You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
As I proposed in a nearby thread, removing the word OPTIONAL to Infiltrate and giving some capacity to SU Infiltrating units could give you the chance to place them anywhere on the map and make them unmovable...
Horrible idea. Just horrible. Look at previous figs that would be screwed by removing optional from infiltrate, not to mention some in this set.
Proposing it over and over does not make it less horrible an idea.
Yes, the cap 0 info can be found on the base of the Gun Nests. And concerning the movement of the Gun Nests: retractable battery-operated wheels and a fold-together armoured 'sun-screen'. Easy as pie.
Yes, they do have cap 0 printed on the dial. And they are actually called "Gun Nests". My original post made an assumption based on the accuracy of the units section here, and thus it was in error. They are not "emplacements" at all.
People have asssumed that they have a cap 0 because they have it listed on the units section of WKGames. Going by this criteria, the Elemental BA also has it (plus many others). Unless of course, these confirmations are from the pre-releases, then I'm just a jerk.
Originally posted by ltrain187 Horrible idea. Just horrible. Look at previous figs that would be screwed by removing optional from infiltrate, not to mention some in this set.
Proposing it over and over does not make it less horrible an idea.
Agreed. I could see this as viable if it was planned for from the beginning, and all units were designed with mandatory infiltration in mind.
But they aren't. Several units are designed so that infiltration changes their abilities in some way (reduces damage, speed, removes SEs). Therefore, it's a bad idea.
Great Tiger, I'm the proud owner of HL and RAF Elemental BA (Long Live The Republic!), both units can be transported since they do not have a transport capacity at all.
Elementals r0xx0r! But those Gun Nests can be nasty little buggers, even VTOLs have to fear them!
The "Fix" to this would have been to give the unit a 4" move (or more), with a Single use Infiltrate. And a 0 damage and 0 attack on its first click. SO, you could move it, you don't have to infiltrate, but you cannot do damage or use it till it takes that 1 pt of damage.
Once you use the infiltrate, or push it..or it takes damage. move goes to 0 and it gets an attack rating and damage rating.
The best solution we came up with at the pre-release (we came up with two possibilities), was to make the Gun Nests utterly unattractive unless you used their single-use infiltrate.
For example, you would have 0 damage, 5" move (single-use infiltrate), 0 attack, 10 defense on the first click. Perhaps this would represent the unit getting set up before digging in.
On the second click, you'd get your regular damage, attack and defense values, but a movement of 0" (and a repair marker). At this point, the nest has been "dug in" and cannot be moved, nor can it be repaired back to being able to move.
If you couple this with the 0-cap transport symbol, you get a much more real feel to the unit.
EDIT: Apparently, the best solution was obvious to more than one group, as IVIercy came up with it as well. Now why didn't WK do this....
So some people have problems with Gun Nests having the ability to move, but what they forget is that Gun Nests aren't really cheap or anything. Their point cost is ranging from 24 to 28 points. And stationary units are rather vulnerable to artillery, so the ability of Gun Nests to break up and move to a sunnier spot on the battlefield is defendable IMHO.