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Lumpyseven

Mechanica Themed Team - How will it do?

Hi everyone,

 

Looking at starting my first Engineers team, and I want to do a Mechanica theme consisting of - Pinvice, Mother, Locus, Hoist, Vet Velocity and Ratchet.

 

How do you think this will play out? Will it work or fail miserably?

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If you're willing to swap VVelocity for Velocity it would be a solid team that I'd be happy to play against most teams.

If you keep VVelocity the team is probably still fine. You have models that can fight, models that can play football, and the best utility player available to Engineers.

 

The only thing to consider is you have no models with 2" melee, which means you may have trouble against models with good counterattacks or Unpredictable Movement. Locus has some utility against these but it's still not as good a solution as a model like Colossus or Harry.

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I think vVelocity is in there for the Pinvice Hoist vVelocity robot goon squad.  I'd consider switching Locus out for Colossus.  With one influence he gets the ball from just as far as Locus to say nothing of how much more of a ball threat he is or how much the afformentioned goon squad likes singled out.

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54 minutes ago, Gauntlet said:

If you're willing to swap VVelocity for Velocity it would be a solid team that I'd be happy to play against most teams.

If you keep VVelocity the team is probably still fine. You have models that can fight, models that can play football, and the best utility player available to Engineers.

 

The only thing to consider is you have no models with 2" melee, which means you may have trouble against models with good counterattacks or Unpredictable Movement. Locus has some utility against these but it's still not as good a solution as a model like Colossus or Harry.

 

Mainly picking VVelocity because her model is fantastic! Is Velocity considered better?

 

8 minutes ago, MechMage said:

I think vVelocity is in there for the Pinvice Hoist vVelocity robot goon squad.  I'd consider switching Locus out for Colossus.  With one influence he gets the ball from just as far as Locus to say nothing of how much more of a ball threat he is or how much the afformentioned goon squad likes singled out.

 

I'd potentially swap Ratchet for Colossus - ideally I'd like to keep as many of the mannequin robots in there as possible!

 

 

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Just now, Lumpyseven said:

Mainly picking VVelocity because her model is fantastic! Is Velocity considered better?

I'd potentially swap Ratchet for Colossus - ideally I'd like to keep as many of the mannequin robots in there as possible!

Velocity is generally considered better, yeah. She's the most reliable striker the Engineers have access to by a reasonable distance, especially considering she is very resistant to getitng killed post-goal with nimble / high def / reanimate.

Ratchet is the most important model in your team. Don't drop him. He makes Pin Vice able to actually take models out, is very influence efficient in an inf hungry team, while also having his own momentous damage if you need it, and helps all your mechanica against condition teams for free too.

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oVelocity is a specialist striker in a goal oriented team and vVelocity is a hybrid goal keeper striker that doesn't excel at either role, arguably failing completely as a goal tender.  One difference that is often overlooked is that oVelocity has no damage on her playbook past the first column but vVelocity has +1 every other column and easy access to tac buffs.  This allows her to be surprisingly violent with Pinvice and Rachet supporting her.

Also every part of Rachet's card is good.  Do not drop him unless you're playing with season 2 rules or earlier for some silly reason.

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20 minutes ago, MechMage said:

Also every part of Rachet's card is good.  Do not drop him unless you're playing with season 2 rules or earlier for some silly reason.

It is POSSIBLE to have a functional squad without Ratchet, but that's choosing to majorly handicap yourself for no valid reason.  I don't recommend leaving him behind, ever.

I know people will disagree with this, but it could be valid to drop Hoist for Colossus.  PV, Ratchet, VVelocity, Locus, and Colossus might be a very valid brute squad.  I might even try that this week.

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Overwhelming support for Ratchet here :) I can see how the 2" reach can be a problem tough. I haven't yet faced a team with unpredictable movement, so I wasn't thinking of that when I picked this team! Sounds like Colossus would be a good condition. Even better would be a mannequin colossus conversion...

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7 minutes ago, Lumpyseven said:

Even better would be a mannequin colossus conversion...

Like this?

p5CK6iU.jpg

I've always disliked the colossus model, thought this was a lot better.  I've thought about switching out the torso for a Locus torso, but I have other projects...

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It's literally just a Hoist that I chopped up, ground down some to fit, and replaced the human Colossus torso with.  If I remember right I wound up doing a little bit of green stuff fill to make the fit correct.  Very easy conversion, for the cost of an extra Hoist.  If it's a look you prefer, definitely go for it - took very little time or effort.

