General description:
It's an interesting piece. While the general uses for it are limited, it's has the potential to excel at a few narrow roles in the hands of someone who knows its strengths and weaknesses. And with the preferred pilot at the controls, it's abilities only get better, particularly the speed.
Uses:
Thunder Thighs' best uses are as follows: A high mobilty sniper picking away at larger enemies or finish off critically damaged targets or a baser, using it's high speed to pin targets in place for larger, slower units to attack.
Strategies and game play:
In the role of high mobility sniper, equip Thunder Thighs with Pulse or Improved Targeting to either increase it's damage output or accuracy.
As a baser, use its combination of high speed and jump jets along with Grapple to jump behind targets, base them in their rear arc and keep them from moving away unless they have Evade or get lucky on a break-away roll.
One ideal way to use it is to recruit it Jade Falcon, then use the Merciless faction pride to make Thunder Thighs able to inflict a large amount of Death From Above damage, then landing behind the target and using Grapple to pin it in place for a follow-up strike from a larger unit.
Combos with other miniatures:
Thunder Thighs works best in a force containing at least one larger, heavily armed unit providing backup and added punch. But since it's a recently acquired unit, I've haven't had a chance to delve too deeply into all the possible combinations.
Ways to counteract it:
Pinning the unit down with Grapple and engaging it with close combat attacks will quickly render it scrap, as the pilot's special ability doesn't nullify close combat attack. Furthermore, the pilot's special ability precludes the use of Evade or Decoy gear, thus leaving only speed as it's defense.
Strengths/Pros:
The 'Mech possesses a truly astounding amount of speed, and the jump jets let it easily clear any obstacles on the battlefield. And with the pilot's ability in use, there is a small but likely chance of evading damaging ranged attacks which would otherwise stop this light machine cold.
Weaknesses/Cons:
The 'Mech's short range weaponary and general lack of built-in special equipment, aside from Jump Jets and Artemis V are a problem, as is it's inability to use Decoy or Evade due the requirements of the pilot's special ability.
Artwork and aesthetics:
The sculpt is well done and suitable to a light 'Mech. The details are clear and while the paint scheme is basic at best, it's well-done. The one problem with the paint, however, is that the unit can easily be confused for a Steiner unit due to the paint color.
Overall rating:
8