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I was wondering if anyone out there has any house rules for Mage Knight vs. HeroClix games. A friend and I are trying to figure out how to balance them, and a little kick in the right direction would help. I'd be playing Marvel, and he'd be playing a combination of Dungeons and Regular. Either on a table top or a HC map would be great. Thanks in advance!
My roommate is HUGE into MK, while I'm an all HC man myself... we've played quite a few crossover games... and here's my one piece of advice... give the HC player roughly double the points of the MK player. The reason for this is that MK tend to have high damage and attack values (since the idea is to kill off "units" of guys instead of battling head-to-head)... if you go even, the HC guy will lose everytime.
Since the heroes are at a disadvantage by design, we give them 360 arcs. That usually takes care of the sneak attacks... as far as the capturing goes, we've never really addressed that.. I think my roommate never mentioned it due to the fact he didn't want to overcomplicate it...
I generally play with two other people. One who plays Mage Knight, One who plays Marvel and I play DC. We just give everyone a 360 degree arc as it would put the Mage Knight fellow at too great a disadvantage for him to continue playing if he had arc constraints and we didn't. We don't capture and there are some Mage Knight abilities that get disregarded because they don't really do anything in Heroclix. My friend is still allowed to use formations but not to taxi. For the most part it seems to work out pretty well. We didn't do anything to the point cost. Mr Mage Knight usually has about twice as many guys on the table but he rarely wins. Of course having your spandex clad super hero group being swarmed by elves and goblins seems a bit silly (?) but oh well, we have fun.
I made a friendly tournament here between Team MK (5 players) vs. Team HeroClix (5 players). We alternate between games using the MK standard 3x3 battlefield and the HeroClix map. It was a 5-round event, first team that wins 3 rounds wins the tourney. The 1st game would use 3x3 battlefield, 2nd game would use HC map, team with the highest scores gets to decide the setting for the 3rd game, the same rules applies to the 4th, and 5th games. In every round, 5 players will duke it out with the opposing 5 players. Whoever team has the most wins, wins the 1st round. Same rules applies to the rest of the rounds.
When it's the MK players turn, they use MK rules, abilities, and restrictions. They can move in formations and do formation attacks, they can capture, Magic Blast, Magic Levitate, etc.. But they still rely on their front arcs.
When it's the HeroClix players turn, they use their own rules, abilitiesk, and restrictions. They can carry and drop off the passenger, the passenger can immediately attack, they can carry objects, they can knockback MK characters.
When using the 3x3 battlefield, HeroClix figs use a tape measure for inches instead of squares. Every line of sight and movement must be from center dot to center dot. Flying figs have no center dot, so improvise, just estimate the center dot since it stand is fairly small and the center dot can be easily pinpointed.
When using HeroClix map, the MK figs use squares instead of inches. And the rest is self-explanatory.
Some HeroClix abilities are quite advantageous like carrying figs, outwit, perplex, and probablity control. And also their 360 degree arc. Not to mention the numerous team ability combos.
Some MK abilities are useless against HC, like Sneak Attack (since HC have 360 degree arc and can attack from behind). MK's Limited Invisibility can be turned off by Outwit since you only need line of sight for outwitting something.
This system is the most ideal since it displays the different aspects of each game and can really determine which is the better/powerful game.