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So yeah, this used to be the thing to do way back in the day. Some overly vocal faction player *coughcoughWarflailcoughcough* would write a post reviewing all the pieces his faction got out of a new set. Then I, being the poser I am, would come right in, steal the idea, and take it as my own.
But I let that tradition die. I let it slip away, and I feel that the community as a whole is weaker for it.
No more, buddy! Time to do it again! I'ma go through and rank all the units my preferred faction, Clan Nova Cat, received in Vanguard! Oh heck, we'll throw in WH too, since they're Mercs and all.
Please note, even though this is a faction-centric review, I'll be reviewing these units in the context of the overall game. Only units that I believe will see high-level competitive play will receive a 5 rating.
Clan Nova Cat:
:^: Clan Battle Armor: Well, I feel like I'm starting with the best unit. This unit hearkens back to the good ol' days of DA and FFE, when Battle Armor infantry were fast and had some bite. Ever since DA retired, the SC/CNC player has been sorely lacking in a good 10" jumping BA unit (and no, the Purifiers don't count as "good"). But now, you combine a formation of these with a formation of ATVs, and you can pretty much harass anywhere on the board, regardless of terrain type or PCC situation. Now if only WK would give us a modern-day version of the old SC Kage... Final rating: 4/5
:^: Thunderbird Battle Armor: This is an interesting unit. It compares somewhat favorably to the Annihilation :^^: T-Bird, in that they have the same starting stats. But this one gives up some stat stability to get its price tag down to 19 pts. I would have preferred to see the designers throw some fun SEs on the dial to justify a THIRD CNC T-Bird. Y'know, something like Grapple or PPC Capacitor or something. Just mix it up a bit. The T-Bird is clearly a CNC staple BA, so why not give us something silly and specialized? Ah well, we'll still take it, since it's cheap formation-help for the :^^^: CNC T-Bird. Final rating: 2/5
:^^: Gossamer: Well, they clearly don't make strike VTOLs like the DF Donar anymore. This one's close, since it atually outranges the Donar with a similar damage profile. But it lacks the two things that made the Donar so good: good starting attack and pushability (probably not a word). One damage on the CNC Gossamer takes it from a 21 defense to an 18 from range. That is a tough drop to handle. That basically dictates that you must run multiples (I'm thinking either 2 or 4 in an army) to get the best utility out of them. Stagger their movement, don't push unless the situation absolutely DEMANDS it, and go home happy. A great faction piece, but a step below top-tier. Final rating: 4/5
:^: Anubis: You know, I actually hadn't given this one a second look since it was previewed. I have two from my booster purchases, I just haven't really looked at them, what with all the hullabaloo about Hyper Lasers and Enhanced Targeting Ranges and WH Thors and whatnot. Because this unit has Evade on its dial, it automatically becomes a key unit. Graves/Improved Targeting costs out at 157. Mazur/IT costs 148. Two Anubii with those loadouts are really good in tag-team, because of the 24 ranged defense. It's not quite as good as two BR Solitaires, but you have more range and stat stability. Add in some range-extending Faction Pride, and you could have something going on. Final rating: 4/5
:^^: Avalanche: One mistake I made in past reviews has been to look at a piece with an idea of what other pieces might fill its role better already in mind. It caused me to give the SC R10 a 2/5 (because it wasn't as good as the M Zahn, natch) among other errors that are just silly in hindsight. So I'm gonna get this outta the way now -- neither Avalanche can compare to any of the Wendigos or Shadow Cats CNC got in Annihilation. Let's just examine them on their own merits, though. This Avalanche packs a decent 0/12" range for 3 Pulse, and two targets to get around base contact. Best thing about this unit is that it keeps 3 damage unit Salvage, giving it stat stability that none of the aforementioned Uniques provide. Jump Jets make for easy breakaways, and the heat dial is solid. In a perfect world, this would have a 10 attack and a 14" ballistic range. It's not a perfect world, and this unit is still below-average. Final rating: 2/5
:^^^: Avalanche: Three targets is actually a rarity on a CNC 'Mech below H-class, and it benefits this 'Mech fairly well, with its 4 damage Energy attack. Reflective Armor has become a bit more important in the metagame, what with all the Lokis and Nova Cats and such running around. This unit suffers, much like the :^^: version, from a severe lack of ballistic prowess. You could bring a loadout like Patches/Plasma Gun, but that just feels like shoehorning a mediocre 'Mech into a roll to which it's not suited. Low attack, low range, low damage output, high price. Final rating: 2/5
