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Tactics and Secrets “Ask her out? You ask her out. I’d rather not risk getting a very large blade through my head.” —Overheard comment
Fitting this Night Stalker, which is intended to be the quintessential urban-combat machine, into your battleforce might seem like a challenge, but it’s one that this unit rises to admirably.
“Jack” comes with starting damage values of 3 in both its primary and secondary slots. With a melee attack for its primary damage and an energy attack at 0/10 for its secondary damage, it may seem like Jack will need protecting before it gets in range of opposing units, and looking at its first click might further that notion: It starts with a speed of 10, an attack of 9, and a defense of 20. Be sure to make use of the Infiltrate on its first click. It’ll take 1 damage for it, but then Jack clicks right into some Agility, Evade, and Heavy Armor, with consistent stats from the first click. This special equipment trails off at the same time, but not before Jack picks up Hand-to-Hand with a damage value of 0. Transition Jack from a distance sniper to a melee attacker and you should get your 149 points’ worth out of it.
On the heat dial front, Jack has only minor heat effects starting on click 4 (counting the starting click as 1). However, once Jack starts running hot, its positive speed heat effects kick in, increasing Jack’s assault ranged combat attack. A vent rating of 3 helps encourage Jack to run hot.
Plug in GS-023, Julie “Julz” Kolchak, and speed, attack, and defense will each increase by a modest 1. For her 27 points, Julz also brings “Marked for Death” to your battleforce. This ability decreases the defense values of any opposing ’Mechs within 6 inches of Jack by 1. If you need more, assign Jack some Beagle Active Probe gear for 35 points to give friendly units +1 to their attack values when they target opposing figures within 6 inches of Jack. In total, an effective +2 attack to both Jack and your friendly figures for 211 points. You might consider loading up on cheaper units to accompany Jack, or just one heavy hitter to wreak havoc when Jack hits the enemy front line.
Design Notes The Night Stalker is intended to be more of an urban-combat machine—not something that ports over well into Age of Destruction—but the gist of it is there. Interesting articulation points on this piece include the two shoulder-mounted “boxes.” These flip down flat and back up. Originally, the Heavy Armor on this unit was Hardened Armor, but testing brought back comments such as, “You make this, you'll have the random population screaming ‘Arnis with hardened armor! Oh my god! How could they make this unit!’ That said, it does seem perhaps a little too strong.” So I traded Hardened for Heavy. Julz and her pilot art are based on our testing coordinator, Julie Haehn, who works so hard to make all our games great. The “Kolchak” part of her name, as well as the ’Mech’s name (Night Stalker), are nods to Kolchak the Night Stalker, a show from the early ’70s that my mom enjoyed. This one’s for you, Mom! The Night Stalker was concepted by Vic Bonilla and hand-sculpted Jeff Wilhelm.
Kevin, thanks for changing the angle of the view for the Nightstalker this time. It is easier to see what the ends of the arms look like. Interesting design concept. I like the look of this mech much more than I had previously.
Jack does give you a bloody-jack-the-ripper-esque feel with the blade and "bloody" paint job.
[tongue in cheek kneejerk reaction]
Oh my G0D how could they possibly have given Davion and Liao an alliance. These two factions would never work together EVER!!!11!! Don't these designers have any respect for Battletech history. I'm gonna just have rip everyone of these up that shows up anywhere I am and furthermore...
[/tongue in cheek kneejerk reaction]
Had to try to get it in first. :speechles :devious: :grin: :cheeky:
HAHAHAH the SA's in this set are a joke. Just like the BR and JF one. Give me a break. Whatever sells right. ANYWAYS, the mech looks bad ###. I like this one as a wingman too. Nice looking paint job, and interesting stats. I like the single use infiltrate, turning into evade. Thats pretty cool.
Not too sure about the SA yet (but I know the fluffers are gonna hate it), but the 'Mech's got some potential as a more-expensive-Arnis-that-isn't-from-my-faction kinda deal. Actually, never mind, the fact that he doesn't have a 4 dmg primary means he's nowhere near as good as Arnis was.
Although, I wouldn't mind using the new HK Merc Contract card to put Rain in this bad boy. 12 speed, 12 attack? Schwing!
If your favorite piece thought things were bad with Matt D. and friends, well, they've yet to face Kolchak and Her Mech, "Jack." Someone up there is playing "Mack the Knife" just for kicks.
I'm just happy it wasn't a preview for the balogna tank. :p
Seriously, though, a fun piece. Is it just me, or is "Pull Together" entirely too easy? "This fires, now that fires... your infantry says goodnight, and I get a VC!" And it's about time BAP showed up.
Jack, Jack, bloody jack...such a beautiful mech, and so EVIL a special ability. I would prefer her LE version's ability, but being 6 inches away and reducing a units defense by 1...that is also useful.
And, Yes, I see todays Mission Card showing up quire frequently in tournements. It IS easy to pull off. Hopefully, you only get to play any given mission card once.
Another interesting planetary condition, though given the slowness of vehicles in recent sets(and the smaller number of hover vehicles), not the most useful.
The HD+HL Situational Alliance...um...I am seeing a trend so far with the Liao Alliances...coordination. This screams teaming the units up so you can hit with the more powerful but less skilled unit. Too bad neither Davion nor Liao have a legendary pilot yet.
The mech looks great and probably will see some serious play. Not the best but still a good solid unit.
As for the pilot I like her alot. Run up and base a unit while also basing with a small army of ATV's and suddenly you get something that gets rather nasty. Especially if you bring along a mech like a Solitare for some additional damage dealing.
The PC card seems decent.
The SA card is abysmal fluff-wise, and well not so great otherwise. If you have a unit with a higher AV it usually has higher damage dealing capability as well. If you have a mech that would have to use this card to raise its AV you probably don't want the mech anyway. Not too impressive.
The BAP Ohh yeah I love these. At least I did in CBT. I like this as well.