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Last summer I held an unsanctioned 500 point single faction tournament with the prize being one of my Bonus Packs. I told the players I would field a Drac army as I knew that would up the "cool" factor and also leave the more powerful factions available for the other players. It turned out to be a blast for everyone since at 500, a person could load up on their Uniques.
If I had a player for every faction I would toss the faction names in a hat for you to draw and that is what you would play, with MS/Shyft played as a faction with Conquest rules the next week.
I'm close to a 2000 point Solo army, currently around 1700. Looks like I'll have to pump out the bucks and get some more Drones***! Now if we get the Solo Titan or the Solo Heroes in Pyramids, that will make a perfect capper for the big 2000:D
Originally posted by Yandros AG gets +2" range to all figures with a range attack.
Great thought Yandros.
Exactly what we need...a formation of 3x Amotep Gunners w/ 14-inch range backed by an Anunub with 14-inch range, a Storm Golem with 16 inch range, a Techun with 14 inch range, Bakus w/6-inch bound plus 16-inch range, and finally, a 10-inch Bounding, 14-inch shooting Corpheus...
:rolleyes:
I like these single faction ideas a lot though, but that one would over power the AG a little bit too much, me thinks.
lol - I wasn't serious; I was just continuing the list from above mine.
Beserk doubling as charge? oh my!
Honestly, I think that mono faction armies are really a good idea .. *in fun games*... being able to play a mono faction when you choose to is great.
But a lot of people make posts that state that WK should make it "mandatory" ? Honestly - I have no fear that WK would make this move. I doubt that they'd even make a scenario requiring mono faction... that really is far to much of an 'elitist' attitude.
At Gencon this year, I was asked by Kevin Barrett, with which army I played. I told him I was a Rebel at heart and like to play BPR with Steam Golems, to which he replied in true KI fashion that the BPR were Brutish sorts, but conceded a Steam Golem was a pretty fair deal on a offensive weapon.
And fielding Techun and Stormie with some demi's is a pretty fun army. Especially against a meat-wall of orcs!
Both Jordan Wiesmann and Kevin Barrett both said that there original thought was that people would play single faction armies to get into the story more, but were not surprised that people would pick "the cream of the crop" in order to win at all costs. I am sure that they would not be happy to learn that people play one podo and Bakus/corpheus/Amazon Drac for the "orcs". But they understand the nature of gamers and drive to win.
In the end they couldn't justify changing the rules to enforce single faction play and the game is as it is because of it. It's up to us gamers to justify the expense of fielding single faction armies, for the fun or the win of it. To choose to strategize and think the win through and not just go for the power-kill.
The game is what you make of it, challenging, fun, exciting, multi or single faction.
'Have to use at least one figure of X-faction in X-scenario' campaigns are stupid. 'Elitism' is going to one of these tourneys and cleaning up using a 'killer army' (Bakus, Anunub, etc...) with a Podo or Elven Recruit or other cheap figure thrown thus following the rules, but often not the spirit of the campaign.
With factional based scenarios, there should be mandatory percentage requirements, eg. 300 pt KI vs NS scenario, 75% of army must be pure faction, 25% mercs. Allows variety in armies more than not. How many people if given the chance would compete with a variety of single faction armies? More than can afford to field the elite figures by far...
Yup single faction Armies could indeed limit the use of strategies such as ML/RAM to certain factions (BPR and MS).
I too prefer the single faction army games.
Unfortunately not everyone will want to play one since there is a considerable amount of resource necessary to build such an army. So I doubt if they will make it a tourney standard. (just like their campaings they allow mixed armies just as long as majority of the figs come from one faction)
I usually play such games with my brother and it's usually fun. :)
I like the idea of single faction armies and agree that those types of armies should receive unique bonuses. I doubt that it can be made mandatory, but it is an option to consider using every so often. However, single facton armies become problematic in conquest games because a lot of people do not have that many figures from one faction, and elemental will have all of the dragons!
I like Mono-Faction games. Theme Armies. I find it more exciting than the usual builds. True, some factions will be stronger than others when a mono-faction "rule" is implemented (if it is implemented at all), that why there is none.
In WK Campaigns it would be better,, imho IF a "70/30 cost rule" will be used. That is, atleast 70 percent of the figures (pointage) you field should reflect the faction you will represent and 30 percent for 'others'. I believe this has been done in the past in some of the venues here. Just a thought.
*shrugs*
edit:: reread joedj's post above, yeah we're driving at the same idea....
Originally posted by joedj 'Have to use at least one figure of X-faction in X-scenario' campaigns are stupid. 'Elitism' is going to one of these tourneys and cleaning up using a 'killer army' (Bakus, Anunub, etc...) with a Podo or Elven Recruit or other cheap figure thrown thus following the rules, but often not the spirit of the campaign.
