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Post by Zxqueb on Feb 28, 2006 11:39:51 GMT -5
Sorry I've been out of it the past few days, guys. I am going to be playtesting the chikako army tonight against the twins. I'll let you know how it plays out.
Z
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Post by baw on Feb 28, 2006 13:19:31 GMT -5
I certainly hope Chikako can be a saving force against the twins... I am not sure if he will or not.. but if someone has to be our saviour I would like it to be Chikako! Good luck Zxqueb..
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Post by baw on Feb 28, 2006 21:31:57 GMT -5
One of the other issues with the Chief.. if someone plays the twins with another mech .. He will have an incredibly tough time running down any units being so slow!..
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Post by Zxqueb on Mar 1, 2006 8:00:01 GMT -5
Ok, I played the Chikako army against the twins and scraped a win, taking out one twin in a turn then dealing with everything else for the rest of the game. Chikako survived due to the repair drop. Unfortunately, looking at the dial, if my opponent had brought a +1 damage faction pride a third mech or fast basers, I would have been out of luck as far as killing a twin in a turn. After playing, I still think the True Grit is important in this army, so I am going to try to work it back in. I don't know. It's a decent army, but I don't think it is good enough to beat the twins consistently, especially if they have better support than my opponent brought.
Back to the drawing board, I think.
Z
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Post by baw on Mar 1, 2006 12:08:54 GMT -5
Should we ask what your opponent brought? Can you tell us that? We are all pulling for a good anti-twin army.. I am really pulling for one with Chikako in it Can you also tell us exactly what you played in your army?
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Post by Zxqueb on Mar 1, 2006 14:46:49 GMT -5
I played this version:
Chikako+boris + Lock on Targetting
SC r10 SC Enyo
SC saxon ROTS Combat techs
WH Minigun cycle
CNC Atv HK ATV x2
Total - 450
X-sythe played a thrown together army that used ROTS auto repair gear and some other random things. It's not worth posting his build because it was about 20 points over and full of shinanigans. His support was a Cizin + 4 infantry running in formation, which isn't really decent support. Plus he attacked with the twins before the support could engage.
My army is OK, but it has some flaws that can be exploited fairly easily.
Z
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Post by tjpandv on Mar 2, 2006 8:32:30 GMT -5
Just wondered if recruiting Chikako to SeaFox would have come into play at any time during the game? If the aim is to hunt down a Mech and to kill it as quickly as possible, the SeaFox ability to attack a salvaged Mech may be useful. On top of a number of gunslingers that can be recuited to Seafox, there's also the Seafox Solitaire which has a decent speed to catch a Twin, has evade to help with the run/charge, can be given grapple to stop the Glory- charge-break-repair trick, has no repair markers of its own and if it can get it to click number 8 (with a little help from its friends), the second attack should kill the Twin off. With the Solitaire, you'd get some repair back if the kill was made. It may not be a bad support piece if you're taking 2-3 lights of your own to hunt the Twins.
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Post by baw on Mar 2, 2006 8:55:26 GMT -5
tjpandv.. I was thinking the same thing about sea fox.. I thought it had to be same speed mode but that is for the repair ability.
It would be great to get that finish off a twin before they run away!
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Post by moonsammy on Mar 2, 2006 9:47:30 GMT -5
Another idea I've come up with for use against the twins revolves around the SC Morrigan with Scott Graves and Evade. That's a 25 Decoy, and even the twins will be hard pressed to hit that.
I'm still not sure on support, because the Morrigan by necessity is not the heavy hitter of the army.
Speaking of support though, I have a new favorite infantry piece: the WH Simian. A few of these guys would fit nicely into an anti twin army. Ideally, they would work something like this: First move, use single use JJs to move into base with a twin. Second move, push capture attempt to force a Simian into his Grapple. Granted, it will probably never be this easy in a real game, but the late dial Grapple is worth a look.
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Post by Zxqueb on Mar 2, 2006 10:38:11 GMT -5
I like the Sea Fox idea. Chikako is fairly stand alone in his use, so the loss of formations isn't a big deal. Plus if he gets knocked down to his two damage, you can shoot with the enyo first, and finish a twin off with Chikako. Boris recruits for 7 pts. I'll have to juggle a bit. Hrm.
Moonsammy -- Thanks for the tip on the WH simian. I'll have to take a closer look at that one!
Z
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Post by moonsammy on Mar 2, 2006 10:44:36 GMT -5
Yeah, the only problem with the WH Simian is its relatively short dial for 18 pts. After the SU JJs, it's got four clicks of life.
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Post by tjpandv on Mar 2, 2006 14:38:30 GMT -5
baw, you're right that Chikako wouldn't get any repair from disposing of a Twin. I suppose the repair is a bonus (if I managed to kill a Twin, I'd be too busy dancing round the room to remember stuff like repair clicks!).
Taking a Seafox mech to eliminate a Twin means that 8 is the magic number. That's when salvage pops up. I suppose you need a piece that can either dish out a big heap of damage in 1 turn (8 clicks will probably mean a pulse from a Nova Cat or the like), or you take another unit and lay a couple of clicks onto the target to soften it up (tank drop, Solitaire charge or Black Blade/Tomark with brawling/rapid strike?).
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Post by Zxqueb on Mar 2, 2006 16:42:12 GMT -5
Enyo is 3 damage pulse with 9IT. If you hit, a twin is 6 down. Even if Chikako is at 2 damage, he can knock the twin into salvage and finish her off.
Of course the chance of hitting that roll is 48.8%. Not odds I'd bet the farm on. However, if you can hit a rear arc drop with the enyo, your odds jump to 73%.
Z
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Post by mikeguth on Mar 2, 2006 19:03:19 GMT -5
My son and I are relative scrubs-thanks to BAW for inviting us to this forum. We are from Crofton Maryland and play at Game Parlor, and some of the other venues near Glen Burnie or Baltimore.My theory was that you cannot prevent the Twins from hitting whatever you bring, the 12 attack is very high and Merc FP very effective at reducing defense. The question is, what can still hit back after 5-7 damage. At first, I was focused on light mechs-my first idea had been to charge the Twins with BR solitaires. Then, I looked at the RH mechs like Hermod, and then the Kurita lights, which can end up with 3 damage and 11 attack even after a full Twin assault.
Long story short, the Twins are vulnerable to the Black Blade with Rapid Strike. It can do 8 damage even after a full twin assault. 2/+1 pilot ability/+1 Kurita faction pride. Similar reasoning would apply to Shiro mechs, which can do 3 damage with rapid strike from the dial. Twins can counter with True Grit of course, but I see this as at least a possible base for anti Twin builds.
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Post by Zxqueb on Mar 3, 2006 9:36:47 GMT -5
Mike,
The problem is that with the extra order, your mech will be based after being shot for 7 damage both blocking LOF to the twins and keeping you from assaulting. In a supportless army, the twins can be hit by CC weapons. The problem is there is no supportless twin army.
Z
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