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Dagmar instead of Inese makes "Duke" a 12 Attack, 24 Defense Mech with 12" 5 damage pulse. Decoy insures that she is hard to hit. The Snipers can infiltrate and harrass. Not having to worry about artillery means I can park them in hindering. The TGR's ride in the ICV for a 16" tank drop with IT for 3 damage. Republic FP increases chance to hit.
That army is not going to beat my turtle army. ECM is my friend and you cannot shoot through walls. Oh look you just got into range of my formation...I will hit 24 decoy. Or make my army 600 points and be winning VC2 at the beginning.
That army is not going to beat my turtle army. ECM is my friend and you cannot shoot through walls. Oh look you just got into range of my formation...I will hit 24 decoy. Or make my army 600 points and be winning VC2 at the beginning.
First of all you need to post your turtle army to compare. Second, as we will never be playing against each other, you have no idea if your army will win, simply on the basis of what units I have listed. Jakal made a constructive post stating a flaw in my design, while you just boast but have nothing to back it up with.
HS +1 dmg faction pride 15
HS Hellstar 241
Boris recruited to HS 44
Electronic Camo 22
x3 SH Gun nests 28 each
x4 SH ATVs 8 each
SH Griffin 160
I think that comes to 598? The plan is basically to turtle in the piece of hindering I'm allowed to take and split the minefield damage between ATVs and Gun Nests. The Gun Nests will sit between the two mechs so they can assist in fire formations and make sure that extra damage is used. The ATVs can also base things that need to be based or prevent things from basing my things I don't want based.
Idea is to allow the SF Team to take the hit(s) for the Minefield before it cooks into my 'Mechs. Use the Double AWE to try and slow down my opponent so that I may have the upper hand with only 3 good units. In short Practice 75%-Lance tactics and attempt to be patient to work my opponent and make my slices on exposed units.
Basically, I'm going to dump the JJ infantry on blocking/elevated terrain to give free LOS to my Shiro. Infantry drop will be used for basing/formation fire, and Shin Yoshida is just there to be there. (I couldn't find anymore SC or DF unretired units worth using that I had.)
I'm just worried about the inability of hitting stuff. The Shiro only has a 10 atk... and on an AO only 9. I'm gonna have a hard time hitting RHDM's without having some serious luck or some major mondo amounts of attempts.
Firstly, you can't run Yami in an army using the DF/SC Sit-All... The DF/HK alliance isn't until next set.
Secondly, you can't land on Blocking Terrain--only elevated, which isn't allowed in Storylines and Constructed events (unless the Storyline scenario specifies otherwise)
I'm just worried about the inability of hitting stuff. The Shiro only has a 10 atk... and on an AO only 9. I'm gonna have a hard time hitting RHDM's without having some serious luck or some major mondo amounts of attempts.
Thoughts?
Sure. I'd take Decoy off of "Yami" and replace it with IT. Decoy is useless on a unit
that starts with a defense of 21 that steadily decreases. IMHO, of course. If you're
concerned about hitting your targets, IT makes more sense. For just the opposite
reason - because your attack steadily increases. ;)
Sure. I'd take Decoy off of "Yami" and replace it with IT. Decoy is useless on a unit
that starts with a defense of 21 that steadily decreases. IMHO, of course. If you're
concerned about hitting your targets, IT makes more sense. For just the opposite
reason - because your attack steadily increases. ;)
OK, I suffered a brain fart! I forgot to factor in the pilot. :nervous:
I can see why you went with decoy, now. That said, a 23 defense is fairly hard to
hit once. I'd still go with IT. Take advantage of your superior range. ;)
I also would use IT instead of Decoy if you plan on using Yami. I have found that ui would rather try to roll to hit something using IT, should I miss the first time. :surprised