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more ATVs and more mechs, fast moving and able to do plenty of damage, ATVs for slowing anything down, captureing, VC3, arty stoppers,, heck just about anything you need them for, I keep em in two formations most of the time.
I tend to use black blade as a blocker when one of the CNCs has gotten too hot, I try to put BB in just enough danger to get her mad but not killed, and I use her 5 damage balistic to crack armor if needed, and she charges well.
Interesting. Even though it contains many elements from your first army, this force really has a different feel to it. It must be the additional 'Mech and the ATVs.
this was my way of trying to stop some of the war pogging that seems to pop up here every now and then,,, things like this army make it go away for a few weeks...
most everything here will be on the other side of the field in turn one. in fact if its not there had better be a reason. there is enough damage with the 3 mechs to take out any big target, then fall back let them have the points for your ATVs as long as you killed somthing big.
again, what would you change for your area, and why ?
what builds will give this the most trouble ?
are thier any builds that it just can not handle ?
Just like in your other thread I guess I would simply field the army as-is. The impressive number of ATVs should be quite capable of ruining any dreams of your opponent of blasting you in oblivion with his l33t bunch of power-artillery. And with three 'Mechs in the field you should even be able to crack the armor of a 'Mech with a defense of 24. Or simply ignore that RHDM, for your average RHDM is not really fast and will have a hard time catching up with your fast 'Mechs. Of course things get a bit more difficult when your opponent keeps his artillery and 'Mech in his deployment zone and you don't have any artillery of your own to force him to move. But that's pretty much the kind of "if... then..." theorizing I will gladly leave to people who are more cunning when it comes to the various tactics of MechWarrior.