Post by tjpandv on Feb 26, 2007 11:03:11 GMT -5
Big event for me as there's a Phantom War Action Pack at stake.
No ideas on a army as yet - just spent a while figuring out the scenario limits...
750 points/4 orders.
Faction Pure or allied via House Alliance.
No Situaltional Alliances.
No pieces with Infiltrate SE.
No Wheeled units.
All terrain pieces are hindering - rest of table is shallow water.
PCC is Lightening Storm.
So, camo would be nice and there's plenty of water to cool off in.
Nothing to block long lines of fire but some protection against charges.
Did think about Jump Jets but I don't think you need them. Hindering terrain only slows you down if you began your turn in clear terrain (RoW p32). As this board only contains either hindering OR shallow water, you'll never start your turn in clear. Therefore, if you start in shallow water, you should be able to run through any hindering and end back up in the shallows at teh end of your turn. If you start your turn in hindering, then your speed is halved - but an evade-equipped mech should be able to run all day.
Energy-equipped Rasalhague mechs could do quite well if they keep taking damage from their own energy weapons (Lightening Storm seems to be a bit of a win-win for them). Their Kodiak should also have a good time in the woods.
I'd love to play my Falcons who should be at ease in the trees but with no blocking to hide behind, the set up will be tricky. I think Black Rose comes with all the CJF abilities and Enhanced Imaging would be nice here.
At least no blocking and no Infiltrate means I can go a whole evening without seeing Jack or SAD..!
No ideas on a army as yet - just spent a while figuring out the scenario limits...
750 points/4 orders.
Faction Pure or allied via House Alliance.
No Situaltional Alliances.
No pieces with Infiltrate SE.
No Wheeled units.
All terrain pieces are hindering - rest of table is shallow water.
PCC is Lightening Storm.
So, camo would be nice and there's plenty of water to cool off in.
Nothing to block long lines of fire but some protection against charges.
Did think about Jump Jets but I don't think you need them. Hindering terrain only slows you down if you began your turn in clear terrain (RoW p32). As this board only contains either hindering OR shallow water, you'll never start your turn in clear. Therefore, if you start in shallow water, you should be able to run through any hindering and end back up in the shallows at teh end of your turn. If you start your turn in hindering, then your speed is halved - but an evade-equipped mech should be able to run all day.
Energy-equipped Rasalhague mechs could do quite well if they keep taking damage from their own energy weapons (Lightening Storm seems to be a bit of a win-win for them). Their Kodiak should also have a good time in the woods.
I'd love to play my Falcons who should be at ease in the trees but with no blocking to hide behind, the set up will be tricky. I think Black Rose comes with all the CJF abilities and Enhanced Imaging would be nice here.
At least no blocking and no Infiltrate means I can go a whole evening without seeing Jack or SAD..!