Caveat: I used a Dremel with a burr grinding bit, which made it effortless.  YMMV with different tools.

Edited by rozyncrantz

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Just now, Lumpyseven said:

@rozyncrantz looks awesome man, I might try with Locus!

Yeah, his beefiness will probably look more appropriate.  Locus just wasn't out yet when I did it....

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@rozyncrantz 1) Sorry to hear that you and Guildenstern are dead. 2) That conversion looks great and answer my question of "what do I do with this big ugly guy?" Also props for laying down velocity so it doesn't look like she's dive kicking the ground.

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From a gameplay perspective, A mechanica themed team of Pinvice, mother, hoist, colossus, rachet, and velocity would be the most effective. Vet Velocity is mainly just overshadowed by velocity, so you can certainly use her if you prefer the model. Locus, while awesome looking, is probably the least useful of the mechanica models. Colossus is one of the most useful. 

Of course, if the theme and aesthetics are most important to you, then you can certainly go with whatever you think looks best!

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I haven't played with Ratchet in a while, but then again I like to play the 3-0 game with my current setup where as if you are trying to go for 2-2 ratchet feels mandatory.

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1 hour ago, blueboyzcaptain said:

I haven't played with Ratchet in a while, but then again I like to play the 3-0 game with my current setup where as if you are trying to go for 2-2 ratchet feels mandatory.

I use Ratchet almost every game.  He turns up mechanica to 11.  He does enable more takeouts but he allows a free sprint/Charge.  Basically allows Colossus with 5 inf or Hoist with 6.  My team feels 2 dimensional without him.

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35 minutes ago, Silversmith said:

I use Ratchet almost every game.  He turns up mechanica to 11.  He does enable more takeouts but he allows a free sprint/Charge.  Basically allows Colossus with 5 inf or Hoist with 6.  My team feels 2 dimensional without him.

This.  Plus Fixer and Blast Earth.  A free condition clear and rough ground to bog the enemy down; without anything else those would get him in almost every time.

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9 hours ago, Silversmith said:

I use Ratchet almost every game.  He turns up mechanica to 11.  He does enable more takeouts but he allows a free sprint/Charge.  Basically allows Colossus with 5 inf or Hoist with 6.  My team feels 2 dimensional without him.

I feel ya and when I was using ratchet I did exactly that. But my opponents learned how to deal with that quickly. Sure it may seem you have more options with ratchet but you are stuck in a very predictable play style. Of course against some teams that doesn't matter cause they dont have answers to either a super disruptive colossus or a death machine pin vice. But if you are forced to fight against a good fighting team ratchet feels like he needs to be a little close to use his abilities. His defensive statline is lacking quite a bit for someone who wants to be between 4-9 inches of allies. At least optimally in my opinion.

I've had more consistency with my goal scoring lineup going for 3-0 every game, with the occasional switch into ratchet if i feel killing would be faster.

Not to hijack the thread though.

I think an all mechanica team would be great as long as you take ratchet to, as other have said, enable them. I've had good success with a similar team to yours and ones suggested.

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Fantastic advice everyone, thank you so much! It sounds like Ratchet is pretty essential. Colossus sounds like a good swap in, I'll find a way to convert him to fit with the theme. 

I'll also experiment with both Velocity's - although I think rule of cool will mean I pick Vet Velocity over the original! Thanks everyone, much to think about :)

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On 6/2/2017 at 8:30 AM, Lumpyseven said:

 

Mainly picking VVelocity because her model is fantastic! Is Velocity considered better?

 

 

I'd potentially swap Ratchet for Colossus - ideally I'd like to keep as many of the mannequin robots in there as possible!

 

 

I play the mechanica team vvelocity is very underrated and any of those players with pin vice are awesome

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On 6/2/2017 at 6:23 PM, dtjunkie19 said:

Locus, while awesome looking, is probably the least useful of the mechanica models. Colossus is one of the most useful.

I still haven't figured out Colossus. The loss of Ramming Speed is what's done him in for me, he looks much more difficult to use as a wrecking ball.

As for Locus, I think he's a better Target for Ratchet's overclock than Hoist. Both have TAC 5 and 1 on 1, 2 on 3, and 3 on 5, but Locus's 3 damage result is momentous, and he has access to a momentous KD on 1.

EDIT: Admittedly, Hoist has momentous 1 on 3, which means he can be generating momentum when Locus might not be able to, but I think that momentous KD on one makes up for it.

