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How well would an infantry-less army work these days? I've been playing around with the Seka + Mjolnir design and have come up with the following:
Seka's Pride
-- Enhanced Targeting Unit
-- Alberto DeJesus
Mjolnir
-- Decoy
-- JP Millhew
MRBC Pride
Shamash Recon Vehicle x3
Gossamer VTOL x2
The basic idea would be to determine my opponents key piece (Mech, loaded transport, artillery, etc) and try to knock it out quickly. The 3 Shamash would tie up the other primary threats. Everything else has the speed and range to gang up on a single target quickly.
One thing I'd like to do is to replace the Decoy with Double Rate, but the build is already at 600, so I'd need to free up two points somewhere. I'm considering downgrading one or both of the pilots, but I'd prefer to have pilots with +2 attack modifiers, so my choices are limited.
greetings fozzo, seems your post was moved, my reply there was this.
You need to recruit Alberto to CW/SW in order to use the Enhanced Targeting gear card (its faction limited) so that would cost another 5, and since you do have one unit that is recruited to a faction your factionpride will be the high cost. so that would make you 25 points short if build is 600.
I'm assuming one of the all-powerful mods moved the post out here.
As for the build, for some reason I had thought there was an alliance between the Steel Wolves and Wolf Hunters which would have (I believe) allowed the use of Enhanced Targeting Range without recruitment costs. This would have also kept the MRBC price at 20. Without that alliance, this build looks like it will be a little too expensive, though I could drop one Shamash and make a slight pilot modification.
I tried checking the Wizkids site to double check the card and the alliance stuff, but it appears to be down at the moment.
If I drop one Shamash and switch DeJesus for Anastasia Kerensky, that would drop the build by 25 points, and still leave Seka with a pilot that has a +2 attack modifier.
I'm not sure if I like having only two Shamash for tying up opposing units, but there doesn't appear to be much I can do about it.
Well, that's the rules for you. You've lost the Shamash formation, but you can't use Reconnaisance in combination with a movement formation anyway. Still you've got the main core of your army intact.
How well would an infantry-less army work these days? I've been playing around with the Seka + Mjolnir design and have come up with the following:
Seka's Pride
-- Enhanced Targeting Unit
-- Alberto DeJesus
Mjolnir
-- Decoy
-- JP Millhew
MRBC Pride
Shamash Recon Vehicle x3
Gossamer VTOL x2
The basic idea would be to determine my opponents key piece (Mech, loaded transport, artillery, etc) and try to knock it out quickly. The 3 Shamash would tie up the other primary threats. Everything else has the speed and range to gang up on a single target quickly.
One thing I'd like to do is to replace the Decoy with Double Rate, but the build is already at 600, so I'd need to free up two points somewhere. I'm considering downgrading one or both of the pilots, but I'd prefer to have pilots with +2 attack modifiers, so my choices are limited.
Any thoughts?
eriously I would replace Dejesus with Celina Santos and Enhanced Targeting with IT
Your army idea is interesting, perhaps something that would be hard to defeat. However, I don't necessarily think you need Extended Targeting Range (the CW gear); "Seka's Pride" is fast enough to cover ground without needing the added range (which also caps your damage). Do you have H-class EI or ECCM? If you have either, it will add utility to your Vulture. EI will allow you to take advantage of Hindering (which increases "Seka's Pride's" already high ranged defense). With that, you don't have to recruit your gunslinger and you can use MRBC Pride for 20 points (assuming all your units are WH, since they can also use the MRBC Pride at discount).
I dunno, something like this:
"Seka's Pride"
w/ Alberto DeJesus
w/ EI
WH Mjolnir
w/ Decoy
w/ J. P. Millhew
WH Shamash x2
WH Gossamer x2
MRBC Pride
I think you may have enough points for another support unit or a more offensive gear for the Mjolnir. What do you think of this?
Corlan: The Wizkids site is finally back up. I checked the Vanguard rules, and there is indeed an alliance between the Wolf Hunters and Steel Wolves. Does this mean that a Wolf Hunter mech can use Enhanced targeting Range without being recruited to Clan Wolf or the Steel Wolves?
How does pilot recruitment work with the Wolf Hunters? Does a GS pilot on WH mech count as being WH, or does the GS pilot need to pay its recruitment cost? The answers to those questions will have an effect on the overall build. I might be able to use 3 Shamash after all.
wolfbane: I've never used EI before. Do you really think it would be more useful than Improved Targeting? Granted, EI would give me more points to work with.
Does anyone else think Enhanced Targeting Range is overkill for Seka? I just like the idea of being able to infiltrate Seka somewhere, and then be able to hit practically any opposing unit without moving again. Are there any other ideas on gear besides IT, EI, and ECCM?
And yes, all of the units are from the Wolf Hunter faction.
I will post my above questions in the rules forum to get an official ruling on them.
H-class EI (Enhanced Imaging) on a 'Mech works like this:
Basically when this unit attacks another at range, this unit ignores Hindering terrain. So, this is useful for flushing out targets in the woods. Or, for one tough bird, arrange your terrain where "Seka's Pride" can infiltrate into hindering, then you can use EI to negate the Hindering Modifier when firing out of hindering while the opponent has to deal with a 25 defense at range (26 if assaulting). EI is useful for the Turtle in the woods or flushing out others form hindering.
For other gear with "Seka's Pride," you could use Streak Missles (not the ideal range, but gives you better reach), Artemis IV FC (not as reliable as Artemis V, but can increase its damage on a good roll), or RISC Hyper Laser, which extends the range of, increase damage, and ignores Reflective Armor (although it is only 1 in 2 chance of working) on your energy weapon.
What do you think of those gear options? Any of them would help your 'Mech in battle.
Corlan: The Wizkids site is finally back up. I checked the Vanguard rules, and there is indeed an alliance between the Wolf Hunters and Steel Wolves. Does this mean that a Wolf Hunter mech can use Enhanced targeting Range without being recruited to Clan Wolf or the Steel Wolves?
How does pilot recruitment work with the Wolf Hunters? Does a GS pilot on WH mech count as being WH, or does the GS pilot need to pay its recruitment cost? The answers to those questions will have an effect on the overall build. I might be able to use 3 Shamash after all.
And yes, all of the units are from the Wolf Hunter faction.
I will post my above questions in the rules forum to get an official ruling on them.
No need to, because:
Is CW the same as WH?
Is CW mentioned on the MRBC card?
If the answer is no to any of these questions, you have to pay 40 points for it.
Now that my confusion has been cleared up, I'm going to be dropping the Enhanced Targeting Range. Its simply far too expensive.
There have been a couple of suggestions:
darkarchon:
Seka's Pride (210)
--Celina Santos (21)
--Improved Targeting (44)
wolfbane
Seka's Pride (210)
--Alberto DeJesus (33)
--Enhanced Imaging (22)
I prefer the continuous effects of the above equipment compared to the roll-dependent equipment like Hyper Laser and Artemis IV. darkarchon's idea may be better suited to this build. The overall goal is to get to the opponent before they can get positioned in terrain thats ideal for them. The higher mobility and improved targeting seem more appropriate. A possible build would be:
For both builds, I'm not sure what do with the extra points. I could play around with the vehicles, but there isn't much choice for WH/Merc VTOLs and fast vehicles.
For your army based off my idea, your use of Kelly and Double Rate looks very good. However, to get to 600, you may consider dumping Double Rate for Inferno Ammunition (26 points). You lose some of that additional damage (especially against 'Mechs), but you can add heat to enemy 'Mechs and "torch" infantry and vehicles (like flamers, but with reach). This should put you at 600 even and leave you at less of a disadvantage. What do you think of that change?