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Post by asburygrad on Sept 5, 2006 10:46:18 GMT -5
I haven't played against an Ares yet, although I may get a chance tomorrow and I will for sure on the 23rd of this month. Since it's a kill-and-keep, my objective is to build an army that can wipe an Ares out in one turn. (At the last kill-and-keep I went to, the better players dealt most of the damage while the less experienced ones kept stealing the kills!)
You can kill an Ares in one turn using two heavys - such as Grinder and a HD Loki both equipped with Ex Pulse - but you have to hit all four Pulse shots. So I'm leaning toward 2-3 light Mechs supported by a tankdrop or two. Maybe 2 BR Solitaires with Adv Pulse Modules, WH Mjolnir, and a DF Schmitt drop?
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Post by tjpandv on Sept 6, 2006 3:08:50 GMT -5
I tried a DF Scmitt drop against an Ares at the weekend and although it hit, it was dead meat to the return shot. Even an Ares shooting at 9 (+ a decent pilot) will probably wreck the tank.
Try to stay away from their short range weapons - these tend tohave the most damage (Pulse and PPC cap for example). I wouldn't get in close until you can finish them off.
As for a light swarm, if they're easy to hit, the Ares will probably have the range to target several of them in 1 turn and maybe take them out of the game.
Check each Ares' crew ability. The one that can run or repair or vent up to 3 can be a shock if you're expecting it to behave otherwise.
The Ares can also use its multi-shot ability as a kind of IT but its heat dial will stop the owner from doing this too often, so an RHDM is a good check on them.
If you're lining up any sort of shot (and Ex Pulse is a good choice), just make sure you hit and hit hard. I would make sure your first shot goes in with a formation drop to get your targetting stats up.
Once the Ares is hot and damaged, it will struggle to keep up with you.
Watch out for the red and yellow one - it can move and use TSEMP on you in 1 turn and then it picks up HB later on - gets a 13-15 AV with the variable attack pilot.
An Ares K&K sounds great though. Let us know how it went.
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Post by baw on Sept 6, 2006 7:05:08 GMT -5
An Ares Kill and Keep does sound interesting. I will probably see one soon. Probably when I am not expecting it
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Post by asburygrad on Sept 9, 2006 19:39:32 GMT -5
Watch out for the red and yellow one - it can move and use TSEMP on you in 1 turn and then it picks up HB later on - gets a 13-15 AV with the variable attack pilot. Actually, on paper, Hades seems to be the weakest one. It has the least range of the three - max of 12, IIRC, on it's two ranged weapons, and a CC weapon that is going to be hard to use, since you have a max move of 12 inches per turn. TSEMP is worthless in standard games, since you can't follow up a successful attack against the same target (unless you get lucky with the double-shot gunner). All TSEMP will do is clear the target's order tokens on the next turn. And basically the same goes for Homing Beacon - improves it's attack, yes, but limits it to ranged combat orders (no AO), and no points left for a follow-up attacker to capitalize on the beacon ability.
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