You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
After a really long haitus, I'm starting up again, and won a big ol' Jade Falcon lot on ebay (and the prices haven't dropped quite as much as I'd have expected - I guess it's good to see the game is still popular!)
So my question to all you CJF players is: what are your basic infantry and vehicle units that you use often, and why? I managed to get both JF Hadur fast support vehicles in my lot, so I'm stoked about that since I hear they're good (or is only one worthwhile?). I'm only going to play faction pure, and was bummed to see no 3-capacity vtols, so no tank drop for my boys. I've got four of the sylphs, but I like those just because they look cool. Are they also useful?
So aside from unique units, are there infantry I should stock up on? Vehicles that are "must have"? I don't plan on playing with any cards for awhile (no planetary conditions, faction pride, pilots or equipment), since I'll be introducing my friends, and don't want to scare them off. And while I may have to dive into the CJF strategy thread... It's currently something like 96 pages long. Holy moly. At least my birds are popular!
One of the hadurs is just a tank, while the other one is an artillery unit, so they play considerably different. The tank is pretty decent, however the artillery one will struggle to hit it's mark without direct line of sight. The sniper is the most accurate of the CJF artillery, the long tom and the heavy have AP which the hadur does not till later in the dial. The Hadur is actually better after a few clicks of damage. I thik the other artilleries have better range too, but I'm not sure.
They do have a 3 cap transport, not a vtol though. R10 ICV - 3 cap with 10 movement.
CJF isn't one I've played much, but I can point out a few units worth mentioning. My biggest complain for CJF is the ranges they have. Lots of 6s, 8, and 10s. Hardly anything 12 and over. Their mechs make up for it with speed, but for vehicles, a 10 range can be a death sentance against a mech.
Fprey's Sniper team is a good formation unit to help vehicles.
The Slyphs are great, I love every flavor of Slyph. Cheap effective VTOLs. Great for VC3s, harrassing light vehicles, and tying up enemy units...just watch out for AA.
Their Skadi's are decent Vtols, and the Cardinal is a solid 2 cap transport.
The Skanda tanks are very nice.
The Kinnol is decent and the Kelswa is great(12 range, 10attack, 24 def).
The Salvage mech mod is the only faction pure repair unit for CJF.
Their light mechs are great, but have short ranges. The Ocelot, panther, stinger, and shadowhawk are all great mechs for a low price. Run them in, hit, and fade. Their Griffin is pretty solid.
The Hanse is a decent tank, but has a little shorter range than I like in vehicles.
The Sekhmet however is great.
The gloryfire is good, but again, shorter range than I like. The Mars is decent.
The hawkmoth and the yasha are nice vtols.
The raptro II is a good mech.
The Loki from Dom is great.
The Huitzilopochtli is very nice
The Thor from Vanguard is great.
The Carnivore from WS is solid.
The Vixen, Vulture, and Madcat from WS are very nice mechs.
Their battleforce set is very nice. All 6 of those mechs are solid.
Bypass infantry: Grey Death Scouts and Salamanders.
The towed thunder launcher can be a nasty surprise with it's AP damage.
Other than that, I'm not really the one to ask for infantry. I'm hardly ever impressed with infantry post AOD, so very few of them seem useful to me lol.
When playing faction pure, CJF suffer from not having any AA. I don't think the mercs even have any AA to add to them, so unless I'm missing something, you really need to watch the skies. If your opponent knows you don't have AA, he/she could exploit that.