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After aquiring my fourth Republic light mech, I thought, 'hey, nonunique lance!' I didn't have the Jackalope or the Pheonix Hawk I so I had to work with what I had.
I decided to go for offence. With only lights, I'll need it.
Solitaire
-Pulse
-16pt 0/2/0
Havoc
-Grapple
-10pt 1/1/1
Hellion
-Fluid Gun Corrosive
-18pt 2/2/0
Moljnir
-IT
-9pt 0/1/1
ATV
Combat Techs
RotS Pride
600
Solitaire is my big damage. Havoc holds things in place and can DFA if necessary. Hellion, I hate that it hits a repair marker and 1 damage after 5 damage (and its expensive), the fluid gun lets it keep some punch if it takes damage and it is a reliable hitter even late in dial. The Moljnir is a gem, it can punch through armor, does 3 damage, picks up HtH for his late dial, decent heat and is CHEAP to boot. With these loadouts all 4 mechs retain some reasonable repairability, hence the techs and the ATV can be annoying or beneath notice and can be repaired.
So what do you think? The restrictions are these 4 mechs and nothing unique. Let me know!
My only concerns are the fact your putting a lot of points into few units, and that your mechs can't deal that much damage.
Also your opponet may play more infantry or a powerful mech that can do 6 damage. If your not careful he could simply take out one light mech or damage them enough so they wouldn't pose a threat.
My recommendation is for you to get a more powerful damaging unit be it a tank or a Heavy mech. Etheir that or equip your mechs with Evade or IT.
Looks like it's essential with that army to hit first and hit hard. Pretty much a matter of combining careful play and taking risks when the chances look to be right. But usually you can't predict what the dice do, unfortunately.