Author Topic: Evil combinations  (Read 4337 times)

Jellico

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Evil combinations
« on: 26 November 2018, 22:09:08 »
What are some evil combinations.


I will start with:

Rifleman IIC and a Point of Coronas.

RoundTop

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Re: Evil combinations
« Reply #1 on: 27 November 2018, 10:45:07 »
Evil combinations:
Hellstar
Dasher H
Dasher H
Elemental point
Elemental point

Load the dashers with the ablative armor (I mean the elementals) then go for juicy backs.
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Boomer8

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Re: Evil combinations
« Reply #2 on: 27 November 2018, 15:29:40 »
Mad Cat Mk IV
Septicemia B-Z
Septicemia B-Z
Vapor Eagle 3
Vapor Eagle 3
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Colt Ward

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Re: Evil combinations
« Reply #3 on: 27 November 2018, 16:20:31 »
Osteon D (3/5 or 4/4, cannot remember) linked with a Cephalus A (4/4 IIRC)- You can get this pair for under 5k BV, which is just brutal.

Never tried it, but a fun Nova point might be a Hunchback IIC and a pair of Hui-  Die in the distance or up close, it does not matter.
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Kojak

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Re: Evil combinations
« Reply #4 on: 27 November 2018, 21:28:22 »
There are some pretty mean BA/taxi combos you can do.

CCAF: Regulator II + Fa Shih
RAF: Scapha + Taranis, Celerity + Taranis
Hell's Horses: Hephaestus + Gnome


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Re: Evil combinations
« Reply #5 on: 04 December 2018, 04:09:57 »
What are some evil combinations.


I will start with:

Rifleman IIC and a Point of Coronas.

Little bit limited in range though.

Id prefer

Hellstar + a point of Ironholds (Fire version)... if we are allowed to mix Clans

Or just 5 Hellstars. Press the "I win" button 20 times.

Weirdo

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Re: Evil combinations
« Reply #6 on: 04 December 2018, 10:17:29 »
There are some pretty mean BA/taxi combos you can do.

CCAF: Regulator II + Fa Shih
RAF: Scapha + Taranis, Celerity + Taranis
Hell's Horses: Hephaestus + Gnome

Jade Falcon : Mk VII-C and a full Star of Ironholds, delivered literally anywhere on the ground map you want, and very few players come to pickup games with the kind of gear needed to stop it before it gets to its destination.
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Re: Evil combinations
« Reply #7 on: 10 December 2018, 18:40:51 »
There are some pretty mean BA/taxi combos you can do.

RAF: Scapha + Taranis, Celerity + Taranis

THIS.
I'm growing to love the Taranis.




For the clans.   A Nova of Grendels & Coronas is going to be near unstoppable.
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Re: Evil combinations
« Reply #8 on: 09 January 2019, 22:30:58 »
A quartet of Urbanmechs in a city board, with a couple of Demolishers to support them. Cheap, cheerful and a nightmare to deal with in close confines, usually requiring your opponent to allocate and inordinate amount of resources to shift them.

TAG Infantry and a lance of Archers... Or worse a support craft launching guided Arrow IV missiles.
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Caedis Animus

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Re: Evil combinations
« Reply #9 on: 10 January 2019, 08:57:53 »
A quartet of Urbanmechs in a city board, with a couple of Demolishers to support them. Cheap, cheerful and a nightmare to deal with in close confines, usually requiring your opponent to allocate and inordinate amount of resources to shift them.
Funny enough, the Demolishers are actually faster than the Urbanmechs.

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Re: Evil combinations
« Reply #10 on: 10 January 2019, 09:01:35 »
I was thinking more or less the same. Wouldn't some extra demolishers be more useful than the urbanmechs?

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Re: Evil combinations
« Reply #11 on: 10 January 2019, 09:07:17 »
In uneven terrain the demolishers are moving one hex per turn. The urbies can jump two  :))

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Re: Evil combinations
« Reply #12 on: 10 January 2019, 12:15:18 »
Septicemia B-Z and Turkina Z

The septicemia is a great bouncy spotter that is basically impossible to jam, and that you can't afford to turn your back on.

The turkina is capable of finding a hill and parking until the other guy is scrap; which won't be long.

Downside, the other side will be fielding a couple lances of decent mediums, the pair costs a mint in BPV.

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Re: Evil combinations
« Reply #13 on: 10 January 2019, 12:47:27 »
A quartet of Urbanmechs in a city board, with a couple of Demolishers to support them. Cheap, cheerful and a nightmare to deal with in close confines, usually requiring your opponent to allocate and inordinate amount of resources to shift them.

