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I believe that NAAT and FCCF are the abbreviations for No Action after Taxi and Flyers Can't Carry Flyers but I would like an explanation describing what problems or abuses kept cropping up that forced the rules changes. If anyone has comments or examples they would like to share, please feel free to do so. Also if anyone knows when these changes officially went into effect that information might be interesting.
Well, I started after both of these were done away with, but from what I hear you'd frequently see things like two Wasps with two Firelords- Wasps free move to carry Firelords up, Firelords blast the living daylights out of everyone, then next turn the Firelords push to shoot again, and the wasps push to fly them back to the starting area where medics were waiting to heal everyone.
The gist of the problem with being able to do an action after being carried was that figures like Vulture and Wasp were incredibly usefull. It came to a point where unless you have a flyer for each attacker you lost the game, no question. Running Shot and Charge weren't that usefull and TK was next to useless. (why Tk someone out there when you can do that much cheaper with a low cost flyer who, can then push next turn and carry your attacker away from harm).
Every team had Wasp or Vulture on it, Stealth was not that usefull (just carry a person over and base up Batman take a shot and he's dead) and you had people being carried by flyers all the time. It made for a silly looking game and so many powers were made moot with it. You had people like the Mandarin being constantly carried by Wasp or Vulture so he could take a shot then fly away. The game lost a lot of strategy and became just a simple fly out your attacker into the middle, have him take a shot, fly him back to your medic, heal him. Repeat. Characters with low defense (ie no damage resistence powers) with range were next to useless since they rarely were able to get a shot off before they were based up by someone and attacked (and usually killed) before they could do anything. So the only good team build was have two big damage attackers with Invuln, a cheap flyer for each then a medic or a perplexer as suppot, fly the attackers out and smash.
The Green Lantern TA was grossly over powered. Carry up to 8 figures with you, base the other team, and 3 of your guys attack all in the same turn. A team with a GL who won inititive won the game on the first turn (before NAAT and FCCF there was no first turn immunity).
No ranged characters being based up to someone wasn't such a big deal since you just had a flyer sit behind him, grab him and drop him off beside someone else for another attack. (ie. Fly Bane up to opponent's figure. Bane attacks. Figure dead or badly injured. Next turn, flyer pushes, picks up Bane and deposits Bane beside next opponent you want to hurt (sometimes not even having the flyer acually move, he just picks up Bane and drops him someone else). Bane pushes and hammers next figure. Bane's lack of range no problem since he essentially gains the range of his taxi flyer.
NAAT and FCCF made for a much more tactical game. And a lot less games where an entire team is taken out in 1 or 2 turns. There's no way I would still be playing this game had they kept to the old rules.