:^: Thor: Again, my first instinct is to compare this to any one of CNC's three Nova Cats, but I'm not gonna. I'm gonna look at the Thor on its own merits. One of the key components a H- or A-class 'Mech must have to make it competitive in my eyes is at least one weapon with a 0" minimum and multiple targets. I don't like letting a single ATV make my shots two harder. Looking at the Thor, we see a single target on its 16" gun, and a 4" minimum on its secondary gun. Bring on the basers! 9 attack on a Heavy 'Mech basically begs a loadout of Stark/IT to give you a reasonable chance of hitting efficiently. That means you can't really use Refined Pulse/PPC Capacitor/Alpha Strike to raise the slightly anaemic 4 damage value any higher to justify the points that a pilot and gear will raise this 'Mech by. Once again, this is a unit with too many built-in hindrances to see a lot of play. Final rating: 2/5
Faction Pride F-028: This card gives me so many wicked ideas. A few Shamashes and ATVs combined with some Thunderbirds, Enyos, Onis, Undines, Saxons, R10s, and Cizins figure to make people's lives a living hell. You're on top of them before they can react, with all the formation help you'll ever need. It's an ability that doesn't scream "powerful" on paper, but in practice I'm thinking I can make this card do backflips. Final rating: 4/5
Situational Alliance - Clan Nova Cat/Clan Jade Falcon: A 'Mech's greatest weakness is, was, and always will be heat. Any card that lets you reduce heat for any order is worth playing. This also gives you access to SC Saxon/JF Fenrir drops, JF Sylphs, and Black Rose, among other things. A pair of Phoenix Hawks would do well under this SA, too. Free Evade, free AO, free Pulse/PPC Capacitor, whatever. Love it. Final rating: 5/5
Wolf Hunters:
:^^: Towed Gauss Rifle: While not as good out the gate as the other variants, this TGR makes up for it with a 14" range, great stat stability, and the ability to formation with any faction (including CNC! Boo-ya!). Great for anyone who's ever looked for a way to raise the attack of the SC DI Morgan or Sekhmet, but come up lacking. And a little IT never hurt anybody. Final rating: 5/5
:^^^: Clan Battle Armor: This one does everything the :^: T-Bird does better, for the same points. This is the only unit, in 11 expansions of MW, to feature both a 10" range and a 10 movement with Jump Jets. Simply phenominal. Final rating: 5/5
:^: Gray Death Scout Battle Armor: Not only does this unit have the longest unit name in MW history (probably), but it also features some darn good functionality. I'm a big fan of Recon, and the WH PAL Suit in particular, and this one is a direct upgrade of the PAL. Solid Recon and 2 damage at 10" on its second click are both fantastic. It also packs Decoy on the dial for a tidy 17 pts. If you run M Pride (not that you would, dedicated CNC player), these are automatic capture-squad candidates. Final rating: 4/5
:^^: Ravager Battle Armor: I'm all about the 10" ranges on these WH infantry, but this one is a bit underwhelming to me. 7 attack feels low for a 22-pt. infantry, and while 19 defense with Reactive is great, I don't feel like a 7 speed will get it into the fray quickly enough, even after dropping. Don't get me wrong, there's a lot to like here, but I'm just not a big fan of the drawbacks. Final rating: 3/5
:^^: Gossamer: I compare this one very favorably to the CNC version. Recon means that its first move-n-shoot is free, which automatically puts it into Evade, Reactive, 10 attack, and 3 damage. If he takes a hit, though, he's done. Not a unit you build your force around, but definitely can serve as a secondary/tertiary hammer and play that role well. Final rating: 4/5
:^: Tokugawa: Biggest thing going for this tank is the range, as 0/14" is definitely a rarity on a Tokugawa. As a cheap secondary drop, this is great. As an easy way to clear blocking for your big ballistic 'Mech (of which CNC has few, I know), it's great. Definitely a role-player. Final rating: 4/5
:^^: Morningstar: CNC did not get a Command vehicle out of Firepower (since we weren't a faction yet), and we didn't get one here either. Of course, we've been a faction lacking in Command since the DA days, so that's none too surprising. If this one was packing Evade on the dial, I could see uses for it in more than one role, but as it is, it's just a lot of points to pay for one SE and a DZ guard. Final rating: 2/5
:^^: Anubis: (Don't compare it to the Mjolnir, don't compare it to the Mjolnir...) This is basically the Yin to the CNC Anubis' Yang. And it fills that role pretty well, with Evade on the dial and Reactive. 14" range for 3 ArP is great. Still, there's no easy way to get it to its prime click, which is troublesome. The heat dial is solid, as well. Overall, though, I'd rather just take a Mjolnir.
