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My venue is running its own version of Solaris in a couple of weeks. These are the basic rules:
1) 1000 pt Battleforce
2) Faction Pure (no Alliances in effect)
3) Each army must contain one mech from each weight class.
4) All rounds are 1 on 1. The first four rounds will be light vs light, medium vs medium, etc. Damage sustained in a round is kept on the dial.
5) Repair vehicles are allowed in the army. If a faction does not have its own, it may use merc vehicles.
6) After every fourth round, each repair vehicle may make one repair attempt on the mech of the players choosing.
7) Mechs will be randomly selected for rounds 5-8 (and 9-12, 13-16, etc.). A light mech can end up facing an assault mech.
8) Rounds end when 15 minutes have passed, or when either mech is salvaged or destroyed.
9) Full points are scored for destroyed mechs, half points for salvaged. Most points at the end of the event wins.
So those are the constraints for this battle. I will be playing Clan Wolf for this event. Here are two of the builds I am currently considering, though the light and heavy mech choices are still wide open. I do have each of the uniques and non-uniques, so feel free to propose any of them.
Army 1(996)
CW Marauder (272)
-- Annastasia Kerensky (45)
-- Coolant Pod (16)
CW Thor (217)
-- Lee Vickers (27)
-- Decoy (38)
CW Reaver Warwolf (122)
-- Ava Ward (28)
-- Improved Targeting (35)
CW Vengeance Solitaire (117)
-- Samuel Wolf (21)
-- Evade (33)
M JI100 Recovery Vehicle (25)
Army 2(998)
CW Marauder (272)
-- Annastasia Kerensky (45)
-- Coolant Pod (16)
CW Slayer Warwolf (227)
-- Vaughn Sender (30)
-- Improved Targeting (44)
CW Reaver Warwolf (122)
-- Ava Ward (28)
-- Improved Targeting (35)
CW Raven (100)
-- Samuel Wolf (21)
-- Evade (33)
M JI100 Recovery Vehicle (25)
My BM tends to place more terrain than normal onto the battlefields, so that is what I am expecting. Jump Jets and Evade should be quite useful, as will Streaks.
Due to point considerations, I am pretty set on using Reaver over the non-unique Griffin. The 30-40+ points I would need for that switch would take too much away from my other mechs. Besides, lots of terrain means more close quarters combat, and that is where Reaver excels.
As I said, the lights and heavies are where I am the most up in the air. If there was a way to efficiently prime Marrow, I would probably go with that. The combination of Agility, Evade, and Decoy on its second click are quite solid. The problem is getting there. Hot Seat is another possibility for a heavy mech, as it comes in with the lowest point cost. Then there is the age old heavy IT vs Decoy debate.
Anyways, the above are my leading contenders so far. I would prefer to leave the JI100 in so that I at least have some chance at repair. Beyond that, all suggestions are welcome.
So...if your battleforce has to have one each of all the standard weight classes...why do both your armies trade out the medium for a second heavy? Warwolves are heavy 'Mechs... How could ye know Slayer was a heavy (judging by IT costs) and still think Reaver is a medium? They're the same 'Mech, just different names/stats. Reaver is a heavy, man.
There have been some rules updates by my BM that change some things.
1) He decided to allow House Alliances. The last time they ran this was pre-AOD, so he had to think about whether this would be balanced or not.
This affects me repair unit wise, as the Steel Wolves have their J-37 (and a few others). The merc repair units are now off limits to my Wolf army.
2) The spirit of this event is meant to be truly faction pure. This means that no gunslingers can be recruited to any faction. So pilots like Enrico, Anna, etc. cannot be used. That I messed up Anna's point calculation no longer matters (thanks anyways for noticing Majestic).
This is somewhat limiting, but more so for others than it is for me since the Wolves have many unique pilots to choose from.
That totals 959. Every mech has Evade or Jump Jets which should help in the terrain filled environments that I am expecting. I can add in the SW J-37 for 30 points, or run True Grit for 35 points. One reason not to run the repair unit is because it only reaches an attack value of 8 which may not be enough for consistent repair. I am expecting one of the other players to run Bannson's, and if he runs his pride card that would basically allow him to repair every one of his units during the initial maneuvering of each battle (thats what I would do). Other factions I might encounter include Republic/Highlanders, Liao, Davion/Swordsworn, Nova Cat/Spirit Cat and Kurita/Dragon's Fury.
Or I can pump up some of the mechs. Vengeance with Samuel and Evade only costs 17 more. Slayer with Vaughn and IT is 19 more. Mad Cat MK IV with Lee and IT is 28 more.
Does anyone have alternate suggestions for other Assault Gear? Coolant Pod is kind of standard, but it would only be helpful in the first game which is assault vs assault. Though the advantage it provides there may offset not having gear for the later rounds.