Post by asburygrad on Sept 27, 2006 9:29:21 GMT -5
Some of you top players have had Wolf Strike pieces in hand for over a month now, but for us regular guys we've finally gotten most of the units up in the WizKids technical readout section.
More experienced players than myself will be offering comments on these units all over the place. But what the heck? I have some thoughts about these pieces too, and I don't mind sharing them!
Infantry:
The NC Laser Team, with 10 range and 3 damage energy, seems to be the biggest standout in the set. Other pieces would mainly be used based on faction preferences. I will try to collect at least a few HS and CW SRM Teams, BR Monocycles, and WH Wraiths, just to help out with certain Pride and SA armies.
I am puzzled over the HK Inner Sphere BA, though; it's tempting to try to use an infantry that switches from decent ranged attacks to speedy basing and capture potential late in the dial. Not sure it's worth the points, but I will probably try it out at least once.
Vehicles:
Not much to say here. Maybe the Squadron Cards will help out, but I don't see much use for most of the vehicles in this set outside of sealed play. CW Carnivore is a must-have, and I will also look for a BR Mantueffel just for storyline games. You never know when 5-damage Anti-Personel will come in handy . . .
Common Mechs:
I like how WizKids has tried to keep most versions of a single sculpt pretty similiar, with minor faction differences. Take, for example, the Ravens. All are pretty close in stats; I think the JF and CW versions are slightly better than the others, but all feature Decoy and Homing Beacon. Very interesting.
All the Vixens peak my interest. I don't see much use for the Gambits and Griffins. HK and JF Mad Cats seem the strongest to me. CW Marauder IIC is awesome! And finally, four versions of the Vulture - BR, JF, HL, and CW - are all strong heavies for their various factions.
I am the type of player who likes to narrow my collection down, rather than keep all my options open. So I am going to try very hard to whittle down the list of Vixens and Vultures that I like and think are competitive. Right now, though, they all seem pretty good!
Unique Mechs:
Matchstick's ability is very interesting. But does it compensate for the Mech's weaknesses? Outside Matchstick, all of my favorites (at least from the boosters) come from Clan Wolf - all the Wulfens, all the Warwolves, and Cleaver (the Violator). Great faction paradigm, with the "hit first" mentality and the stable attack stats to keep them in the game. Once again, it will be hard to choose which Warwolf or Wulfen to take!
As for the extra Uniques, I haven't seen many of the stats yet. I like Magister (LOTS of SE!) and Thug (totally opposite side of the MW spectrum from all the defense-heavy stuff I've seen lately). Generally unimpressed by Gibraltar, Swan, Stormwind, and the Call to Arms Mechs.
Lots of great gear and pilots for this set. I noticed a lot of really good Clan Wolf pilots, for reasonable costs, although I believe some of them are superrare (i.e., harder to find).
I'm really curious to see how the new paradigm of 2-Mech boosters goes over. A good number of people reported buying more cases than usual this expansion. Should be reason to celebrate, right?
I can't wait to hear everyone else's thoughts on the set, as the boosters start to open . . .
More experienced players than myself will be offering comments on these units all over the place. But what the heck? I have some thoughts about these pieces too, and I don't mind sharing them!
Infantry:
The NC Laser Team, with 10 range and 3 damage energy, seems to be the biggest standout in the set. Other pieces would mainly be used based on faction preferences. I will try to collect at least a few HS and CW SRM Teams, BR Monocycles, and WH Wraiths, just to help out with certain Pride and SA armies.
I am puzzled over the HK Inner Sphere BA, though; it's tempting to try to use an infantry that switches from decent ranged attacks to speedy basing and capture potential late in the dial. Not sure it's worth the points, but I will probably try it out at least once.
Vehicles:
Not much to say here. Maybe the Squadron Cards will help out, but I don't see much use for most of the vehicles in this set outside of sealed play. CW Carnivore is a must-have, and I will also look for a BR Mantueffel just for storyline games. You never know when 5-damage Anti-Personel will come in handy . . .
Common Mechs:
I like how WizKids has tried to keep most versions of a single sculpt pretty similiar, with minor faction differences. Take, for example, the Ravens. All are pretty close in stats; I think the JF and CW versions are slightly better than the others, but all feature Decoy and Homing Beacon. Very interesting.
All the Vixens peak my interest. I don't see much use for the Gambits and Griffins. HK and JF Mad Cats seem the strongest to me. CW Marauder IIC is awesome! And finally, four versions of the Vulture - BR, JF, HL, and CW - are all strong heavies for their various factions.
I am the type of player who likes to narrow my collection down, rather than keep all my options open. So I am going to try very hard to whittle down the list of Vixens and Vultures that I like and think are competitive. Right now, though, they all seem pretty good!
Unique Mechs:
Matchstick's ability is very interesting. But does it compensate for the Mech's weaknesses? Outside Matchstick, all of my favorites (at least from the boosters) come from Clan Wolf - all the Wulfens, all the Warwolves, and Cleaver (the Violator). Great faction paradigm, with the "hit first" mentality and the stable attack stats to keep them in the game. Once again, it will be hard to choose which Warwolf or Wulfen to take!
As for the extra Uniques, I haven't seen many of the stats yet. I like Magister (LOTS of SE!) and Thug (totally opposite side of the MW spectrum from all the defense-heavy stuff I've seen lately). Generally unimpressed by Gibraltar, Swan, Stormwind, and the Call to Arms Mechs.
Lots of great gear and pilots for this set. I noticed a lot of really good Clan Wolf pilots, for reasonable costs, although I believe some of them are superrare (i.e., harder to find).
I'm really curious to see how the new paradigm of 2-Mech boosters goes over. A good number of people reported buying more cases than usual this expansion. Should be reason to celebrate, right?
I can't wait to hear everyone else's thoughts on the set, as the boosters start to open . . .