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last night I got an idea for a unit(s). there called mobile turrets and turret command units.
the turrets should have 0/8 range and 1-2 damage with 8-10 attack. 13 defense and 0 movement.
the turret command has 0 attack, 0 range, 0 damage and 20+ defense,5 speed.
how the turrets/turret command is deferent: turret command unit:
if you have a unit with a T in a circle* the number to the left of it is the number of turrets the unit can support (command)
after you've read the number you may pick the turrets you want.**the number on the right is the area of affect. turret unit:
turrets have speed mode TURRET. (looks like an DI towed artillery)
setting up:
after you've picked the turret command and turrets you're going to field set a side the turret command/turrets and set up the rest of the units. after all the units of all the players is set up, player one puts the turret command with in 3x the command turret's movement*** after the turret command is placed, then place the turrets any ware with in the turrets command's area of affect.****
attacks to and from turrets:
the turret can attack and be attacked.
the turret always attack the nearest enemy unit to it. turrets can attack artillery pogs(see attacking pogs). no orders are needed to attack, can't be pushed and always attack at the start controlling player's turn.
attacks to and from turret commands:
the turret command can't attack but can ram if all the turrets are dead.
if an attack eliminates the turret command all turrets it controls stop working and no points are gained from them even if they're attacked and eliminated after the turret command is eliminated.
attacking pogs
if there is a artillery pog with in the turrets range the turret attacks this not the nearest, in range, unit. the pog defense is the target + blast area.*****if the attack hits the pog is eliminated and does not hit.
*like a mech's vent and a transport's capacity
**ex. bill's the wheeled command has a turret rating of 3 he can pick 3 turrets so picks 2X laser turret and 1X SRM turrets.
***ex. if the command turret's movement is 5 then you'll put it with in 15 inches.
****ex. if the area of affect is 10 then the turrets are place with in 10 inches of the command.
*****ex. the long tom artillery :^^^: has an target of: 20 and the a blast area of:3together the defense is: 23.
Originally posted by Nanhold A mobile turret? Sounds like a typical pillbox to me, or a dug-in tank. Nice houserule, even though speed mode Turret sounds a bit useless to me.
the turret speed mode just so you can tell the units a part.
add this under, attacking pogs glossary
speed mode:TURRET, this unit can be in any Terran except deep water.
offline: a turret that no longer works.
and add this above glossary moving a turret command
if the turret command moves maser disents from the turret command to all the turrets in it control if 1 or more turret is outside of the area of affect those turrets are no longer under it's controll and is offline.
Mobile turrets? We have those now. They're called tanks.
Seriously, they seem to add a lot of complexity and very little strategic depth. However, I would love an AMS system on treads that could attack and destroy incoming artillery. (even makes sense because A4's (with lower pog numbers) would be easier to intercept than Artilllery shells.
TOWED turrets. You drive 'em in, set 'em up, and let the other guy come to you. Would you mind if I blended these ideas with my own and typed a word document?
Umn.... mobile turrets.... tanks have turrets..... is there any difference?
Pog-blasting? You lost me there, the pog is actually not a unit, nor an extension of an arty unit. The pog is a marker where the arty shell is aimed to drop. You blast that marker, and your just blasting dead space, either ways the arty shell still will land there if it don't drift.
Turrets and Turret command centers are fortified structures in the Mech Commander games as well. Most of the time, it's easier to just go around them, after all, they can't chase you. If you are inclined to fight them, it's mostly just target practice. Most warriors are smart enough to bring at least one unit that can out range and out gun a target that can't move.
As a piece of terrain or as an objective that must be captured to satisfy a victory condition, they might prove acceptable. Just don't expect them to do much damage.
Originally posted by Warengine TOWED turrets. You drive 'em in, set 'em up, and let the other guy come to you. Would you mind if I blended these ideas with my own and typed a word document?