Got my sets on Saturday and I've been writing down the stats:
Blackwolf BA 30pts, 0-12 Arm P 2 damage, Spd 7 with JJ, AV 8, DV 18 with ballistic arm. Dead on 6th click.
A beautiful sculpt that sets this piece apart from the more conventional BA pieces. They just have to release more of these. However, its pricey but does give you range and damage.Guila Suit 14pts, 2 damage with anti pers, spd 6 with SU infiltrate, AV 8 with Bypass, DV 18 with Camo. Dead on 4th click after infiltrating.
SRM Battery 18pts, 3 damage with streaks out to 10 inches, AV 8 with IT, DV 16 with Camo. Dead on 3rd click after infiltrating.
Raiden BA 21 pts, spd 9 with SU JJ that click to 2 damage with Grapple, DV 17. Dead 4 clicks after using SU JJs.
Hauberk BA 27 pts, spd 8 with Recon, 2 damage 4-14 range, AV 8, DV 18 with Heavy Armour. Dead on 5th click.
Kage BA 23 pts, 2 damage with anti pers out to 8 inches, spd 12 with JJs, AV 8, DV 18 with ballistic armour, dead on 6th click.
Hephaestus Scout Tank 36 pts, spd 12 with Recon, 9 AV, DV 20 with Decoy, Cap 1 transport, Salv on 4th click and dead on 6th.
Anhur Transport NO CAP SHOWN ON BASE BUT UNDERSTAND TO BE CAP 2 45 pts, spd 18 with Recon, DV 19 with Heavy Armour, AV7, Salvage on 4th, dead on 5th.
M1 Marksman Tank 104 pts, 4 damage 0-16 with 2 targets, 8spd, 10AV, 21 DV. Gains Arm P on 3rd click when AV is 9. 11 clicks to kill.
Goshawk 169pts 0-10 primary with Pulse for 3 damage, 2 targets on sec with 0-8 range and . Spd 8 with JJs,
11 AV, 21 DV. Gains decoy on 4th click. Can be repaired back to 9 AV, 20 move, 7 spd and 3 pulse damage.
HS overload and shutdown on 3rd. Vent 2.
Scourge 223 pts. Primary 2 targets 0-10 for 4 energy damage. Sec 2 targets for 4 damage 2-14. 12 spd with SU JJs, 10 AV and 22 DV with SU AMS. Once SU JJs are used, sec wpn gains Arm P, spd is 11 with JJs and DV is 21 with AMS.
Ballistic and shut down rolls on 3rd click. Vent 2
A few points on quality control. The paint jobs are very nice but the lack of a Cap on the transport and the fact that the missiles on the SRM are facing the wrong way round point to a lack of quality control. No piece from the set has any sort of green, veteran or elite ranking. Not sure if this intentional but if it is, it makes tagetting them with faction abilities from CJF and Liao a little meaningless.
There are 4 Squadron Cards which I won't dwell on - these don't seem to have caught on and once again they require you to use a number of pieces in your army that you wouldn't usually consider. One Card allows 4 inf types to gain JJs - 2 of them are Raiden and Clan BA which already ahve them. Granted the Sqn card would give you JJs all the way down the dial. Another gives a Guila Suit, Hauberk, Kage or SRM a +1 AV when targetting a single Mech.
The Medium Pilot is 1,1,1 and costs 29pts with 9 to recruit. Any friendly inf or vehicles within 6 inches gain +1 DV whenever PCCs are in play.
The Heavy Pilot is 1,2,1 and costs 50pts with 9 to recruit. He allows friendly inf and vehicles within 6 inches to ignore negaitve modifiers or range restrictions resulting from PCCs.
The Wolf Spider mechs don't look too bad in their gloss black colour scheme and here are their details:
Mad Cat 223pts, 0-10 2 targets pulse for 3 damage. 0-10 2 targets 5 damage ballistic. Picks up Homing Beacon on the 5th click. 8 spd with JJs, 10AV (picks up IT on 7th click), 21 DV with Hvy Armour.
2nd click has HS overload
, 3rd has HS overload and shutdown, 4th has overload, crit ammo and crit shutdown. Vent 2.
Loki 227pts, 0-10 2 targets for 4 energy, 0-12 3 targets for 5 ballistic (picks up Arm P on 3rd click), 8 move, 10AV, 21 DV with Hard Armour.
3rd click has minor ammo and shutdown, 4th has minor ammo and crit shutdown. Vent 2.
Vulture 230pts, 0-10 2 targets for 3 damage. Picks up pulse on 3rd click. 0-10 3 targets with Artemis FC which it looses on the 3rd click and then regains on the 7th. 8 spd with JJs, AV10, DV of 21 with Heavy Armour.
4th click has HS overload, minor ammo and shutdown. Vent 2.
Thor 224pts, 0-14 single target, 2-14 2 targets with 5 damage anti pers, Gains Hom Bcn on 3rd click, 8 spd, 10AV, 21 DV with Hardened Armour.
3rd click has minor ammo and shutdown, 4th has wpns off line, crit ammo and crit shutdown. Vent 2.
All 5 pilot cards are for heavy mechs.
Jamie Wolf (2,2,0) costs 42 points and 9 to recruit. On a 4-6, you gain +1 order, on a roll of 6 your opponent looses and order. Any friendly inf or vehs within 6 inches take no pushing damage if pushed as part of a CC or RC formation.
Major (2,1,1) costs 30 points and 9 to recruit. Friendly inf and vehs within 6 inches gain -1 defence and +2 attack when making an attack that is not part of a CC or RC formation.
Major (3,2,-1) costs 35 points and 9 to recruit. If there is no blocking terrain on the table, all friendly inf and vehs (and this unit) get +1 AV.
Sgt (3,1,1) costs 45 (+9), Friendly inf and vehicles within 6 inches ignore opponent's camo and hindering modifiers.
Sgt (1,1,1) costs 40 (+9), friendly inf and vehicles within 6 inches gain +2 speed. Choose a friendly mech that is salvaged and give it 3 clicks of repair.
First impressions are more a feeling of "thank goodness we have something new for MW and they are selling these in fixed unit boxes". Some quality issues but these aren't as fatal as Vanguard. Only the Mad Cat's heat dial singles it out as a weak piece but the rest of the mechs are pretty good. The Thor gets my vote as best pick. The AV of 11 on the Goshawk will attract some attention but its slower that its CJF cousin and doesn't get the FAs. There are bound to be some new variations with the common pilots and the Wolf Hunters get these as free rides. The Black Wolf BA are stunning and any inf with Recon and a 14 inch range like the Hauberk should see play.
Overall, pretty impressed with the 2 boxes as an addition to existing play and as introductory pieces for a new player.