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Here's an army I made for storyline III, sadly I can't play it because I'm Battlemaster for the event but I figured I'd share it anyways. Maybe someone else will be able to pull it off and utilize it.
"Hellfire" Phoenix Hawk IIC
>Trebor Ydek (RotS Recruit)
>Extended Range Ammo
3x RotS ATVs
3x RotS Miniguns
Jack is, hands down, one of my favorite mechs. I have run Jack with Beagle, but I have come to like decoy better. I feel it gives me more options for moving her into combat (plus Decoy is 5 points cheaper). Obviously this is an opinion thing, but I really like the idea that my opponent has to hit a 23 twice at range and I have agility to protect me from everything else. You have plenty of fast support to take advantage of the SA and the TGR's will catch more than one person by surprise. One drawback I see is damage potential. You only have one piece that hits for more than 3 points of damage and three units that hit for 3, the rest are all one click. You opponent will have a target rich environment of relatively easy to kill infantry and it may be difficult to keep pace if you opponent has more than one unit that can "one-shot kill" your infantry, just a thought.
You also have to remember that my mech can fire from deployment zone to deployment zone first turn with a possible 17 attack for 6 damage. You don't need too much in the way of damage if they have to run through that all the way to you. All I need is the basers to slow their approach so he ca get a few shots in. In my first two turns I can flatten any light and most mediums out there.
For a deployment zone shot you can actually get 15 attack at best, since it's a 32 inch shot , you'll be using both Yadek and ER ammo malus (-4) and 5 is a cap on range formation, so you get + 8 to attack.
You probably will wanna drop a Combat Tech for something that can use Point Defense to drop Hellfire's defense enough to make the repair roll palatable.
And be prepared to have your opponents punch you in the face for running that army.
Actually Trev I changed it slightly already by dropping the 3 RotS ATVs and one Tech for a Liao Coolant Truck and Oni to drop the defense to 18. Oh and I don't have to worry about being punched in the face. I'm Battlemastering the event so I won't even be playing. I just like making armies for them anyways to see what I can come up with.
"Hellfire" Phoenix Hawk IIC
>Trebor Ydek (RotS Recruit)
>Extended Range Ammo
doesn't the pilots ability apply before any gear SEC's?
so he'd goto 20"
with extended range ammo applying afterwards,
bringing it down to 16"
besides that,
-2 AV for pilot doubling range
-2 AV for extended range increasing range
+1 AV Beagle
+1 AV julz
+8 formation potential
11 base
17 AV if you shoot on the 2nd turn and push 3 of your ATV's (not to mention your long range guy taking a click) and having julz in the danger zone :)
i dont like it, more of a suicide / overwhelming army ...
if it were against me i'd sit behind blocking, slaughter everything in the first wave and force you to charge me to make up the points
doesn't the pilots ability apply before any gear SEC's?
so he'd goto 20"
with extended range ammo applying afterwards,
bringing it down to 16"
besides that,
-2 AV for pilot doubling range
-2 AV for extended range increasing range
+1 AV Beagle
+1 AV julz
+8 formation potential
11 base
17 AV if you shoot on the 2nd turn and push 3 of your ATV's (not to mention your long range guy taking a click) and having julz in the danger zone :)
i dont like it, more of a suicide / overwhelming army ...
if it were against me i'd sit behind blocking, slaughter everything in the first wave and force you to charge me to make up the points
Pilot ability comes second so 32" range and sitting behind a building does you no good, Jack allows that 32" gun to ignore them.
doesn't the pilots ability apply before any gear SEC's?
so he'd goto 20"
with extended range ammo applying afterwards,
bringing it down to 16"
besides that,
-2 AV for pilot doubling range
-2 AV for extended range increasing range
+1 AV Beagle
+1 AV julz
+8 formation potential
11 base
17 AV if you shoot on the 2nd turn and push 3 of your ATV's (not to mention your long range guy taking a click) and having julz in the danger zone :)
i dont like it, more of a suicide / overwhelming army ...
if it were against me i'd sit behind blocking, slaughter everything in the first wave and force you to charge me to make up the points
What you'd need would be an Assault equipped with Angel ECM to spay that
Beagle. ;)
dont take it personal, but i just wanna confirm in rules forum
It's right in the rule book. Look under the CEC rules on page 35 of the rule book right under the big picture of the SS Faction Pride. CEC come into effect in this order
What this also means is if I were to play a dust storm for example Hellfire's range would be cut to 8, then doubled by ER Ammo to 16" and then doubled again by Fire from the Sky to 32" so in the end it doesn't change anything. So I still have 32" while you're limited to 8" unless you also have some ability to extend it.