Dammit! Final rating: 3/5
:^^: Thor: Now we're freaking TALKING. It's way too easy for me to see pairing this up with any of the CNC Nova Cats in a 600-pt. build and just going killing. Only flaw on this dial is the 9 attack, which begs for IT. WH-pure, you can just go with M Pride and make up for that some, but he's gonna need help if he's running with the Kitties. Final rating: 5/5
Seka's Pride - Vulture Mk IV: It's a defensive powerhouse first, second, third, and fourth. Aiko and Decoy is the obvious play, but I really do like Juergens' ability to raise his attack for every miss. Being a player with no luck whatsoever like I am, The ability to turn my misses into extra help on that important shot makes a lot of sense to me. But of course, I can't mention this unit without mentioning the gear that it comes with: RISC Hyper Laser. Hyper Laser was meant for CNC units. We were born to run it. It smacks of the clan weaponry from way back (so wait, your weapon outranges mine, outdamages mine, AND costs less to mount on your 'Mech?! Buh!). If you pull this unit, you've just made your CNC army's lives that much easier. Final rating: 6/5 (for Hyper Laser)
Phew! That was a lot of freaking writing!
So overall, we see that CNC got some great support help from this set, but its 'Mechs are overall lackluster. And WH just keeps getting stronger. CNC/WH forces figure to be really powerful going forward, since they cover one anothers' weaknesses.
I didn't think the Avalanches were that bad. I think that WK by their very intention, wanted the Avalanches to be energy mechs following the CNC paradigm. It is the Wendigo that is stated to do ballistic support. If the Avalanche people really wanted turned out to be the Liao one, that is because that Avalanche is modified to the Liao paradigm, having a bit more ballistic and use of exotic gear. I am kind of expecting that nonunique Shadowcats, as well as other CNC mechs, might appear between Vanguard and the next base set, and the designers might be intending that these mechs might provide ballistic support.
While 12" is not the best range, it is not a range to cry about either. And the mechs got good punch to boot, either the 3 pulse or 4 energy. Comparing them with uniques and LEs seem iffy a bit, since those LEs and uniques cost a lot more in trades than the Avalanches. Once in a while, WK has to offer something for players that don't have deep pockets.
As for the perfect world, just how many nonunique medium mechs you see around that has a 10 attack and 14" range? Is 10 attack and 14" range the average for a medium mech? Not every medium mech should be a Yen Lo Wang, a Scion, or Nebula. I would call these, the 'Superior' medium mechs. The Avalanches I would put them as above average to slightly higher average. But certainly not below average in my book.
As for the Thor, I would also rate it better. It is better than the Scourge in Domination, though that is not saying much, and for what's worth, its a more flexible piece than the Novacats. Ballistic support, check, and jumpjets for that mobility. The Novacats are not exactly fast movers you know. By the way, the Scourge is intended to be played as a "fast" heavy mech, but it was the Kurita one that got the speed. The single target on the primary and the minimum range on the secondary is a problem though, as you pointed out. So it might be a baser target---if they can catch it. Put a pilot on it, and you have a heavy that can run 10" with jumpjets. I mean, with those jumpjets, you would have a hard time basing it and keeping it based. Given the mobility, this piece actually has longer AO ranges than the Novacats, and the longest so far of any CNC mech. Those things I believe deserve a little more consideration when rating this mech.
For one thing, I don't think mechs are designed to duplicate the function of a previous mech. The Avalanches are not meant to be Wendigo replacements nor is the Thor meant to be Novacat replacements. The designs are intended to fill different roles. Having said that
You're right, not all units have the same stats. But to be used competitively, a 'Mech must be worth its points, and part of that equation is being able to threaten other 'Mechs with some consistency, as well as being able to stand up to some opposing fire. An 8/9/20 simply does not cut it for either role. I have an unofficial measuring stick I hold up to any 'Mech I run -- it must have a 7/11/22 with pilot, or else it must have a good enough pilot ability that I'm willing to work with less than that. Example: Nebula with LE Kisho goes 10/11/21. 21 defense is low on a 'Mech in this day and age, but his ability -- free walk before an action -- is SO GOOD I'm willing to work around the hindrance that his stats provide.
