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I've got a better idea. take 6 random mission cards, shuffle them, deal 3 to each player, ignore vc 1, 2, and 3.
=)
That's an interesting game!
You know what? I actually like that idea. Only problem would be getting the mission card that requires the VTOL and not having any VTOL in your army. It would sure spice up an Unrestricted game though.
First Mission Cards will have cost like any other card. What should stop you to take them all and use them if possible, when there is no cost? They must have cost, because the other way every player who has no cards is the looser.
Second: It's a pity, that we can't see the other side. Cost and gains must be in a useful relation.
The way I think of this is ; it's not an extra VC for you, but it's something you need to use to nullify your opponents extra VC. But then again, I'm a pessimist, so I see it as a necesary reaction to prevent your opponent from having an extra VC point, not as a chance to get an extra VC point for yourself......pity me, everyone :).
I like the mission cards. I think they were probably introduced because a lot of the newbies still do not know what to do when they get behind the table. This can give them something to try for. On a more general level, battles are supposed to happen for a reason. Usually it is a local one. For example, take the bridge, (defend the bridge), take the hill, (defend the hill). You get the idea. I see a lot of potential here for opening the game up to make each game more interesting. Too bad for the first mission card most of the good VTOLs have been retired.
We have been running random missions at my venue for the past few weeks, and the players have been very positive with them so far. I have come up with 11 of them so far, and some are very difficult to complete. It has encouraged a more rounded army build as well, since it is random, you never know what you need to complete them. The hardest mission is actually worth 2 points, basicly it is "stressfull negotiations" Do not destroy any enemy units, do not let any of your units be destroyed.
I have to "two cents" this one::: in the spirit of showing eveything on your side( equipment, pilots, stuff in transports...) it seems dumb that you can do something i have no idea what it is and get VC points for it. dont get m3e wrong i like the idea, just make it out in the open like everything else. i mean, obviously you can see through the sides of my transport, why cant i read your mind?
I think that this is a great idea! I think that it will allow more strategy in the game play. Not only will you have to out think your opponent in battle, but you will protect your assets to accomplish a secondary mission. You may lose the battle but win the war by completing your mission.
First Mission Cards will have cost like any other card. What should stop you to take them all and use them if possible, when there is no cost? They must have cost, because the other way every player who has no cards is the looser.
Second: It's a pity, that we can't see the other side. Cost and gains must be in a useful relation.
The CEC's that have a cost have the cost printed on the Rules Text side - that is the side we are seeing. I think these will be like Planetary Condition CEC's - everybody brings one, and they don't cost anything.
I like the idea of using random mission cards that DavionLoyalist mentioned - when there are more Mission Cards, that would be a fun scenario. It might work to simply deal 1 and have it replace VC 3 - that way you dont have to have 6 of the eight cards in play to start the scenario.
It does add more variables to the game, which keeps things exciting. But don't forget that everybody has to agree with those cards being used in the game during tournaments.
If I am reading this thing right, this mission is laughably easy to complete. Keep a VTOL alive and unsalvaged in the opponents DZ for your opponents turn and then your turn? Does anyone else see this as too easy?
Actually, by 'two whole turns', they mean two times around the table. So your opponents have two turns to kill it. So in a 4 player game, it goes like this...
Player A moves VTOL in.
Player B's turn (mission countdown starts)
Player C
Player D
Player A
= Turn 1 has passed =
Player B
Player C
Player D
Player A
= Turn 2 has passed =
Also note it is not just 'a VTOL'. It's your highest point value VTOL. If it dies, you lose the mission. If you have multiple same-price VTOLs, all of them have to spend two turns in the DZ, of one of them dies, you fail the mission.