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It's obvious that WK is moving toward simplicity with regards to rules, powers and abilities. This means that some powers have gotten better, some have gotten worse (in the case of mindcontrol, MUCH worse), but it's all about making the game simpler and cleaner for all players (but especially new ones).
Capture is the antithesis of all this. In order to play it you need to have a rule book handy, and go through the essay that is capture. I feel there is no way that this ability comes out of the new rule book unchanged.
The "fix" needed for capture is one where it moves toward simplicity while still keeping it at the same power level.
Here are the current capture rules:
Quote
CAPTURE
Some characters can use the Capture ability. Give this character a power action and make a close combat attack that deals no damage against
a single opposing character with the [starburst] or [tiny] damage symbol; targets that can use Phasing/ Teleport or Plasticity modify their defense values by +2 for the attack. If the attack succeeds, the target character is captured and is called a captive.
Remove a captive from the battlefield until it is rescued (see below).
If this character has three captives, it can’t capture another character until at least one of the captives is rescued or released (see below), and it can’t make close combat attacks.
If this character has any captives when it is knocked out, before removing this character from the game, each captive is rescued (see below) by the active player.
Releasing captives. When it occupies its starting area, this character can be given a power action to release one of its captives into an adjacent unoccupied square also in the starting area. A released captive is immediately defeated, and this character’s player receives additional victory points for the released captive equal to 50 points or the released captive’s point value, whichever is less.
Rescuing captives. Characters friendly to a captive can attempt to rescue that captive. To do so, give a friendly character a power action; it makes a close combat or ranged combat attack that deals no damage against the target character that captured the captive. The target modifies
its defense value by –1 for the attack for each of
its captives. If the attack succeeds, the attacker chooses a friendly captive. The captive is rescued and put into an unoccupied square adjacent to the target of the attack. The rescued character now has one action token regardless of how many it
was previously assigned; it can be given an action in the same turn it is rescued, but it is pushed normally.
Countering Capture. When Capture would be countered, roll 2d6; if the result of the roll is not doubles, Capture is not countered. If Capture
is countered, all captives of this character are rescued immediately.
How can this be changed to still be fun, stay at the same power level but be simpler?
I'd wager in an effort to simplify the game that WK is planning on letting the capture ability fall out of play. Same for Transporter, sharpshooter, and duos.
My kitten has defeated more heroclix figures than Galactus ever will. His paw is strong!
I'd wager in an effort to simplify the game that WK is planning on letting the capture ability fall out of play. Same for Transporter, sharpshooter, and duos.