With the Avalanches, you look at taking the two best available pilots -- Arzu and Patches -- and come away with 9/11/21 or 10/10/22. So right off the bat, we're starting with sub-par stats. Now mix in the fact that the 'Mech's ranges are short (12" really is not what it used to be) and no real ballistic ability (meaning infantry must be dealt with either through support or after they've based you) and you walk away with two lackluster 'Mechs. Truly.
As for the Thor... you're right, it's faster than the Nova Cats (above average speed for ANY Heavy), and it does have something of a ballistic attack. But again, that's all it has going for it. Not comparing it to the Nova Cats -- the lack of multi-targets, high minimum ballistic range, and low printed starting attack are what do this 'Mech in. If any one of those things were better, this would be a 'Mech to really closely examine. As it is, it just falls short in too many areas to be considered anything but below average.
I mentioned in the write-up that I'm not comparing these 'Mechs to other, similar 'Mechs, I'm just trying to take them on their own merits, and I stand by my analyses.
All the Thors except for the JF one has s starting 9 attack value. WK in general appears backing down from giving heavies and most nonuniques a starting 10 attack. I mean "most" because there will be some exceptions. I consider the Annilation Novacats like Firepower leftovers that was too late to make it in that set. WK appears to be backing down from the power peak of that set. There is no point that can be made with things are still being compared to pre-Domination pieces.
Domination in essence had shown a major realignment in the general stats of the mech classifications. For one it affirmed the rise of stats of light and medium mechs that first appeared in Annihilation. Second, there is a realignment of heavy mech stats to make them more in between mediums and assaults, and not like the light assaults the Novacats and Shiros were in Firepower and Annihilation. There has been major overlaps between heavies and assaults, and WK appeared to have decided to move the general as in nonunique heavy stats downward. Attack values are slashed from 10 to 9, defense from 22 to 21. Only CJF retained a 10 attack because of their faction design.
As a post Domination piece, many of the values are in line with the average; the 4 damage, the 9 attack, and the 21 defense. The 16" range attack, however, is certainly above average. With a 2 movement pilot, you have an AO attack range of 21". That's pretty good. As you mentioned the Thor might get into problems if it gets infantry based, but that is if it gets infantry based. With that movement and jumpjets, that won't be easy. Movement is certainly above average thanks to the jumpjets on top of a base 8 movement. The vent of 3 is also above average.
As for the Avalanches, what you said is also true for most of the other faction's medium mechs. You won't find a lot of nonunique medium mechs with a starting attack of 10. 9 appears to be the prevailing average. 12" range is not bad when you consider how many medium mechs out there got a range of only 10". When it comes to damage the 3 pulse in one mech and the 4 damage on the other is certainly above average for the class.
As you said, you're not comparing these mechs with other mechs but on their own merits. However, when you start using words like average, below average, above average, below top tier, you are already making comparisons implicitely with other mechs and against a general mean.
How can you not compare to the "average" when rating something? On their own merits they must stand up to what's out there. What Trev is saying is he's trying to ignore the CNC units that do the same job better when rating the units. The Thor is clearly inferior to the Nova Cat, for instance, and the Avalanche is clearly inferior to the Wendigo. However when rating the units they need to be rated on their own merit against what they may meet.
I do know raters who rate anything worse than something already in existence as a 1*, for instance. Others rate anything for their faction as a 5* even when they criticise it in the review!! Some rate units purely on sculpt looks. Others inversely to how broken it is. All Trev's doing is setting context for his review.
With regards the Thors and the 9 attack - the fact that so many 10 attacks are still being produced and are still legal makes the 9 attack continue to be borderline non-viable. This makes them relatively worse off than, say, a Nova Cat or a typical Unique.
Whilst WK may be trying to "redress the balance" for the future, they cannot get away from the past until it's retired... and to add insult to injury these 9 attacks mean that unless you get a matching pilot in Sealed contests you are at a serious disadvantage. Take a 9/21 Thor and pitch it against an 11/22 Thor and I think that's 31 points very well spent...
At least with a 10 attack, 'Mechs are viable in Sealed.
However the biggest problem with the CNC Thor is the single target on the primary. 0" minimum is no help if you cannot target one of the units basing you so you can ignore the Called Shot modifier. The 9 attack just rubs salt into the wound.
