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Welcome and greetings to the arena of the Game World; it's time to evaluate the loadouts of our favorite heavyweights. That's right, the Assault 'Mechs!
This thread's purpose is to evaluate and showcase various loadouts for the Assault class to be used in Solaris VII matches, so have at it.
First, I want to get some evaluation on my 'Mech combo for Solaris VII.
"Buzzkill" Battlemaster (242 points)
w/ Jason "Grim" Buyaki (55 Points)
w/ Extra Ammo (10 points)
Total: 307 points
I chose this particular loadout because of the pilot ablity behind "Grim" Buyaki. On a successful ranged combat attack, he can add a token or a click of heat to a 'Mech. Adding to his utility is his several clicks of Jump Jets as well as Artemis V on his primary ballistic. While a Dashi might give him a challenge, he can use the mobility of Jump Jets to his advantage. Also, his dose of reactive armor allows him to shrug off any minor balllistic rounds if necessary. Extra ammo was chosen so he doesn't have to revert to close-range fighting at the end. With his realatively clean heat dial, I overlooked coolant pod. Also...he's one of the few assaults who can afford the more expensive gear like CASE or Armor Piercing as well
Hm hm...that's a theories and strategy discussion thread, Jegred. This one's a 'Mech evaluation thread. There is a difference.
As for me...lessee...
Must say my favorite assault-class to run in these is actually the old Bounty Hunter. It's not the most optimized machine for the circuit, but it's a cheaper alternative, and its 8Ev gives it a lot of ground coverage in a single move. Big advantage over a lot of other assault 'Mechs stuck with four hexes a move, especially the non-jumpers. He is stuck with short ranges though, and lack of armor piercing hampers him. Heh, if I had Celaeno, I'd run that instead, but as it is... c'est la vie.
Why are you using a pilot who cannot use his ability per the SVII FAQ? His correct cost in the mech would be 34, but why use him and not a +2 +2 +1?
I like the heat dial and jump jets. You have a single target primary attack, most other mechs can at least split target the token and you. How do you deal with the reputation point war?
What is your strategy against a Marauder II? They are just as maneueverable and predominantly energy or armor piercing rendering the reactive armor useless.
Yeah ,I like the Kodiak,but I'm really more optomistic about the uses of the Marauders myself. Too bad my RD marauder sucks. Have to go with a GS or the NC which I don't mind.:))
Also Buzzkill is bit short lived for an assualt mech, with only 13 clicks before salvage. That's 2-3 solid hits from another assualt. By comparison, the CNC Marauder IIC has 15 clicks before salvage.
Why are you using a pilot who cannot use his ability per the SVII FAQ?
The pilot has an either/or ability - he can choose to add a token OR a click of
heat. That could just serve to put your opponent on the road to shutdown.