- Kristoff Erbe: this fellow brings in some variety. with good move adding a total of 4" (provided its rounded up ) good attack and damages, plus very manageable heat, Kristoff can become a very useful firing platform (quite a mech huh)
-Uller: Ahh, my favorite headache, sticking out for the Uller. granted his attack becomes infantry-like with AO's, but 18 range with AP can dent a lot of people, plus all the firing opportunities anyone will get with such nice heat should counter the low att.
-Clyde Joyce: Our staple Fatty gets little help thanks to his rather slow move (faster than an atlas thou), still the ability to do AO without taking the huge charge damage is a big plus with this type of damage, otherwise, he's still clyde.
-Ezekiel Crow: our "traitor" gains a little range, but thanks to his awesome heat, his mobility makes up for this, nothing game breaking thou.
-Irena Borjon: like the Locust, but with command, mid game piece, bring arty, and some heavy vehicles for damage, then go for it at mid game.
-Harsha Miskovitz : short range and low att, but great mobility due to good heat dial. remember to cool her down thou, tough to re start with no rolls.
-Avriel Sterling: (my fave non Knight i dot have either)18" of range with JJ's, that is neat. still low att can be rather difficult, but i like bringin in padillas to urban encounters, two tokes make people think more about their moves, then you can surprise them with our not quite loved griffin.
-Ocelot : this little guy shines throug, JJ's and good range, plus good heat. too bad its ATt its like that, but its a common piece. seems like urban terrain is our new forte, as opposed to guerilla warfare.
-Spider: if teamed right with good infantry, it can serve as a nasty assasin thanks to its high speed and HtH weapon, just give'em the runaround and cut them open.
Unfortunately, many of our pieces getting chopped when playing with the Retirement factor.
When playing Unrestricted, I will be trying to get the most I can out of the Units that I have and think that Jonah will be a fair bit nastier used in conjunction with the AO and plenty of water to cover enough of the battlefield. I ran him on Wednesday night and had my water covering enough space that he did not suffer from heat all game.
Janella, Mason, and Clyde should come out fairly well with the AO.
Just have to wait and see what we get to help run out our forces when AoD comes out.
Dang, I could swear there used to be a way to subscribe to a thread without having to post to it... but I can't find the button to do so. Sorry for the wasted post ;)
Originally posted by Freeptop Dang, I could swear there used to be a way to subscribe to a thread without having to post to it... but I can't find the button to do so. Sorry for the wasted post ;)
turns out all my oppos used SH faction pure so i faced some of the best an worst that the Landgrave traitor could put out.
without going into too much detail i took the day 3-0 an this included the privilege of a battle vs the 2003 world champion who was playing with a weak SH force made up for him. it consisted of; Crimson Hawk, Raider MkII, Stinger, Kite Reccy, Elementals an Gnome BA - a 3 'Mech SH army!! i beat him because he charged my Griffin with all 3 'Mechs however only the Raider MkII hit for 4 dmg, i then was able to JJ out an the Kelswa blasted the Raider MkII into salvage straight away. he did chase after the Griffin however the heat dials on the SH 'Mechs couldnt stand up to the punishment an this allowed me to take the 'Mechs out 1 by 1. the game became a lot closer after he manouevred his pbi into base contact with my Sniper an Kelswa however i was able to avoid making too many more mistakes an held on for the win. :classic: :classic:
this force was suprisingly well balanced against this oppo. the Griffin is a good hard strike force, i didnt feel the need to screen my arty or Kelswa though i had the troops to do it, the mobility of the Trackbikes helped me when i needed to gain VC3 an base some oppo arty. the accuracy of the Sniper kept my opp on the move when i used it.
Prefecture IX looks like the Republic is going to be able to reassert itself with the minimum of fuss! :grin: :grin:
We played a cool friendly game today at our venue. Five people showed up, and each made a 600-point force, with a minimum of one 'mech (faction pure). Then two were split off as defenders behind a massive castle wall with one breach and two (destroyable) gates, and given 100 more points each.
We ended up with a Highlander and a Swordsworn force on the inside, and Stormhammers, Dragon's Fury and my Republic force assaulting. I took:
Paladin Jonah Levin
Kelswa flanked by two Trackbikes
Balac
DI Towed FA carried by a Zahn
Three elementals
We had to cover a lot of ground to get to the walls, so my main early damage was done by excellent fire from the towed field artillery, which devastated a formation of four Swordsworn Aesirs. Very eventually, Jonah made his way up to the wall near the breach, thrashing a Zahn carrying a Highlander Kelswa with Streaks -- this forced the Kelswa to deploy quite nearby, and an elemental based it. Jonah managed to score a solid hit on a Highlander Shun as well, salvaging it and dooming the two Sniper Teams on board.
The Balac was instrumental in gaining our special VC3 (we had to "tag" a small obelisk deep behind enemy lines); it was salvaged for its troubles. Other than that, I lost no units.
Overall, it was a tremendously fun friendly game. I'd definitely recommend sieges and assaults on fortified positions as a good variation on the standard MW game.
Well I have to say I'm down about how the Republic forces are turning out. I had hopes that FP would have made up for being left out of CA, which was a good set, but all we really received was some good infantry. The rest we could do without.
Is it me or do the RoTS forces seem poorly concepted? I mean making us a guerilla force is find and dandy but we have bad synergy. By that I mean we lack a 2 pog artillery piece to artillery duel with. You can't stay in hindering if your getting pogged out of it.
Plus we lack a non unique 2 capacity aerial transport unit which is very important in today's environment especially when neutralising opposing artillery. JP is fine in that role, albeit expensive, but that only gives us one option. Lampreys are inefficient in that role. The only other alternative is the merc Cardinal which may or may not be allowed depending on your venue's tournament rule.
WK needs to give each faction options. For example I play Liao as well and they have alittle of everything so one can always change their strategy. Also I face a Highlander player who makes very good use of their limitless options as well (ppl who say HL blew need to look in the mirror).
No more denying factions vital pieces like SC and their quest for a capacity 3 transport or how about us and some AA or capacity 2 transport VTOL's? The more options ppl have the better the game becomes.
Just wondering if anyone else is a little concerned with the lack of Knights and the fact that there is only 1 Paladin for use by the Republic so far once set retirement comes into effect.