Do bear in mind that Trev's reviewing the Nova Cat pieces only here also!! So how the WH, CW, CJF and RD Thors look is completely and utterly irrelevant from that perspective.
Regarding the Avalanche, the announcement hailed them as Clan Nova Cat's attempt to bring much-needed ballistic support. If you look at the official weapons mix, they have a predominantly missile loadout. As such their appearance as energy-boats was something of a shock.
Both the Avalanche and the Thor come across as the Jacks of all Trades and the Masters of None. What they gave up in order to get more ballistic ability relative to other pieces seems somewhat disproportionate. They're playable, but at best 2.5, maybe 3 out of 5.
So yeah, this used to be the thing to do way back in the day. Some overly vocal faction player *coughcoughWarflailcoughcough* would write a post reviewing all the pieces his faction got out of a new set. Then I, being the poser I am, would come right in, steal the idea, and take it as my own.
Nicely done, might I suggest that those taking this approach consider reviewing the Gunslinger & Mercenary units you feel would work well recruited to the faction.
Both the Avalanche and the Thor come across as the Jacks of all Trades and the Masters of None. What they gave up in order to get more ballistic ability relative to other pieces seems somewhat disproportionate. They're playable, but at best 2.5, maybe 3 out of 5.
I have to respectfully disagree with you both in regards to the CNC Thor. (Spot on about the Avalanches however).
No, the CNC Thor is simply not up to the same stuff as the highly specialized (all ballistic) WH version or the (all energy) CNC Nova Cats. It does not rate a 5 certainly.
However, it should be looked at more of a comprimise between the WH Thor and CNC Nova Cat.
Compare the following:
VS. The Nova Cats:
Choice of ballistic or energy attack, helping it against specialized armor types.
Faster speed, resulting in higher assualt order range.
Lower cost.
Jump Jets, which help it escape basing infantry.
VS. The WH Thor:
A 3 vent with less ammo explosions, numerically and damage wise.
Does not need a GS pilot to recruit.
An energy attack, enabling it to heat up enemy mechs from long range.
Ability to mount Refined Pulse.
Ability to take advantage of the NC +2 energy range FP.
I know the last three are all based on energy damage, but each point is important enough to bring up seperatly.
I stand by a rating of 4. The CNC Thor's range, speed, and versatility make it enough of a threat to other units. It's not as single minded as the WH Thor or NC Nova Cats, but it's far better than the similar NC Scourge!
But a 4/12" for 3 damage really doesn't do what you are saying. I say a 3. It is most definitely not worth a 4. The 1 target on the primary renders the 16" next to worthless against anyone running harassers.
I would add that unlike the Nova Cats the speed and jump jets do permit the Thor to assault ranged combat over blocking, increasing the versatility somewhat.
However to get that you lose 1 off the primary, gain a pathetic 3 damage ballistic with a 4/12" range, lose 1 off your attack and get a worse heat dial. Oh you also lose 3 of your 4 primary targets meaning any basers force called shots and the 4 primary is not enough to kill all those infantry for which 5 would have been sufficient. And there are a lot of fast harassers for whom that is true.
It's decent but the tiny things done to it have a massive impact thanks to their synergy with opposing builds. The 1 off primary is huge just because 5 will slay almost any fast harasser and 4 won't!
This is what Wizkids said about when they announced the Avalanche.
Quote
The Avalanche is a new design and the third medium class Clan Nova Cat OmniMech. Intended to help bolster their less-than-stellar ballistics capabilities, the Avalanche joins the Wendigo in this regard, though as a common ’Mech the Avalanche can be used more heavily in Clan Nova Cat armies.
Then in the same page, they contradicted themselves.
Quote
Clan Nova Cat, Veteran Unit (153 pts.)
Holding true to their energy roots, the Clan Nova Cat version sports a 0/12 range for its primary energy weapon, while its ballistic range checks in at 4/12.
Another interesting quote.
Quote
Tactics and Secrets ”We believe that Clan Nova Cat has chosen the name Avalanche due to the erupting smoke trails from the torso mounted LRM 10s. Like the snowy cloud raised by the avalanche of nature, this is usually the last thing you’ll ever see if you’re not careful.”
—Hauptmann Philip Strom, during de-briefing
I think LRM10s should do more than 2 damage no doubt.
I guess this ranks as Mission Not Accomplished.
Except for House Liao, whose Avalanche got all the goodies---longest ranged, got HB, right ballistic damage, got the longest dial, best defense and the lowest cost to boot.