You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
This is an army I plan on playing tomorrow for the Sept. senario 2 game.
"Balder" Karhu
Dusan Bekker
SU Evade
HL Mjolnir
Anastatia Kerensky
Anti-Personnel
RD Sylph BA x2
ROTS Combat Technicians x3
ROTS Elite Infantry
WH MHI Amphibious APC
HL Kelswa Assault Tank
Total-600 points
I would have gone RD pure, but can only have 300 points of JJ and almost all RD infantry has JJ. If I get to hot drop then Balder will fall near the center of the feild, If not it's ok. The evade on Balder is to be used defensively, he has 5 clicks where he will have 22 DV (from 9 inches or farther) and 23 if in the air. The evade will make sure that the enemy doesn't land a hit untill your up in his face, after taking a bit of damage (knocked into full strike gear) use the evade and run away to get repaired, Balder is very repairable. The Kelswa in the APC makes a good TD because the APC moves for free, and the Kelswa can be repaired back up to the 3 dmg mark if its been hit heavily. The Mjolnir is a good light that can kill off infantry and also help Balder in melee too. The Sylphs are good for basing and harassing enemy units, and can be repaired to 2 dmg pulse if they arn't killed (most people I have played ignore them for the most part). The combat techs are their to repair, and the elite infantry is their to lower the DV of stuff if needed for a repair, its also a filler.
What do you guys think? I would have played HL techs if I had 'em, I like playing faction pure.
i think you do have a solid army here, if not for the surprise factor!
just remember that you will need to get baldur in there fast because I usually beat RD by waiting until im in position to do 15dmg in a round before moving because I'm not dumb enough to put 8dmg into an RD mech and watch what happens to my units.
make sure the tank drop is set to where if the oponent attacks Baldur they will not have to deal with the tank drop until the round after or they might not budge and that puts you in a good spot as far as your tokens compared to their heat dials. I would lose the RD Sylphs for ROTS Sylphs if you have them or ROTS ATVs if you have those.
i dont know if its a strategy question you had but the army is pretty sound!
keep the mjolnir that's my favorite!
I would stick with the rd slyphs. they are 2 points highier and have better stats that the rots counterpart. As for RD infantry thier are 2 without jumpjets that I know of, Ravenger and Undine. One has a longer life and the other can go in water....no real special damage. If you are going for the tank drop, you may want to use the bishop. The RD Anubis is a good light mech that you could consider. The HL one definatly looks good though.
Solid army idea. If you can change out your transport...I think you will be fine.
I ended up changeing the army around, droped 1 sylph, used a ROTS kelswa instead and had a ROTS Shamash.
the only time Balder ever got hit was a CC attack from a severely crippled "Copperhead" that dealt 1 dmg to me.
Ended up suiciding the shamash and sylph in to tye up an echo1 and copperhead in that game while Balder walked in and had his way with copperhead.
The first game didn't really count for anything because the guy I was playing shouldn't have been in the first place, he had his month old baby with him as well as like 4 of his other kids (which were playing), and just sat there for awhile, and he was new. We got like 4 turns that game, and I have been thinking of not even going anymore. (yes, it was that bad)