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.
I've read that some players state that their ships are not effected by Mermaids or can get around Mermaids...how is that?
Mermaids is a sick game breaking chit. Wizkids made a huge mistake by including an event like that but offering nothing to counter it, like an "event cancelling" anti-event. "Clear Skies" or "Smooth Sailing".
All of the other WK games that have events are pre-game card effects etc. have cards that can be played to cancel an event, battlefield/planetary condition or domain. Pirate events just go off without worry.
I am convinced that the people at Wizkids do not play test Pirates.
By making Mermiads they tried to create something to stop the big problem of the multi-action gunship, however Mermaids has created even more problems then it prevents. I am very gald no one I know plays with alot of Mermaids, because they see how stupid they make the game. They should have made events not just cost points, but also make them cost gold. If you had to get 3 gold on your home island to use mermaids, I think it might be more balenced.
the mermaids stall a ship for 1 turn per crew.. but there are two turns per round, one turn for you and one for an opponent.. a ship with 1 crew if uneffected by mermaids, a ship with 3 crew is still only affected by one turn. when cards are read correctly they tend to be more balanced. Look at how powerful Jonah is when he makes crew cost 0 points..
According to the FAQ weiznit Mermaid only effects the turns of the person it was played against. For 3 points it can shut down a 30 point boat for several turns, stall any boat for that matter.
There are ways around it, short of banning. Talk to your group about house rules to lessen its power. (i.e. every players turn, double cost, wake when shot at and/or anti-mermaid crew.)
I have been saying since day 1 (when mermaids crushed me) that there should be some sort of counter. If nothing else, Ghostcrew should not be affected. Just my thoughts.
Taking actions away from your opponents is just as good as getting extra actions...mermaids just allows it to happen for points instead of dice luck and crew sacrifice.
Even playing mermaids on a ship with 2-3 crew can hamstring it long enough for it to be sunk or insure an enemy boat makes it back home. Guess we'll just have to make sure to get all of our boats to islands in a turn. No more sea patrols.
At first glance I didn't mind it because I thought the chit would just as useful for gunfleets as it was to treasure runners...but it's definately harder on gunfleets. If Wizkids plans on making chits like Mermaids they really should think about including alternate winning conditions besides 1+half gold. It was already easy enough to gather treasure fast even before forts were added...mermaids makes it near impossible to run a gunfleet.
At the very least events should be treated like the conditions and domians from other WK games...meaning they are unique and can only be played once. Or in pirate terms "limit".
first thing i have to say is.. i take back wht i said about being wrong.. i have found no proof in faq or errata that say that it is Only your turns...
the other thing i want to say on the topic of mermaids and their brokenness.. i actually find them to be irrelivant against my ship with the most crew on it.. because i run blackheart and a helmsman i get L+L+s+s+s+s when i use the neptunes hoard and i sac a crew for an extra turn.. and since i run both The Stump and a oresman and an explorer.. i can make it to the closest (or not closest) and then load treasure and turn around and get back in a turn each.. making it imposible to be targetted. even when im justg running the Darkhawk II i get LLss.. which is a very long way to go
Please go to the WKForums and look under the Pirates forums, there is a Revolution FAQ there. It really does say it it's only your turns, I promise I have a print out right in from of me. It's on the first page and is the very first "Q:A:" under the events heading.
Okay, I am getting in on this thread later than everyone else but for the record, I want to say how bad the Mermaids Event is. I played two 85-point games last night. I decided to use an Event as I haven't in the past due to point issues with 40-point games. I used the Mermaids Event and it killed both games. It made it such a landslide victory I was embarrassed. It so unrealistically incapacitates a ship, I think people would be wise to ban them at the tournaments or seriously consider house rules.
I was thinking of some house rules that I thought would work, such as roll for every crewmember against his point cost. For example, a captain costs 3 build points, if the roll is above that, then he is mesmerized by the Mermaids. Do this for each crew, and it could lessen the number of turns. Or once a ship is fired upon, it awakens the crew from their stupor. Maybe another ship moving within a Long of the afflicted ship also breaks their stupor. Or just do it like Capt. Dre’s rules and give it only a 50-50% chance of working, determined by the die roll.
I agree with others who have posted, the Mermaids Event is a game breaker. :(