Looks like the 2 Wolfs Dragoons Packs are a few weeks away from release. I hope these put some impetus back in the game - I'm not sure how SOLARIS is doing but those action packs seem to more than enough for now. I've never played any of them in the arena - the colour schemes put me off for one thing - like some home make-over show that's gone badly wrong. Aside from that, many of the dials are too quirky for MW proper. I was looking at the Shrike and thinking - how on earth can I get these stats into play - that thing is a RHD/Kurita Combo nightmare.
I'm not sure if we'll have game-breaking pieces - reports are that 2 of the heavy mechs have short ranges, so they'll be going into the spares box...
New sculpts are always welcome - I just hope that the dials and stats make them stand out from the crowd.
The tank (DI Schmitt) is rumoured to have a Cap 0 rating which means it can't be transported. That's a good move as far as I'm concerned. Maybe MW3 will limit tranport cap by points value which would be a way of getting around the fact that the older pieces don't have a "Cap" on their bases.
I think these 2 boxes have just stopped me from getting the SWM Hoth box, so I must still be loyal to the cause...
I agree with the solaris mech dials, out of all the solaris packs I think only a few of the heavies will see play, and its going to be nice to have some infantry and tanks back in the game. It'll also be interesting to see what kind of stats the DI Schmittwill have.
I'm glad they are putting some new mercs out, though I wish they would have listened to the fans that were asking for this long before now.
Cap 0 tank = bad. If they limit transports by cost in the future it won't matter since all pieces will have the same restriction. If they don't, Cap 0 makes a tank unplayable... and you don't want a piece from a new set unplayable out of the box.
Post by warlord1985 on Nov 19, 2007 11:52:15 GMT -5
I think making CAP 0 on thanks is fine in the long run if they make it that tanks can now move and shoot and not be transported. That would you know, solve the problem with tanks. Heck even some infantry like Gun Nests have Cap 0 so they can't be transported. Maybe this is just a preview of a 'mysterious' reboot possibly? God only knows.
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.
Thanks for posting the stats, Phil. We won't be seeing these for a few days yet over here in the states.
First impressions: Why on earth is the Black Wolf BA 30 points?? I must be missing something . . .
It will be sweet to have some fast transports with Recon. They're both pretty pricey, so I don't know if they can replace current choice transports. But it's always nice to have options.
11 attack and 3 damage Pulse on the Goshawk is just sweet! Much better than previous 'Hawks (excepting maybe the JF version).
The Wolf Spiders looks good, bye and large, save the obviously poor Mad Cat. But you can't win them all. The Vulture has short range, but the heat dial makes up for that somewhat; Hardened Armor helps the Thor and Loki.
Like you said, we clearly need more new product in order for this game to survive. It's good to see new stuff out there, and thank God its not terrible. And with no unqiues, people might actually purchase extras - which is a win/win for all involved.
Since I'm relatively new to the game I bought 2 of the gamma regiment (for the infantry) , and at first I bought 1 of the wolf spiders, but after seeing the pilots I decided to pick up a second one as well. Between the 2 sets I like the Scourge and the pilot that has the "Aggressive stance" ability. Now the pilot ability essentially makes the pilot a +2 +3 +0 for the low cost of 30 points, which in my opinion is a bit under costed, and on top of that the ability "infantry + vehicles gain +2 AV and -1 DV in non formation attacks" doesn't have the clause that prevents you from stacking multiples of this pilot on your units, and this ability isn't restricted to take effect by planetary condition cards.
I know that in 600 point games trying to use 2 of this pilot is a bit impractical, but I think can be rather successful in 750 and up. I threw together a 750 army as follows
2 X 223 Scourge 1 X 37 Bishop Transport VTOL 1 X 45 Anhur Transport 1 X 104 M1 Marksman Tank 2 X 27 Hauberk Battle Armor 1 X 4 Heavy Command 2 X 30 Major-Wolf Spiders
(All units were from the gamma and spider sets except for the bishop)
The mechs having an insane speed of 14-13 with jump jets with a 14 in range 13 AV with 4 dmg armor piercing alloud me to litteraly just jump at my opponent in the first few turns. On top of that the modifiers gave my tank drop a +4 AV and -2DV, making my units fire as if they were in formation without formation attacks, and for the fact that the Anhur Transport had recon (when command worked) I could literally fire off all my units in one turn.
The Tank on the other hand is pretty tough, but there are probably some better choices. Also the scourges might be great units, but it may be better to shave a few points by using cheaper mechs and having more units that can take advantage of the pilot abilities (its ability only works in a 6 in. radius though).
Other than the fact that the pilot is abit under costed for a +2 +3 +0 overall, its ability probably can't be abused untill you start going over the standard 600 pt game.
Any thoughts on this are welcome
Last Edit: Dec 8, 2007 22:39:39 GMT -5 by pipgamer
I'd watch out for the A28 Pilot Card - it only grants +2 AV to vehicles and inf. This is a good ability but it does mean that the pilot is still limited to 2/1/1.
You could marry it up with A26 which allows your inf and vehicles to ignore negative mods on PCCs. That could allow a Kelswa to be dropped in a Dust Storm and still reach out full distance AND get a helping hand with its AV. Even better with Merc FP to boot!
You certainly need 600+ games to get these abilities to stack otherwise you can only afford the mechs and have to miss out on the vehicles and infantry they are supposed to support.
The Anhur looks to be an expensive but useful drop piece. Towed Gauss Rifles, LRM batteries or early Hauberk BA will love it. Its a lot to pay to get TTLs into action but that Recon is tempting.
Using A28, here are some stats for the more common Heavies out there:
Kaminari/A28/IT comes to 341 pts. AO=24in, AV=12+IT, DV=21.
Alpha/A28/IT comes to 268 pts. AO=21in, AV=13+IT, DV=20.
WH Thor/A28/IT comes to 278. AO=21in, AV=12+IT, DV=21.
CJF Loki/A28/IT comes to 303. AO=18in, AV=13+IT, DV=21.
Slayer/A28/IT comes to 310. AO=22in, AC=13+IT, DV=21.
Sturmgrief/A28/IT comes to 221. AO=21in, AV=13+IT, DV=21.
CNC Nova Cat/A28/IT comes to 295. AO=21in, AV=13+IT, DV=21.
Next one to look at for me has to be the Goshawk but how much for a fast pilot, RISC overcharger and a recruitment drive for CJF I wonder..?