BATTLETECH WARZONE!
 
FREE MECH PICS & GIF'S
 
>


 
MECH INFO!
DAISHI PRIME (DIRE WOLF)!
Card Title.
Daishi Prime (Dire Wolf).
Type.
'Mech.
Keywords.
'Mech Clan Omni.
Construction Cost.
19 + 3A + 3M + 3L.
Speed.
Slow.
Armour/Structure/Attack.
4/11/11.
Options.
Overheat 6 : +6 attack.
Alpha Strike : +2 attack.
Rarity.
Rare.
Set.
Counterstrike!.



Arguably one of the most powerful 'Mechs the clans have, the Prime variant is, pound-for-pound, the most destructive of the
Daishi's .

19 Resources (28 if you don't have Assembly. Munitions, and Tactics) - Phew. It's going to take a while to get this 'Mech out.
You best bet to to either build it up slowly over several turns (making sure you keep it protected) or lace you deck with cards
that can give you more than the standard one resource. Either way be sure to keep it guarded because if your opponent
realises it's a Daishi that your building then he/she is likely to target the under-construction Daishi as opposed to your stockpile
because once it's out, it's hard to remove.

A tremendous 4 armour and 11 structure means that it'll stand up to anything in the game, well, except maybe another Daishi.
Because it has such high armour/structure values your opponent is most likely to either attack it in numbers, or block it in
numbers, because it will take some serious 100 ton 'Mechs to destroy it (even for the Clans). As a blocker it is ideal, being
able to fend off most attackers whilst taking minimal damage.

With an attack of 11 it can easily take out a good percentage of 'Mechs in the game in one stroke. The ability to cut through
armour like a hot knife through butter means that every 'Mech is going to receive structure damage, ideal for those 'Mechs with
a lot of armour and/or with ECM. It has enough power so that if several 'Mechs ganged up on it, it could quite easily take one
or more out in the process. And thats not all.

If it uses it's overheat and alpha strike then it does a whopping 19 points of damage to anything that gets in the way - at the
cost of being tapped for two turns. With just the overheat it can muster up 17 points of damage, enough to destroy any
unmodified 'Mech in the game. It's alpha strike only gives it 2 extra attack, but when combined with the overheat it can take
out almost a third of your opponents deck - and it's inaction for two turns because of the alpha strike has gotta worth it if you
can get it through unblocked.

However, does it's stats warrent it's huge cost ?

That cost - ouch. 19 is pretty steep in any deck, and it's not like you can center your strategy around building the Daishi as by
the time you've got it out your opponent will probably have picked off most of your deck. Although thankful that it's asset cost
includes Assembly and Munitions (the most common you'll use), Logistics is a bit of a wild card - not many decks that use a lot
of 'Mechs have Logistics, it being more use with Artillery.

Quite simply, one large drawback is it's very big target painted on it's chest. If your opponent finds out that your constructing a
Daishi Prime, it's becomes a 'Mech-magnet. And even if you've got it in play, your opponent will likely attack it with lots of
Moderate speed 'Mechs so it never gets a chance to attack (on the likelyhood you might have a card in your hand that allows
you to attack unblocked, or to deal damage to the target if blocked).

THE HUNCHBACK(HBK-4G)!
Card Title.
Hunchback (HBK-4G).
Type.
'Mech.
Keywords.
'Mech Inner Sphere.
Construction Cost.
2 + 1A + 1M.
Speed.
Slow.
Armour/Structure/Attack.
1/7/2.
Options.
Alpha Strike : +2 Attack.
Rarity.
Common.
Set.
Basic.



Nice picture, shame about the card ?.

With a minimum construction cost of 2 this 'Mech isn't going to be too much trouble to bring out. In fact, being common you
could get to the situation where you're bringing out two every turn, hows that for a number advantage ?.

It's 1/7 armour/structure mean that most things, including artilary i'm afraid, are going to do structure damage to this 'Mech.
Although it may take a large 'Mech to scrap it in one go, do you really want to spend resources repairing this ?. Having said
that it makes a good 'suicide' 'Mech, the kind you want to place in guard just to stop an attack regardless of whether you lose
your 'Mech or not.

By 'boiling the oil' and emptying it's load the attack value gets marginally better, at the cost of being unusable for two turns.
With an attack of 4 this 'Mech can boast some better firepower then most other Inner Sphere heavy 'Mechs, but then again,
most other Inner Sphere 'Mechs don't have to rely on special abilities to achieve this firepower.

Now for the bad news.

It's attack value of 2 means it isn't going to do much damage either. Ok, it's probably good when combined with
enhancements, but surely there's better 'Mechs out there that deserve those enhancements even more.

Giving it's statistics I would have put this in the Moderate speed range, but Slow ?. Basically unless you have some cards that
allow you to block the attacking 'Mechs regardless of speed and get it to block some lighter 'Mechs, this 'Mech will get
mashed if it goes one-on-one with any other heavy 'Mech. Half the structure and you've got better Moderate-speed 'Mechs
for the same cost.

When push comes to shove, there is far better 'Mechs to put in your deck than this. A 'beginners' card only and should only be
used if you want to outnumber your opponents 'Mechs and don't have enough of any other 'Mechs. Alternativly the
Hunchback is ideal if you need some quick suicide 'Mechs to block an attack, or to attack a target to get certain opposition
'Mechs tapped ready for the big follow-up offense.
 


 
Favourite links
 

wizards of the coast homepage
A great ccg site!


my mech world/akira page
my ainma homepage!

Email me on:
[email protected]

This page has been visited times.