Make that Hetzers. Demolishers move you up on the threat register. Hetzers don't get enough respect.

For additional fun, use the SRM Hetzers. 30 SRMs will ruin your target's day (and your opponents, while he waits for you to make all the rolls ... )

Don't forget the plasma rifle Urbies, if you can get'em.

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Re: Evil combinations
« Reply #14 on: 10 January 2019, 13:49:43 »
Make that Hetzers. Demolishers move you up on the threat register. Hetzers don't get enough respect.

For additional fun, use the SRM Hetzers. 30 SRMs will ruin your target's day (and your opponents, while he waits for you to make all the rolls ... )

Don't forget the plasma rifle Urbies, if you can get'em.

W.

Hrm... a hetzer. Send an infantry platoon in there. He can only kill a couple of them each turn.  OH GEEZ NOT THE SRM VERSION! RUN AWAY!
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Caedis Animus

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Re: Evil combinations
« Reply #15 on: 10 January 2019, 14:24:44 »
Hrm... a hetzer. Send an infantry platoon in there. He can only kill a couple of them each turn.  OH GEEZ NOT THE SRM VERSION! RUN AWAY!
I'm going to take this time to recommend a mixed barrage of acid, frag, and harpoon ammo for use on infantry.

Because the image of a random guy try to call for reinforcements while his buddy gets ripped through a wall is hilarious.

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Re: Evil combinations
« Reply #16 on: 10 January 2019, 22:37:40 »
This isn't a combination of specific units, necessarily, but if you can get a force together that's using semi-guided LRMs, homing Arrow IV and tandem-charge SRMs in...well, tandem, you can seriously mess up an opponent all out of proportion to your force strength otherwise.


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Re: Evil combinations
« Reply #17 on: 11 January 2019, 09:34:39 »
Rifleman IIC and a Point of Coronas.

Anyone else not be initially scared by a Rifleman who only has a pint of Corona in them?
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Re: Evil combinations
« Reply #18 on: 11 January 2019, 17:42:38 »
I've been watching...

A Scout Hetzer and that SRM variant makes for some strange bedfellows...

Using a Clan Point of Royal Von Luckners can ruin someones day if not careful... Mech or otherwise.

And a personal favorite : the Pegasus.... there's ample variants for anything, from cargo hauler to BA transport! Sensors and Missile variants all in 3025---

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Re: Evil combinations
« Reply #19 on: 11 January 2019, 18:45:39 »
Funny enough, the Demolishers are actually faster than the Urbanmechs.

Someone needs to draw an art piece of a lance of Urbies riding a lance of Demolishers into battle!
Like "Charge of the Light Brigade"... only slower...and fatter...  :thumbsup:

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Re: Evil combinations
« Reply #20 on: 12 January 2019, 07:38:07 »
Someone needs to draw an art piece of a lance of Urbies riding a lance of Demolishers into battle!
Like "Charge of the Light Brigade"... only slower...and fatter...  :thumbsup:

Given how many times it's given me that "this device is charging slowly" message, my mobile phone shall henceforth be known as The Urbie.   8)

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Re: Evil combinations
« Reply #21 on: 29 January 2019, 07:05:06 »
If you have a That Guy opponent who brings only power units and Gausszillas to every game:
Infantry. In a city environment. Supported by Demolishers and SRM carriers, with a few Scimitars for support.
Have fun dealing with the infantry as they knock out your legs, whilst the Demolishers blow chunks out of your armour and the Scimitars outflank and harass you constantly and SRM carriers lurk around every corner waiting to blow you up in a rain of missiles.
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Re: Evil combinations
« Reply #22 on: 29 January 2019, 09:17:56 »
I've faced a Gausszilla with infantry. The tanks are optional, and so is the city. >:D
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Teulisch

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Re: Evil combinations
« Reply #23 on: 13 February 2019, 16:48:38 »
you want evil? mixed company of mech and vehicle.

lance of 4 scouts, the faster and more mobile the better. spider is good for this, with its jump 8. with 2 spiders, one jumps in as the other jumps out, staying mobile without having to move too far away from the targets.

two lances of vehicles. each of these should be 3 LRM carriers and 1 SRM carrier.

spiders run up to scout, LRM carriers supply the indirect firepower from behind the hill. thats 18 LRM 20 per round, and if the enemy gets too close the SRM carrier will alpha strike them. however, you can only sustain that kind of firepower for 8 rounds- if anything survives that long, run away to reload.

you can do this with any kind of missile boats, but the LRM carriers are a special kind of deadly.