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Post by warlord1985 on Oct 11, 2005 1:01:05 GMT -5
For my new 450 point RotS army I'm trying a theory that was a thought a while ago.
RotS Hellion 114 JP Milhew 21+5 RC = 26 Decoy 21 161
RotS Hellion 114 Lil Turner 20+5 = 25 Light Artemis IV 21 160
RotS Hellion 114
Republic Faction Pride 15
450 Exactly
All 3 Mechs can run across the board and be threats on the first turn. Each mech can be offensive threats with the Artemis IV and huge assault ranges or 19-20. They do pretty well, and I almost had a chance against Zxqueb, but we both know where I lost that game.
All comments welcome.
-W
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Post by baw on Oct 11, 2005 7:25:58 GMT -5
Light mechs are pretty great on moving and those are great range and all. The issue is 1 strong hit and the mechs fall to pieces. It does have flexibility but a lucky shot can end the game real quick!
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Post by X-Sythe on Oct 12, 2005 12:41:33 GMT -5
Those things hate house Kurita Infantry. ;D
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Post by warlord1985 on Oct 12, 2005 15:05:57 GMT -5
They hate Kuirita Infantry, but I still won, so yay me!
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Post by dragondawg on Oct 21, 2005 10:07:53 GMT -5
HI/ROTS
Two factions that I don't think I've ever played pure in a tournement. How might this do? Dave?
"Duke" + Dagmar + Decoy
Highlander Shun Transport VTOL ROTS Fa Shih ROTS Elemental
Highlanders Hadur Arty Highlanders Flamer Team x2
449pts.
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Post by warlord1985 on Oct 21, 2005 11:13:15 GMT -5
Hmm, Duke is a pretty decent mech to use. Dagmar and Decoy is a decent combo with Duke. Shes cheaper than Innese, but you will be a degree slower. Your movement is only 6, and thats pretty slow nowadays, or anydays for that matter.
The Shun is nice, but for more a infantry formation, try a RotS Zahn and a RotS Shock troops. This way you have an armor piercing IT infantry, a grappler, and a PD 18 on your infantry. I used that formation in my nationals army, worked amazing. The flamers and Arty are ok for what I assume is a movement formation. For more reliability I would use in a one arty army the RotS Sniper. No armor piercing, but a 3' blast and a very good chance at hitting what you want. The Anti-P is nice too, especially if no one expects it.
But, your army seems very stable. The infantry drop is I assume just to base, so its cool. Just remember that Duke's heat dial isn't very forgiving, and shes slow as hell. Hopefully that huge Def will serve you well.
-W
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Post by baw on Oct 21, 2005 12:05:12 GMT -5
The army seems pretty vulnerable to infantry. You don't have many ways of dealing with it. The Duke is an impressive piece with 24 Decoy.. but that really doesn't help its weakness. If it gets pushed by Arty or starts assaulting a shutdown is a very real possibility. Sylphs could also play havoc with this army. (duke can only do 1).. .A formation attack or a Tank drop drop is still going to hurt duke greatly. I saw someone play an army very close to this one the other day (against the army my son played) He actually had two AntiP units. He still couldn't deal with the infantry swarming him. It was over pretty quick!
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