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Ok first off, not sure if it is a loki, or is clan hells hoarses as it does not show up in battle planner for me to clarifiy, and i dont remember for sure.
What i do remember is that the pilot gives it the ability to move its move distance if its the target of an attack. I have faced this mech twice now, the last time i faced him he was allso runing risk hyper laser, i would target him he would back up and shoot me.... (unfortunaly past his laser rolls almost all the time).
After pondering on this for 2 days i came up with 3 solutions
1. A slyph to base him before i attack, draw back to this is easier to break away then it is to fail a break away roll. (i dont have anything fast with grapple).
2. Magister, with his pilot. Cancelling the pilot ability of the other player.
3. charge mech, (i dont think the mech can move away on a charge, but i dont know for sure). Chargeing mech has to be fast to be able to charge from over 21inches out (hyper laser range).
If anyone else has come up with other ways to deal with one of the most highly anoying mechs in tha game (broken if you ask me... its very anoying). Please let me know, thanks in advance.
Please can you give me the full text to the Hell's Horses pilot?
Note that ordinarily it is the act of giving a unit a Move Order that causes the breakaway roll. As such unless the card stipulates that a breakaway is needed, it does not require one.
Its actually a gunslinger (not hell's horses). Dante Fierus is his name.
ability:
When this unit is declared the target of an attack, it can immediately be given a move order by its controller before the attak sequence proceeds. This order does not come from any player's order total. This unit gains 1 heat in addition to any other heat generated by the order.
Easiest solution I can think of is to keep attacking him (while targetting other units). His heat dial is not that good so he will have to vent on a regular basis. If he is venting, he is not attacking you or positioning himself into a better position.
Another option is to base him with agrapple unit. There is no additional language to it which would negate or reduce any breakaway rolls.
I have the pilot myself. I haven't tried the ability yet, but the weakness is fairly apparent.
The thing to remember about it is that it is very heat-sensitive. Its ability requires a move order (meaning a push if it already has a token) but also gives it an ADDITIONAL heat for using the ability. This means that if he had already been given an order the turn before, he gets TWO heats for using its ability, which starts becoming a pretty steep price after the green markers.
This basically means that after using its ability, it almost certainly *must* vent or cool in order to fire safely on your opponent's turn.
From how you worded it he was moving and attacking in response to your attack? If so that's a big no-no. He can only do a MOVE order. Not an assault. The previous posters are correct in that it is a normal heat for the move order PLUS one additional heat. So if you can target him 2 turns in a row he WILL be suffering from major heat. So the trick is to put the pressure on him hard so he will be forced to choose between either sitting there and risking getting shot, or using his ability and overheating and probably shutting himself down.
I saw this ability when I first got the pack but I looked at his dial and it's not that scary. He only has a 3 damage. Yeah it has PPC Cap but again, that's an additional heat to use, which he very much does not want to do since he'll probably be running hot from his ability.
If you have a player at your venue who is using him a lot then be sure to get rid of water terrain so he can't use that to try and offset his heat problems. So any PC that gets rid of water is your friend.
Also, any mech that ends up having a longer assault range will help as that will allow you to pressure him instead of the other way around. I don't have the unit in front of me so I don't remember if he has a 12 or 14" range. But picking a unit with a longer base range than him will also help as that will allow you to pressure him, and end up outside of his range so if he chooses NOT to use his ability he will still have to assault you next turn and thus will continue to be forced to deal with heat problems.
No he was not firing right away... next turn is what i meant
Ok the problem was he was not giving it 2 heat, 1 for pushing and then the aditional heat. (i think). He kept the mech in puddles as much as possible and made sure to keep high defence mechs very close so when he moved he could move behind those 2 mech as to not have to move again in a turn.
and out ranging him was not possible as he had risk hyper laser on it.
his tactivs were very sound, if i moved in to shoot the mech that was hitting me at 21 inches, it would move back and i would be in range of his other forces. he did have an ammo explosion once but it was to late by that time.
next time i face it i will make sure its takeing enough heat, and also make sure to target several things so that if it does move i can hit other things. I think i was just to worried about that mech that i lost focus. I tend to go after things that have risk cards or other really anoying game altering stuff.
also if you feel your going to be fighting him take a PC that deletes the water on board and take cooler mechs or coolant equipment with your forces. You can make him really hate the day.:laugh:
The Hellbringer is also not the most stable thing in the world. Bring a mix of light and mediums and use the light to charge.it will knock him off the heavy armor and keep him pinned down.
From what I interprit the mech will have to make a break away roll before moving with the ability, so grapple on said light will be an even bigger asset because he will take the heat even if he fails.
Agains Firus you just have to swarm him, easy to do.
I used hot drop shielding and dropped "beast" into his rear arc and charged him , because it states " the target of ranged combat " not and special attacks, of which a charge is.
I used hot drop shielding and dropped "beast" into his rear arc and charged him , because it states " the target of ranged combat " not and special attacks, of which a charge is.
Huge glitch, in that the card text (listed earlier in thread) refers to attack, no mention of ranged, charge, or DFA. I've not yet tried out the Hellbringer (that's what folks need to look for in BP, btw), but I can see it being a vicious unit, especially if combined with NC/CJF SA or HS FP (#20).
You declare the charge and the Hellbringer gets to move before you. That's all! So you can still follow through the charge if you have enough movement (e.g. a Solitaire...)
You can also use a couple of tactics to approach the Hellbringer. For a start, move close and use screening tactics using blocking terrain. You could plop Dust Storm down, although this is of limited value. You could make use of Decoy (e.g. a Bannsons Solitaire with Decoy and Graves would be forcing him to roll two 24s whenever he took a shot). Since Fierus is only a +1 attack pilot, he's not too hard to hit. Also, artillery will make his life miserable. Target him, he moves (2 heat), place pogs on him forcing a move and bring something else up and into range to target him on the turn afterwards.
There are also the attacks that don't target a unit, such as Saturation Fire Mode.
If he's using water, remember he only cools in his own clean-up phase. As such if he's moving thanks to his ability (2 heat if he had a token) and then shooting (1 heat) he's 3 clicks down his dial and rolling. Then he cools 1. Next turn target him and if he moves again, he'll be 4 clicks down his dial and rolling again. If he's then dumb enough to do anything other than vent then he's shutdown and praying he makes his wake-up.
Another thing, in order to roll for RISC Hyper Laser, he needs to declare his PPC Capacitor off. Because unless he declares PPC Capacitor off, then that's what he has and he doesn't have Hyper Laser at all. What this means is if he fails his HL roll then he only does 3 damage!!
The 'Mech has a moderately good attack value and respectable defense (11 and 23 with Fierus respectively) but doesn't really deal much damage. Bring units with Hardened Armor and his 3 energy won't be bothering you much. Even with HL it will be dealing 3 max. Bring a unit that can hit a 23 reliably but can't be hit reliably by an 11 and you should be laughing...
And based on that text, grapple will work and you can always slap it onto a Light. If he tries to break from base contact with the grappling unit, he needs a 5 or 6 to succeed and will take that extra heat even if he fails.