With factional based scenarios, there should be mandatory percentage requirements, eg. 300 pt KI vs NS scenario, 75% of army must be pure faction, 25% mercs. Allows variety in armies more than not. How many people if given the chance would compete with a variety of single faction armies? More than can afford to field the elite figures by far...
that's what I've been saying all along !
first off If you didn't get into MK with only picking 1/2 faction(s) you must have all factions (collectors) so fielding a mono-faction army shouldn't be a problem for anybody who's in it for the GAME.
the problem is tournaments aren't really for the game anymore they're (some excluded) for the powerhungry kids whom must win at alll costs.
in tournaments I (and a LOT of other players) would prefer not to play 9 out of 10 matches vs. thesame Adrac/KIcharger/HOST/Corpheus armies, but would like to play against a variety of armies/factions
I just had a thought that maybe BPR wouldn't have the ML/RAM at all because they don't use magic. I think that is a key point in the story. So I would give the +2 to range to BPR. After all a fuser ball ammo ought to go a bit farther than a crossbow bolt?
Magic Blast would be dependent on the the strength of the magic user I suppose. It's harder for me to say "yeah I could throw a magic bolt farther than you can fire off that rifle."
but I digress,
I'd give AG one (free) point of ME for groups of five. Not sure how well that'd work as I don't think people like to turtle that much, although I seem to end up in a turtle more than I'd like. Or maybe ME works within the range of the ME figure, so anything inside a 10" range of a demi gets magic enhancement. That seems interesting. Bounders enhanced! ouch! But the demi's are more open and vulnerable.
I like it a lot, especially when playing 400 points or bigger armies.
We've played a nice 400 points single faction tourney a couple weeks ago, and it was very interesting. Some 18 people showed up, and different factions appeared (I played AG cheese, but people played EL, KI, MS/Shyft and OR). No necropolis though.
It was a Dragons fest (all EL players used dragons), but surprisingly (at least for me) both champion and runner-up were playing all KI armies. They've charged the dragons' wings to death with cavaliers and lancers.
It was a really fun event, and I hope to play more like that.
I'm not against factions' special powers, or bonuses, but I think it's quite a complicated subject. Without a lot of thinking and playtesting, it could get a real mess.
I like the idea of faction bonuses. They could give each faction a little of what they don't have.
AG - get FM in formations of 4 or 5, you can use the highest move value in the formation
KI - ME in range formations, the fourth and fifth archer in range attack formations each add 1 to damage.
Orcs - they can transfer damage to other Orcs they are base to base with, this allows primary attackers in melee to last longer, and you can divide up the damage to hit those berserk clicks.
Necro - Necro all figures 6 clicks from death, ie turn the dial from the death slot clockwise 6 clicks or to first click, whichever comes first.
BPR - The same FM rule as AG. Love those Mancatchers.
Alright how about this, single faction armies are armies that consist of only figures of a single faction, magespawn (anyone can use them, they are factionless), Solonavi (fiction says they do favors for everyone), and Draconum (they are pure mercenaries). Oh and Draconum that are elite can only be used in armies with the symbols they have on their bases (e.g. Amazon Drac can only be used in BPR and Drac armies).
If the above conditions are met, then this player's army recieves a free command roll, because it is easier to command an army that gets along with eachother.
Also their might be some faction abilities like the team abilities in HeroClix.
EL - All figures with toughness gain a plus one to their printed defense to emulate their defensive play. All healers can heal no less then 2 clicks.
NS - Necromancy heals 2d6 clicks of damage or until full (average 7, so most any unit of NS will be atleast in vampirism range). Vampirism heals the damage done divided by two, to a minimum of one.
AG - All units with battle armor instead have +3 defense against ranged attacks instead of +2 do to better defensive formations. Magic blasters can chose to do their printed damage or roll.
BPR - All units with range recieve +2 range to a maximum of 14 more friends around to show off too. All figures with MI gain +1 to their base defense to a maximum of 20.
Orc - Berserk figures heal one click after they eliminate a figure (not too pissed anymore, vented their anger). Demoralized figures heal one click if next to Berserk and Command figures at the start of your turn.
KI - Figures with Defend gain +1 printed defense do to better organization of defense. All figures with weaponmastery do a minimum of 2 clicks of damage.
Shyft - Magespawn within 5 inches of a shyft figure move in formations regardless of not being in base contact with the figure. All shift move magespawn as if they had speed +2 and forcemarch, excluding figures who already have movement special abilities.
Draconum - All figures that push may role one die. On the result of a 5 or 6 they take no push damage.
Solonavi - When a solonavi figure is hit, deal the damage taken, divided by 3 (round down), to all figures without Solonavi in their name within 3 inches of the hit figure.
Magespawn - If your army is entirely made of magespawn, recieve twice as many actions as you normaly would have. If this is also a conquest game, instead you recieve 3 times as many actions as you normaly would have (including the free command action).
All the above rules do not apply to: Titans, Dragons, Chariots, Tanks, or Multi-dials of any kind.
There feel free to complain about broken rules, but I think I did a pretty good job at making them even, and story consistent. Flame away :p