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10 hours ago, Siberys said:

I still haven't figured out Colossus. The loss of Ramming Speed is what's done him in for me, he looks much more difficult to use as a wrecking ball.

As for Locus, I think he's a better Target for Ratchet's overclock than Hoist. Both have TAC 5 and 1 on 1, 2 on 3, and 3 on 5, but Locus's 3 damage result is momentous, and he has access to a momentous KD on 1.

EDIT: Admittedly, Hoist has momentous 1 on 3, which means he can be generating momentum when Locus might not be able to, but I think that momentous KD on one makes up for it.

2" melee, momentous KD on 2, stoic, close control and tough hide are all very huge. The 2" melee in particular is basically essential for engineers against a number of teams (alchemists, Fish, Obulus morts potentially, helps a lot against brewers w/mash killing the ball).

There are certainly times when you miss ramming speed. However singled out, unexpected arrival and his KD go a long way to getting him out of the scrum when you need to. The way to play him is as a setup and control model. He should be going in, KDing models, tackling the ball and passing it out to your striking models if the option is there, and occasionally breaking up scrums to get your models unstuck. He also is an excellent mid/late game striker, as once he is up in the midfield, he can be an excellent model to go in, strip the ball off an opponent and score. 

If you look purely at Tac and playbook, and consider it just from a damage/mom perspective, then I would potentially agree with you. However, hoist has a HUGE advantage over Locus in one way - versatility (which comes from True Rep and his traits). Locus as a strict 7" threat range (technically 8" if he hits destructive impulse first, and 9" if he has good marker and does so) and has no access to payable/playbook dodges to avoid things such as unpredictable movement. Hoist as an 8" threat range unaided, however with mother within 6" and a nest marker within 4", Hoist's threat range suddenly goes up to 13.2ish" and his threat is nonlinear. He can also use that ability to avoid triggering unpredictable. But that is not all he can do. He can true replicate blast earth after being overclocked and he now threats 18.5" for two blast earths. He can true replicate singled out or tooled up to increase his damage output. He can true replicate acrobatics to increase his threat and give himself access to a payable dodge. He can take tether ball and threat a free ball from 13" away. Finally, Hoist's sturdy and good statline - 4/1, tough hide, reanimate, allows him to make clutch plays by just walking out of engagements and eating a KD/damage to do what he needs to do. All in all, hoist outperforms Locus (both overall and as a target for overclocked specifically), because of his extreme versatility. He can use overclocked to threaten ball retrieval, goal runs, or significant damage. 

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Note that I agree that Hoist is great, and I recommend running Locus beside him. It's just  that Hoist is too good at other stuff (providing CP redundancy, ball holding, and terminatoring to the goal) to commit him to the pain train, so if you're gonna do that and the captain ain't handy drop TU and Overclocked on Locus and have at it.

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14 minutes ago, Siberys said:

Note that I agree that Hoist is great, and I recommend running Locus beside him. It's just  that Hoist is too good at other stuff (providing CP redundancy, ball holding, and terminatoring to the goal) to commit him to the pain train, so if you're gonna do that and the captain ain't handy drop TU and Overclocked on Locus and have at it.

Overclock is useful for much more than just going for damage, which is why I will often give it to hoist so that he is able to threaten either damage, scoring, or control based on what is needed. Your original point was that Locus may be a better target for overclock than hoist - I disagree, unless it is in a specific situation where you are attempting to take out a model that is within threat and cannot activate between the oveclock from rachet's activation to move out of threat, and hoist is outside of range to true rep any relevant damage increasing CPs. 

The issue with running them together is that at a minimum you are looking at Captain, mascot, rachet, hoist, locus. That leaves room for only 1 more model, and with that lineup you are slow (less so if you play pin vice) and have zero 2" melee. Colossus, Harry, Velocity, and situationally Compound are all really wanting in the lineup there, in my opinion.

I guess a lineup of Pin vice, mother, hoist, locus, rachet, and colossus would be decent if you were looking to run an all mechanica team. Velocity or even vet velocity seems like a huge improvement over locus in that lineup though. 

Back to my original post - I still assert that locus is the least useful of the mechanica models. He isn't a "bad" model, he is just quite slow, and seems overshadowed by other models in the guild at most roles. That doesn't mean you can't play him, enjoy him, and get some use out of him, of course! I am purely thinking in terms of optimal competitive play here :)

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