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.
My point is you have to change at least the three aspects
to achieve a balanced game.
If you delete tank drop and VTOL move/shoot, then requiring
LOS for charge/ram/DFA balances things out nearly perfectly and
actually makes the light mechs usable because they can use
their superior manueverability to pester the big guys without
getting automatically destroyed.
VTOLs do not pay points for move and shoot so should not get it.
(compare the Fulcrums to the Donars)
Artillery do not pay for the multipog and so should not get it.
You could delete charge entirely and this wouldn't make VTOLs
more powerful than they are now, they're generally at cruising
and can't be charged anyway.
I havent been playing very long, so i apologize if this seems like a silly idea..
On the issue of charging mechs. why not target takes half primary dmg of charging mech rounded down, and charging mech takes half dmg rounded up?
In that scenario, it isn't a huge opener as you can't do as much as if you actually used a ranged firing solution. and it doesnt totally leave the failed charger in a scrap heap (which IMO would lead to alot more interesting close in battles)
On the issue of tank/TAC drops. If it's a vehicle base, it should be present on the field and rear based against the transport (in other words i agree with warflail)
First strike is a stickler, there would have to be some advantage to winning the initiative, i don't believe first strike should be it.
just set the rules to all units can only infiltrate out to their printed movement speeds. yes, i'm sure there's still some ways to first strike on turn one, but it would hinder it somewhat (cept sprint/TAC i suppose)
anyways.. just a few thoughts on the game since i started. We now return you to your regularly scheduled discussion.
The only things that have to truly be removed are the methods of doing damage and moving into range on the same turn:
Charge: (need los nerf, damage nerf, more damaging to charger nerf, straight line + los nerf ect ect)
Ram: This is stupid anyways, remove it
DFA: Is almost never longer ranged then firing ranges, keep it
Move/shoot: Either make it a push (i.e can't push to move/shoot and if you do move/shoot you have two tokens and take a click of dmg and can't take an action w/ the vtol next turn) or remove it I prefer the former.
Drops: Either give a disembarked unit a token or make it only able to make a move order the turn it was based.
ok so you do all that and what gets stronger w/ all nerfs? arty. So what to do? Nerf it too... Make it so arty suffers -4 to atk if it fires indirect and it does -1 dmg, and only gets its base stats firing directly. Will some arty suck? Yes, overall after these changes are more units playable when compared to units that become unplayable? I would argue yes.
Thats my 20cents.
Oh and change around some stupid rules:
salvaged vtol = dead
'mechs move more efficiently through hindering then tracked
amphibeous tank doesn't break on a 1
aa gets +2 or +3 atk vrs vtol's (isn't necessarry at all really, but I hate how much almost every aa sucks)