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Seeing as how I love Russian style tactics, that is the idea of sending a huge number of mediocre troops at an enemy (Dakka Dakka!), I decided to make a mostly pure Legion of Terra fleet.
Yeah, the Enigma is my favorite resource gatherer. For no particular reason I like sticking a gun on the top fin (this makes the crew think it's armed). The Devastator is pretty much bait for the Stranglers. The idea here is to keep everything in long, or extended, range. The Stranglers' large pool of AP and ability to rotate for zero (quite possibly the second best thing on a fighter ever) make them the most maneuverable pieces on the board.
Reserve: Zorg's Chargers (12, fighters/2, 1S/2A)
- 2×Fighter Pilot Rain of Terror Squadron (13, fighters/2, 1/1)
- 3× Fighter Pilot
30 points
Because both of these squadrons are exactly the same resource cost to being out (2C, 1T, 1N), the decision is one based off of need. For hunting down wounded ships (again the 0 turn) or disabling bricks (gotta love those 2 lasers), the Chargers are the best choice. However, if you're fighting in an attrition-type setting, then Rain of Terror is the way to go.
The enigma is an awesome resource gatherer. I like the fact again that you start off with three ships. I like the way they all have long range but after the first shots it wont matter. Only problem I see is if you lose your bigger ships early. Someone with a very offensive build could do that. but overall it looks like another great build. Awesome job. :)
I seem to start with the nitpicks... Anyway, you noted the Rain of Terror Squadron as having only two fighters when it's three, which is good given that you assigned three fighter pilots to it. ;) (Uh, Squadron Commander Gregor... Why do I have to walk everywhere?)
Your opening fleet is excellent for resource gathering, though lacking crew you may well find yourself hard put against an early base rush. As a suggestion, perhaps you could downgrade from the Devastator to the Cyclops. That would give you an all around 6 Weapon Rating and an extra cargo slot at the minor expense of a reduction to M weapons range. With the two extra points you could put Engineer Kian aboard the Enigma in order to replace lost shield pods with arc lasers or you could grab a couple of Rocket Engineers for the two big ships. Conveniently, going with the Rocket Engineers also gives you extra early on crew that could help ward off opening game base rushes.
Your reserve fleet is admirable. I like a great deal the thought to resource matching and being prepared for various situations. My only real suggestion for your reserve fleet is that you might consider dropping Zorg's Chargers and one of the fighter pilots in favor of Stranglers Squadron. That would 'purify' your fleet (pun intended), keep you with the free turn, and expand your survivability a little bit.
Yay! Thanks for the feedback guys, this is how I take over the universe; just like Mal-Wart!
Yeah, mismatched squadron ratios are a risk you have to take when you copy paste ships :P
I like the idea of the Cyclops. It's a good, well rounded ship (albeit single-minded). I might just stick a WO on him and have him really clean up.
Base Rushing isn't such a big deal. I have 5 reserve crew (we play with the reserve/repel house rule) to bring my total dice up to 9. I say this having never been rushed, we're kind of gentlemen pirates here at RRP.
In the reserve crew section, I like the idea of having a pure terran fleet, but I can't find a replacement for the Chargers. A second stranglers would be nice, but then I'd be losing fighter pilots who are huge in the latter part of the game. Because all the Terran squadrons have 3 ships, thus 3 pilots, I can't find one that fits just right.