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There have been many threads posted to help out newer players, and players that have small collections. While these are helpful in the extreme, I wanted to post a variant for all you MK fans that have been playing for a while, and have a larger collection of figures. So without further ado, I present:
Mage Knight Gladiator (MKG)
Unlike many variants of Mage Knight, the basic concept of this play style is to use very few figures to build your army. MKG gives players a chance to use several uniques and expensive figures that would normally be susceptible to swarms in standard army builds. In Gladiator you are limited to a maximum of 1 figure per 50 points of build total. So, in a 200 point army, you are limited to 4 figures or less. In a 300 point army you are limited to no more than 6 figures. This means that if you are a beginner, or have a small collection of figures, Mage Knight Gladiator (MKG) is probably not a play method you will be able to try immediately.
Furthermore, the victory conditions are a bit different in MKG. You earn a single victory point for every survivor you have in your army. For every opposing figure you kill, you earn 2 victory points. And each figure you capture and drag back to your starting area will earn you 3 victory points. This simplified system allows for quick calculation of victory points.
Other than these changes, standard rules for MK Unlimited apply.
This is pretty much how I design several of my armies anyway. 50 points is the average that a figure should cost if you are not going to give away actions. 200 points, use 4 threat pieces that support each other well.
If your going to have gladiator rules you should have like a pit surrounded by pungi sticks and use modified blow-back rules of heroclicks to do more damage.
Moreover you should scatter some weapons around the pit, maybe use some treasure chests or just like six gems around the board and set up a random type of list where you roll a die like:
1- a used sock, broken vase, or other no real use item
2-Gauntlet of death... +1 to hit close combat rolls +1 to damage
3-Boots of boogie... +4 to movement or the "flight" ability
4- Vial of healing. use an action+ drink liquid roll 1D6 on a:
one it's posion roll a (D6 again for damage)
two-six That number health healing
5- Magic looking glass. increase ranged fighting ability by five inches OR gain magic blast ability.
6- Deal with the devil... gain any special ability, but when and each time used suffer 1D6 of damage to that figure.
Necropolis 200pts.
Came up with this fast so there might be changes to it soon.
Astrus lvl3 - 44
Sunbane lvl3 - 43
Lord Oren lvl3 - 44
Nightstalker*** - 30
Grand Total: 161
Again still need to edit it a little.
perhaps i am wrong, but it does not say the figs have to be 50 pts or less... it says for every 50 pts of the build total, you get tp use one figure, that doesnt mean the figure has to be under 50 pts. thats like conquest, where evey 400 pts(?) is one action, but that doesnt mean all your figures have to be under 400 pts. Also, Teloric says this would be a Format where several big uniques and expensive figs could be used, and i don't think 50 pts is exactly expensive. Perhaps Teloric can back me up on this?
The idea behind this is to restrict armies to a small number of figures to promote the use of small unit tactics, rather than larger scale battles. Figures in your MKG army may be of any point value you want. The only restriction is the number of figures.
For example, you are limited to 4 figures in a 200 point army. You may use 2 x 90 point figures and 2 x 10 point ones, or you may use 4 that are about the same value (around 50 points). Of course you may always use less than the maximum number of figures (which can be a good thing given the victory point structure).
As for pits, items, chained up tigers, etc., I leave that to your imagination. My intent was to lay out the army building framework. After that, there are any number of scenario possibilities...