Post by tjpandv on Oct 20, 2006 10:35:19 GMT -5
Just though I'd look at the new PCCs that WS has brought along. It seems to be a mix of potential game-breakers through to "meh" quality cards.
PCC 35 - HORRIBLE DAY. Two 2s as well as Two 1s count as a Crit Miss. Probably only of any use for a player with either the Bounty Hunter or LOTS of IT or a Faction Pride/SA Re-roll. Without these, you're just as vulnerable as your opponent. Useful with the right build.
PCC 36 - CONSTATNT TREMORS. Ignore AMS, Coolant Flush, PD and Repair. Too restrictive against SEs that are not that common.
PCC 37 - IONIZED ATMOSPHERE. Energy attacks score 1 less damage and IDF targets get +4, not +3 to their defence. A good one for Jack Nightstalker. You're likely to be packing ballistic and anything that protects you against Indirect Fire whilst you're skulking behind blocking has to be a winner. Me like this one .
PCC 38 - ROCKY TERRAIN. Units get a token when they disembark and can not be given an order that turn. Foot mode inf get +1 DV. A crippler for tank/TGR and TTL drops - a real bonus for RHDMs. You'll either love this and take it, or hate it and have to cancel it. This card is going to be massive.
PCC 39 - MAGNETIC DEPOSITS. Unit attacked by ballistic weapons get +1 to their DV. Good if you're an energy-based faction or army but you'd have to have a pretty specific build to make use of this. Too limited for me.
PCC 40 - LIGHTENING STORM. Roll a D6 when an energy weapon is used for an RCA. On a 1 the attacker takes 1 pushing damage, on a 6, the defender takes 1 pushing damage. A bit random but maybe Rasalhague units could find this one useful. Gives you a 1 in 3 chance of either damaging your opponent or helping to to find your sweetspot.
PCC 41 - SUNSIDE. From turn 2, active player rolls a D6, on a 5 or 6, his non-BA inf take 1 damage and his mechs take 1 heat. Well, if Rocky Terrain messed with drops, this will mess with Mechs. Its tricky to manage your heat dials, but to have a 33% chance of coming into heat effects/shutting down at the start of your turn will be a nightmare. Bringing this along with a Coolant Pod or 2 may wrong-foot your opponent.
PCC 42 - SCORCHING SANDS. Wheeled get -2 speed and Quads get +1 heat when pushing. Chikako aside (one for BAW there ), I don't see that many quads in play but maybe Med IT is going to bring back the Stalking Spiders. Bringing wheeled down a notch would again hit out at the infiltration range of ATVs and the drop range of R10s and Zahns. Useful, but not up to making it into my final hand of cards for a tourny.
So, ROCKY TERRAIN, SUNSIDE look good and I'd also like IONIZED ATMOSPHERE. How do these weigh up in terms of Cancels/Cancelled By..?
ROCKY TERRAIN - Already powerful and to top it all, its only cancelled by Urban. The fact that it cancels nothing itself is probably irrelevant here.
SUNSIDE - Cancels Beach, Grasslands, H Fog, Ice Field, Jungle, Monsoon, Storm, Underbrush. Is cancelled by Caverns, Nightfall, Polar Gale, Sub Zero temperatures and Swamp. Although it cancels a good seletion of cards, it is itself vulnerable to several other powerful PCCs.
IONIZED ATMOSPHERE - Cancelled by Lightening Storm and Storm but cancels nothing itself. Well, what isn't cancelled by Storm - its almost as powerful as PD. As fora Jack build, its probably a little too vulnerable to PCCs that will clear the table of terrain or reduce it to rubble. No point having your DV against IDF bumped up by one if there's a clear LOS across the entire table.
So ROCKY TERRAIN it is for me but with the opportunity to use SUNSIDE in a mechless build - but that means drops which are vulnerable to RT which means.....AAARGGGHHHH!!!
PCC 35 - HORRIBLE DAY. Two 2s as well as Two 1s count as a Crit Miss. Probably only of any use for a player with either the Bounty Hunter or LOTS of IT or a Faction Pride/SA Re-roll. Without these, you're just as vulnerable as your opponent. Useful with the right build.
PCC 36 - CONSTATNT TREMORS. Ignore AMS, Coolant Flush, PD and Repair. Too restrictive against SEs that are not that common.
PCC 37 - IONIZED ATMOSPHERE. Energy attacks score 1 less damage and IDF targets get +4, not +3 to their defence. A good one for Jack Nightstalker. You're likely to be packing ballistic and anything that protects you against Indirect Fire whilst you're skulking behind blocking has to be a winner. Me like this one .
PCC 38 - ROCKY TERRAIN. Units get a token when they disembark and can not be given an order that turn. Foot mode inf get +1 DV. A crippler for tank/TGR and TTL drops - a real bonus for RHDMs. You'll either love this and take it, or hate it and have to cancel it. This card is going to be massive.
PCC 39 - MAGNETIC DEPOSITS. Unit attacked by ballistic weapons get +1 to their DV. Good if you're an energy-based faction or army but you'd have to have a pretty specific build to make use of this. Too limited for me.
PCC 40 - LIGHTENING STORM. Roll a D6 when an energy weapon is used for an RCA. On a 1 the attacker takes 1 pushing damage, on a 6, the defender takes 1 pushing damage. A bit random but maybe Rasalhague units could find this one useful. Gives you a 1 in 3 chance of either damaging your opponent or helping to to find your sweetspot.
PCC 41 - SUNSIDE. From turn 2, active player rolls a D6, on a 5 or 6, his non-BA inf take 1 damage and his mechs take 1 heat. Well, if Rocky Terrain messed with drops, this will mess with Mechs. Its tricky to manage your heat dials, but to have a 33% chance of coming into heat effects/shutting down at the start of your turn will be a nightmare. Bringing this along with a Coolant Pod or 2 may wrong-foot your opponent.
PCC 42 - SCORCHING SANDS. Wheeled get -2 speed and Quads get +1 heat when pushing. Chikako aside (one for BAW there ), I don't see that many quads in play but maybe Med IT is going to bring back the Stalking Spiders. Bringing wheeled down a notch would again hit out at the infiltration range of ATVs and the drop range of R10s and Zahns. Useful, but not up to making it into my final hand of cards for a tourny.
So, ROCKY TERRAIN, SUNSIDE look good and I'd also like IONIZED ATMOSPHERE. How do these weigh up in terms of Cancels/Cancelled By..?
ROCKY TERRAIN - Already powerful and to top it all, its only cancelled by Urban. The fact that it cancels nothing itself is probably irrelevant here.
SUNSIDE - Cancels Beach, Grasslands, H Fog, Ice Field, Jungle, Monsoon, Storm, Underbrush. Is cancelled by Caverns, Nightfall, Polar Gale, Sub Zero temperatures and Swamp. Although it cancels a good seletion of cards, it is itself vulnerable to several other powerful PCCs.
IONIZED ATMOSPHERE - Cancelled by Lightening Storm and Storm but cancels nothing itself. Well, what isn't cancelled by Storm - its almost as powerful as PD. As fora Jack build, its probably a little too vulnerable to PCCs that will clear the table of terrain or reduce it to rubble. No point having your DV against IDF bumped up by one if there's a clear LOS across the entire table.
So ROCKY TERRAIN it is for me but with the opportunity to use SUNSIDE in a mechless build - but that means drops which are vulnerable to RT which means.....AAARGGGHHHH!!!