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I don't understand how someone wins with a lower build total, I thought all points were counted up at the end. This would mean the higher point total (team) wins.
ALso,
I don't think its wrong for someone to run away when their entire team has been crushed but for a piece or two. It might be annoying, but its a far cry from someone refusing to ever engage or someone taking 7 or 8 miutes per turn. (the game I played last weekend was like this, because of this I only ko'd most of his characters. Would ahve been all otherwise.)
I don't understand how someone wins with a lower build total, I thought all points were counted up at the end. This would mean the higher point total (team) wins.
From the Icons rule book (page 31, under 'Victory'):
If there is a tie in the victory point totals of two or more players or if no characters were defeated, the winner is the player who built his or her force with the fewest number of points. If playing a scenario, use the victory conditions of the scenario to determine the winner. After the game, all players retrieve their characters and cards.
The basic idea is, if you were able to fight a superior (i.e. more expensive) force to a standstill, you deserve the win.
It was a Sealed tournament for a case of Mutant Mayhem.
I pulled a pretty solid team of U Vindicator, Blink, V Ult Hawkeye, Cloak and and Arclight.
Anyrate, I'm playing against this guy who has 2 Northstars, V Cloak, 2 Havoks and a few other things. He wins map and picks the Batcave.
He just keeps passing and won't move from his starting area which I thought was so weird since he had a huge mobility advantage over me. He just had to run Cloak up the middle freeing up the Northstars to decimate my team.
But anyway I advance fully expecting Cloak to come in with his Poison and the Northstars to pick away at Hawkeye and company leaving me with Vindicator and her average attack value to try and chase them down. But no, he move his figures away. I spread out my figures baiting him to come in. He again keeps passing. Its getting frustrating. So I ask what's his build total - its about 3 points MORE than me.
So I say fine and I start passing. Now he has to come to me.
I've got this unscientific theory that dice roll lower the less you use them. Kinda goes hand in hand with "Fortune Favors the Brave". I've seen it lots of time - lots and lots of times. And in this game it came down to both his Northstars needing to roll a 7 to KO Arclight for the win. Needless to say he missed both times.
And I made sure to remind him if he didn't waste the first 20 minutes of the game running away he'd have had enough time to finish her off...
Visible Dials and Pushing Damage need to be optional. This is the way.
Stalling, to me, is the most frustrating thing about playing the game. I really hate it when my opponent gets ahead on points and starts taking a long time making decisions. How ever, it can be pretty subjective. What seems like a long time to me when I'm down on points may actually be a reasonable amount of time.
.
I may be guilty of this, but it's because I'm a horribly indecisive suckapunk. When I'm thinking what would work a couple moves a head, I don't even NOTICE how much time I'm taking to make a decision. I'm pretty sure I also do this when I'm down on points myself. I don't MEAN to stall, I just have a brain that takes a while to realize a plan ain't half bad.
It was a Sealed tournament for a case of Mutant Mayhem.
I pulled a pretty solid team of U Vindicator, Blink, V Ult Hawkeye, Cloak and and Arclight.
Anyrate, I'm playing against this guy who has 2 Northstars, V Cloak, 2 Havoks and a few other things. He wins map and picks the Batcave.
He just keeps passing and won't move from his starting area which I thought was so weird since he had a huge mobility advantage over me. He just had to run Cloak up the middle freeing up the Northstars to decimate my team.
But anyway I advance fully expecting Cloak to come in with his Poison and the Northstars to pick away at Hawkeye and company leaving me with Vindicator and her average attack value to try and chase them down. But no, he move his figures away. I spread out my figures baiting him to come in. He again keeps passing. Its getting frustrating. So I ask what's his build total - its about 3 points MORE than me.
So I say fine and I start passing. Now he has to come to me.
I've got this unscientific theory that dice roll lower the less you use them. Kinda goes hand in hand with "Fortune Favors the Brave". I've seen it lots of time - lots and lots of times. And in this game it came down to both his Northstars needing to roll a 7 to KO Arclight for the win. Needless to say he missed both times.
And I made sure to remind him if he didn't waste the first 20 minutes of the game running away he'd have had enough time to finish her off...
ahh...what are you complaining about...you won the case didnt you
(oh it wasnt me ...i was the judge for that event)
That's why my venue installed a house rule about passing on turns and stalling.
You can't pass the first turn. You can't pass two turns in a row.
Also, if you are accused of stalling then one of our judges personally watches the game for a little while to see if there really is a problem.
It used to be an issue with people feigning ignorance, but we figured out that they knew better and were using stalling as a tactic. Now it's no longer a problem...
