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Post by baw on May 25, 2005 13:58:15 GMT -5
Does anyone else fear/concerned about "Goodnigh Irene"? I fear good dice rolling. Last years world Champ "Masakari//Marc" was knocked out because someone took an indirect shot and rolled a Crit Hit Against his big mech. That kind of stuff worries me a lot I like when I can plan and deal with issues.. not a random die roll destroying a big chunk of your force. This ability just makes mechs more vulnerable.. It happens rarely but is devstating when it does. baw
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Post by RoyalScion on May 25, 2005 21:41:42 GMT -5
Well.... MW has always been influenced heavily by luck... one of my friends has almost given up because of his TERRIBLE luck... he always misses by one or rolls 9s or lower. One time he needed like a 7 to hit and he crit missed with Seka Ward on her sweet spot.... ouch... I think MW is sort of going down the road into entropy... but then again I am not sure if that is a good or bad thing. Me, I have terrible luck as well... but I don't take the game seriously at all... like using "Fu" in Solaris VII... thats suicide.. but its fun (You run, take 2 heat, fail ammo and do 4 damage to yourself on the first turn!!!!) Then again... mechs and big pieces have become beefier as of late, so they may be able to take that big hit. I dunno if this change is for better or for worse. I think some time is needed before any opinions can be formed. (Also there is the DF Loki with BH that if you roll snake eyes you crit hit and eliminate enemy pilot!)
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Post by Zxqueb on May 26, 2005 7:45:52 GMT -5
It doesn't really bother me. It does seem a bit overpowered, but will only happen an extremely small % of the time.. Still, it would stink to have a mech or heavy tank go *poof*.
Z
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Post by baw on May 26, 2005 12:44:57 GMT -5
I guess the reason it bothers me so much is because I am watching my record too much. My win streak is like 116 ranked games... (not including 6 at pre-release) It would frustrate me to lose to a single dice roll. I am sure make felt the frustration. It just seems they are trying to make more and more of the game about the dice rolls
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Post by Zxqueb on May 26, 2005 13:04:26 GMT -5
You know, your response makes me think of a conversation I was having with multiple people on the WK forums not long ago.
They were discussing that, in general, getting the first hit on a mech basically wins the game for you. My personal feeling is that this is only the case if you and your opponent are playing a single big mech.
I am a strong believer in multiple hammers to an army (tankdrop + medium mech, double mech, etc) so that if you lose one, you still have something to fall back on.
To me the Goodnight Irene special ability only underscores how important it is to have a fallback hammer. I guarantee that I will lose the game if I am playing black rose and you hit her with that. In the other hand, if I am playing double targe, I will be losing for a while if you slam one, but may still stay in the game with its loss. Putting all your eggs in one basket is too scary a thing to do in the game right now. There are too many things which can outmaneuver and lay waste to a big mech.
My $.02, Z
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Post by baw on May 28, 2005 22:09:57 GMT -5
That has always been my concern with mechs...
They are a lot of points in one basket. pre-AOD a single bad roll A critical miss could ruin your game.. I really hated the way mechs played in pre-aod. They are still a big risk in AOD games..
I like to minimize risks.... Point sinks like mechs are high risks things..
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Post by Zxqueb on May 28, 2005 23:04:54 GMT -5
Indeed.
I have been looking at the Rokurokubis as a potential playable light mech (especailly with pilots + evade used along with fast basers like SC sylphs or atvs). In my mind they have some really strong things going for them. They are fast and have good attacks and long ranges. In addition, they have the Kurita stability and attack increase which keeps them viable as they take damage. Plus they are cheap enough (~170) to be paired with another mech. With the kurita faction pride, they can deal a respectable 3 damage.
As a first draft how about: House Kurita Faction Pride -- 30
House Kurita Rokurokubi - 'Kami' --127 House Kurita Chu-i --13 Evade -- 33
House Kurita Hellion -- 106 Evade --33 House Kurita Wahab Fusilli --15
Liao Scout ATV Squad x4 – 48
Spirit Cats Saxon APC – 23 Spirit Cats Undine Battle Armor --20
Total - 449
This army needs its basers to work well, so you'll have to keep them alive until you can set up a shot or two. And the grappler is the best of the basers as you can hold something in place and start pegging it. The mechs are fast enough to get them where you need them after basing. I would play this army with very little water.
Any ideas on this one?
Z
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Post by baw on May 29, 2005 16:36:36 GMT -5
hmmm I calculated the army at 448 The issue I have is there are no heavy hitters... Also what are you doing for those RHDMs? They are going to be hard to crack.. I guess you can wait until your attack goes way up.. That idea would be tough for me though.. I really like artillery to control opponents movements also!
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Post by Zxqueb on May 30, 2005 10:21:03 GMT -5
My thought for RHDM is to base with the undine and set up a rear arc shot with the rokurokubi.
You're right though. Artillery is necessary now to deal with the 23-24 def decoy monsters.
At any rate, if you check out the new army of the week there is a revision which I think will be more effective...maybe even broadly competitive.
Opinions?
Z
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Post by baw on May 30, 2005 20:12:21 GMT -5
I like the new army much better. I still would prefer to somehow be able to build a formation shot! I am trying to figure out how you can get a merc in there or something for a formation shot incase it is really needed. Althought the 11 improved is pretty good it could be 13 improved target with rear shot. I guess that would do most attacks pretty effectively
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Post by Zxqueb on May 30, 2005 20:25:14 GMT -5
I'm not sure how to put a merc in there unless you seriously downgrade the artillery to either BR or SS mortars (16 points), neither of which are nearly as good as what is already in the army. That would give you 12 points, which could fit...Pathfinders or Miko's blades for mercs and SC combat engineers or SC free legion. Neither are very good for a formation, especially if you are trying to capitalize on the range of the Rokubi's.
This version definitely packs a bigger punch than the previous.
And again, the nice thing with double mech (or any double hammer army) is that the loss of one mech is not insurmountable, especially since you have that floating extra damage to help even the odds. Even if your ranged Rokubi gets beat down a little, he becomes capable of 4 damage in close combat with a 13 attack. I have a feeling that once Kurita gets a more well rounded, this army will develop into an even meaner force.
Z
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Post by baw on May 30, 2005 20:54:01 GMT -5
Very valid points.. I was looking at putting a SC ANAT in there for the formation.. then I looked at the range ;P Spirit cat Artillery is the worst.. I am just thinking about flexibility.. I think it will work pretty well! I will give it a shot when I have a chance! There are still all the concerns about mechs I think he will be a pretty devasting close combat machine at the end of his life!
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Post by Zxqueb on May 30, 2005 20:57:14 GMT -5
I wish I could run this army myself. Unfortunately, I have neither the pre-sale Rokurokubi nor dirks. I am going to need to trade or ebay for them soon.
Z
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Post by Zxqueb on May 30, 2005 20:59:59 GMT -5
Just looked at the SC anat's range. 0/0 makes for difficult formations, indeed! Z
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Post by baw on May 30, 2005 21:05:30 GMT -5
I have presale rourkobi..
I was going to preorder more but saw the offer expired ;(
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