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Why not simply turn the Green square on Horseshoe into the old Charge ability (let's call it Rampage to keep it simple), and let the Green Square on Boot be the new 2.0 version? Also, figures with the Horseshoe may not perform the Double-Time. That keeps the EL mounted figures from being crippled from the new 2.0 ruling and stops the NS mounted figures from moving across the field at 28 inches.
Originally posted by Bahamut One thing i noticed is Magic Healing is listed as magic range SA. So does that means Magic Healing will be sword and wand?
im just making a guess, but perhaps, the rules for charge printed on the SAC was not the full ability for whatever reason, be it for demoing reasons or whatever. i mean, bound wasnt even on the card. lets just have faith that things will work out for the best. ok?
That wasnt the full SA card, just one for the demo kit that came out. Think about it, there were only about 15-20 total abilities, at the most, on it. That would suck if thats all there were.
On the charge/bound matter i think:
-NO EASY BREAK AWAY FOR NON MOUNTEDS!!
-Cannot be used in conjunction with Surge. So, you cant double movement and attack. (not sure if this is even possible, havent read full rules yet)
-No easy break away for non-mounteds
-In order to use bound, movement is redusced to 6 inches and range is reduced to 10 inches. This way, max striking range is 16 inches.
-O ya, no easy break away for non-mounteds
Ok all the current mount will break on anything but a 1 still. They all have the horseshoe speed type. Charge allows the figures to surge without taking a click of push. If they doubletime they have to take a click fo push. This is how it stands now and more than likely will be in the final product.
Bound will read simular to charge except it will be a range combat action
Barrel, like many other people, i cant help but think that makes no sense. the mounts were designed so they were faster. even the sisliths and ankhars could double move for 10. whats the point if an average unit is doing almost double their movement, for the same one click of damage?
hey tell WKs..I am just passing along what they told me. I think mounts should have different rules but I was told that is not the case.
I am all for mounts double moving with out damage
Double Moving even if it started the turn b2b with an opponent
I have to say I am getting the feeling that most of our mounts are not going to be very good and they will replace them with the mounts that will eb coming out next year
barrel, i hope you are wrong, otherwise this orc loving necromancer will be pissed off. i seriously hope/doubt they will nullify past figures, making them worthless compared to new ones. i could be wrong, i have been before, but hey, just a hope.
Hey I am right there with you. I have a bunch fo KI mounts that I love to play with. It is hard to believe they would do it after 4-5 months of how much stuff they had to hear after Lancers. they are putting mounts back where they were when they first came out making them not work the price.
Why pay for a mount when a bladegolem can do the basic same thing. It is sad and I truly hope they do something different then what I have heard so far.
On a different note. MDFs can surge and double time
Originally posted by barrel I have to say I am getting the feeling that most of our mounts are not going to be very good and they will replace them with the mounts that will eb coming out next year
I hope you're wrong. So I'll join in.
If this happens, it would be such a blatant violation of the idea of backward compatability (Create the new SA, specify it to Horseshoe, then release new figs with the same SA/Type combo and, say, 10 inches of movement - while old mounts have 5 inches of movement) that it would make it a joke.
It would prove the most cynical posters here right. Something I don't want to see, as well as there being no reason, financial or otherwise, for WK to do it.
You know I agree. Honestly I know people would hate it but I could handle some figures not converting well like Cent or something but ofcourse we have Cent coming in the 2.0 base set.
It is the mounts I have a huge problem with how they currently look like the will work. For whatever reason it appears WKs WK is not doing anything for the mounts to help them out.
My logic is the fact that mount are well they are warriors on beast or machines. They shoudl be able to run twice as far as a person with out it causing too much stress. Right now they have a problem and I hoep WKs solves it the correct way or you are completely correct BI.
in the actual discussion there is no differentiation between Charging/Bounding mounted figures and mounted figures without Charge/Bound.
The actual known rules of MK 2.0 hit the actual Chargers/Bounders hard (that is no doubt), but on the other hand miniatures like Techun and Fell Reapers gain a lot (maybe too much).
So MK 2.0 is not wrecking all the mounteds, but wrecking Chargers and Bounders.
Originally posted by barrel ...On a different note. MDFs can surge and double time...
Now that's just plain evil. :eek: With standard games pushed to 300 pts and victory points (other than for ties) eliminated, MDFs seem to be more powerful. Plus their large base does seem to help protect objectives.