"I'm about to sign your pitty on the runny kine!" - Pootie Tang
Lian Harper is indeed excellent insurance against this kind of thing.
I wouldn't use this strategy against someone playing in a sportsman-like way, though!
Of course, stalling, squating, and running away aren't really sportsmanlike either. I have no problem KOing a figure to ensure a victory...
I was playing against a Skrull team once, and I was down to my unique Wasp, while he still had a wounded Super Skrull and several other Skrull lackeys. I decided to push Wasp to hit SSkrull, and I hit with a critical hit, which KOed SSkrull AND pushed Wasp to KO. I was completely wiped out and lost that match, but the SSkrull's points we enough to put me into first place for the tournament.
As I said... I have no problem KOing a figure to ensure a victory. Or to teach the stallers, squaters, or chickens a lesson.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
I haven't seen many people doing it since getting back into clix, but there was a guy when I played who was NOTORIOUS for it. Now its not so much of an issue with LAMP and a lot of HSS to choose from, becase the fight and unavoidable threats are easy to bring directly to them.
I used to play Mechwarrior as well, and as bad as I thought the guy who stalled in clix was, there was one WORSE. This piece of.... work, had the cahones to actually eat half of a sub on his turn. Its a cheap tactic, and I sort of wish burning venerial diseases upon those who employ it. However, the longer they take, the more time I'm giving to figure out exactly what I'm going to do and excute it when its my turn again.
Something that also helped me when I played against stallers, was to whip out my cell phone after a turn of their stalling and lay it on the map and time them. I'd get the judge involved if they pushed the 10 minute mark. Most judges (the good ones at least) will put a fire under their kiester.
I played a tourney recently where my opponent kept his team between two lines of blocking terrain, didn't move his pieces for several turns and kept putting barriers up every round to in effect create a blocking terrain box. Maybe not stalling technically, but I thought it was kinda cheap. I got so frustrated, I TK'ed Magog up the map and used his total movement to reach the barrier. Of course, next round he had four figures attack Magog and prety much had him KO'ed, but I'm not the kind of player to stall. On a good note, I still managed to KO his Emerald Empress, Shaman, Scarlet Witch, and Con artist, but just didn't have enough to KO Green Lantern.
From the Icons rule book (page 31, under 'Victory'):
If there is a tie in the victory point totals of two or more players or if no characters were defeated, the winner is the player who built his or her force with the fewest number of points. If playing a scenario, use the victory conditions of the scenario to determine the winner. After the game, all players retrieve their characters and cards.
The basic idea is, if you were able to fight a superior (i.e. more expensive) force to a standstill, you deserve the win.
this is also from the Icons rule book (page 32 under Victory)
Victory points are scored as follows:
• Every opposing character that you defeat during the game earns you a number
of victory points equal to its point value. These points are scored during the game as
characters are defeated.
• If a character defeats its archenemy, that character’s player receives double the
victory points for that archenemy.
• Every friendly character that started the game on your force and was not defeated by
the end of the game earns you a number of victory points equal to its point value.
• Points for characters who were defeated, but not by an opposing character (such as
those characters whose actions led to pushing damage that caused three KO symbols
to appear in their stat slot) are awarded to the opposing player whose character most
recently damaged that character. If no opposing player damaged the character, split
the victory points evenly among all opponents.
• Victory points for feats that were not removed from the game are awarded to the
player who built his or her force with that feat. If a feat requires you to choose a
character, remove the feat from the game when the assigned character is defeated
and award victory points for the feat in the same way that victory points were awarded
for the defeated character. If a feat requires you to choose two or more characters,
remove the feat from the game when the last character to which it is assigned is
defeated and award victory points for the feat in the same way that victory points were
awarded for the last assigned character defeated. If the total cost for a feat increases
incrementally with each character to which it is assigned, each time an assigned
character is defeated, assign victory points equal to that increment of the point cost in
the same way that victory points were awarded for that character. If a feat does not
require you to choose a character or characters, remove the feat from the game when
all the characters on your force are defeated and award victory points for the feat in
the same way that victory points were awarded for the last character defeated. If a
feat is removed from the game and all the assigned characters are on the battlefield,
award victory points to the opposing player whose character most recently damaged
the character to which the feat was assigned. If no opposing player damaged the
character to which the feat was assigned, split the victory points for the feat evenly
among all opponents.
this means that if a person with a 300 point team plays a 299 point team and no figures a ko'ed then the 300 point team wins
In a fight between Batman and Superman, the winner would be Chuck Norris.