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Well its a fairly standard build not much to rate out of the ordinary...
Why are you using deacon? there are pleaty of 2,2,1 pilots for heavy at only 5 more points usually well worth it. (unless its completely due to point restrictions.)
The WH thor and jack make a good combo. They're meant for each other like engineering and calculus. I'd make a few changes to the rest though, if I were you.
Take out the SW infantry in favor of Mercs, and use Merc Pride
Take out the mechanical repair. It is completely useless in that army.
Here's a similar army that I have found to be extremely effective.
600 point Merc Faction Pride (pure)
Thor
Reo Jones
Improved Targeting
Jack Night Stalker
Kolchak, Juie Julz (forward observer)
Grapple
Zahn Heavy Transport
Fa Shih Battle Armor
Kanazuchi Battle Armor
Kanazuchi Battle Armor
=600 points
Basically you grapple stuff at your 16" range and hope they only have 14". The merc pride, jack, and IT help out with hitting with the Thor's crappy attack. Also, the merc pride lets you capture ridiculously easily with the kanazuchi's 8 IT, and the fa-shih keeps them there until you do so. Afterward, its bypasses.
if you don't have a fa-shih, you can put something less expensive in and use a better pilot on thor.
If it's a positive modifier of any type whatsoever, Merc Pride negates it. FF< called shot, pilot modifier, capture modifier, Ima Weiner modifier. If it makes the D go up, it cancels.
I think your army as is has a few flaws, but seems like a good one to use with restricted units. specificly I would get faster infantry, and get a more acurate pilot. I have some some army rework Ideas if you would like to see them.
personally I love the cheap fast moving merc purifiers from counterassault. 13 points for 10 move jump jets. I can't tell you the number of dudes I've captured with them.
you seem like an old school player if your pulling out the fenrirs, so I cant guess what your colection is like. I would sugest that a merc army with jack and merc pride is awesome. it goes even better with cynosure.
600 points
merc pride 20
jack 149
kolchak 27
cynosure 215
aiko 27
decoy-38
miko's blades yoh, purifier 20
8 merc purifiers, 13 each 104
this army is much more balanced order wise and you have plenty of room to change the units for ones you have (like dropping the purifiers for merc salamanders from the starter)
in keeping more to wolf hunters, I sugest
600pts
merc pride 20
jack 149
kolchak 27
WH thor 104
valerious 35
IT 44
3 WH simians 18 each 54
3 WH CBA 19 each 57
WH minigun cycle
This army adds IT and armor piercing but is much more fragile and easy to hit.
One question I have is, Can Merc FP be cancelled out by True Grit? At the venue where I usually play, some players use True Grit so that could be a problem.
Personally, I like the idea of using Merc Salamanders/Kanazuchis/Fa Shihs. Would it be ok to carry all of those in a SW J-37 Transport?
One question I have is, Can Merc FP be cancelled out by True Grit? At the venue where I usually play, some players use True Grit so that could be a problem.
It's light on support...really light on support. Dangerously light on support. But you've got two solid 'Mechs, and the Beagle/Improved gear combo on your 'Mechs means that you've got a good chance of landing your shots. Prepare, though, to have Jack solidly spanked by the bad guy, and if Jack goes, so do your pseudo-Streaks off the Thor. Putting Jack out there in the middle of the fray with just her basic 23 defense is a good recipe for losing her.
Others will say I'm being an overcautious idiot, but my typical Jack runs Decoy and stays as much behind the walls as my ballistifatty does. The only exceptions are the odd game where it'd actually benefit me more to have Jack run up and abuse its Agility by messing with people right off. I had one notable game where Jack and two ATVs managed to tie up a Shiro, its little medium buddy, and an undropped Dragon's Fury Schmitt while I got in position to buttscrew things with my CW Vulture IV. But speaking from long Jack experience, that sort of game is an honest rarity. Most the time ye want Jack behind walls until such time as it needs to chase down things the ballistifatty's hurt into running.
Anyways. if I were you, I'd think long and hard about your support choices. One dropped infantry formation is going to make it hard for you to control basing, which is one of the few ways an unsupported, un-Decoyed Jack could survive a turn or two in the open field. I know people have been straying away from them recently, but there really is no replacement for cheap, infiltrating ATVs when you need someone based, and based now if you please.
Prepare, though, to have Jack solidly spanked by the bad guy, and if Jack goes, so do your pseudo-Streaks off the Thor. Putting Jack out there in the middle of the fray with just her basic 23 defense is a good recipe for losing her.
Keep in mind that Jack has spectacular defense for a medium, and thor really shouldn't have streaks anyway. Jack is so stupidly overpowered.
Ordinarily when someone says a unit is overpowered six other people say why it isn't. I think thats a pretty hard case to make with Jack and forward observer, though.
With the advent of Scrub, that strategy has become game breaking to sketchy really quick. I keep a 600 pointer with Scrub in it just in case I plan on encountering Julz, or that GF9 Mad Cat, or a Myriadd of other "lets ignore the terrain" combos (Magister is in thier as well)