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I think the game, as a whole, is better and more diverse. However, I do really miss the days of several figures on one team. I used to love building teams in sealed - now it is just "who is my big figure and what can I pile on him".
We often play 600 points now with me building teams of 80-100 point figures just to try to replicate what used to be my favourite part of the game - a super team going against another super team.
This is why I really like the Flash set. At 400 or 500 points in a sealed a few weeks ago, I had 7 or 8 figures on my team. Great fun, low damage, really have to think about what's coming next.
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Everyone has an opinion, but my memory of this game before NAAT was it was the fastest growing game of it's type and I knew no one who didn't like that rule set.
The rule set that left bad memories for me was post NAAT, but before the changes to HSS. Not being able to use your "team" as a team anymore made anything that could not move and attack on it's own basically worthless against anything that could. If the other figure could move to safety afterward, it was strictly better than anything that could not because odds were your running/charge figure was also a flyer and could not be carried out, and TK still required adjacency. (This is the Icons Superman era. Seriously, he isn't hard to catch with pre NAAT/FCCF rules)
On the other hand, X Men were now playable vs Batman Enemies without the match being all about Shadowcat and Man Bat.
While I thought NAAT would be a terrible mistake, after I played a game with it I loved it.
It was the moment I went from mediocre to a solid player.
People complained about Icons V Superman but if you had a swarm team with a few taxis you could get him. Hawkgirl's 10 movement as a taxi was invaluable. Supes would get an action token in him and then you'd base him. Now some would clear, giving up the first strike to you but most would push to hit something. Then you pushed Hawkgirl to base again giving you a good chance to hit Supes.
After 3 clicks (2 after the push), he lost HSS and then the swarm team really got rolling.
Indom screwed all that up...
Visible Dials and Pushing Damage need to be optional. This is the way.
I think a big part about it too was how much the game was about medics because almost every figure was absolutely abysmal after taking 4 damage. The era when a solid hit for 3 damage reduced most pieces to a 7 attack and 14 defense was not good.
It was especially bad because you could heal for up to 6 (7 with a crit hit) on support.
I'd finally hunt down Vet Black Adam, hit him off HSS and then every time he'd roll breakaway and fly back to the medic who would heal him of 5-6 clicks. Maddening!!!
Visible Dials and Pushing Damage need to be optional. This is the way.
This is why I really like the Flash set. At 400 or 500 points in a sealed a few weeks ago, I had 7 or 8 figures on my team. Great fun, low damage, really have to think about what's coming next.
When I judged, the last sealed event I did at 300 was Hammer of Thor.
There were like 2 teams of 4 figures, 3 teams of 3 figures and 5 teams of 2 figures. Kinda sucked.
I ran them at 375 from then on which got teams to around 4-5 more regularly.
I feel 500 is the best build because it's the closest to the old days of fielding 6 figures with a myriad of powers.
Visible Dials and Pushing Damage need to be optional. This is the way.
Remember when leadership on a 41pt character was useful?
I remember the same 41 point character having an 11 attack for "5" (with heavy item) damage, which I still find useful. Unless you meant Captain America, in which case he isn't such a good meat shield anymore.
I was probably on the verge of quitting before NAAT. I liked the game in theory, but was hugely frustrated by the way it actually played. Then NAAT happened and suddenly my biggest complaints were gone.
I was probably on the verge of quitting before NAAT. I liked the game in theory, but was hugely frustrated by the way it actually played. Then NAAT happened and suddenly my biggest complaints were gone.
The funny thing is that, originally, NAAT went over like a fart in church. Most HATED the idea at first, but it was obviously the correct way to go in hindsight.
I think that's because move+attack powers were so rare in earlier sets because with flyers, everyone essentailly had it.
Look at how many dials have move and attack powers now. On primary attacking pieces, it is well over 50%. In the olden days, it was easily less than 10%. If the dial design hadn't changed to fit the new ruleset, it would still probably be a bad change.
The funny thing is that, originally, NAAT went over like a fart in church. Most HATED the idea at first, but it was obviously the correct way to go in hindsight.
The Realms was up in arms over it and a lot of propel quit, but it had advocates too (I was one of them).
But yes, funny how much it's accepted now compared to then.
What are you talking about? People never quit over new mechanics that change the game.
I outright refused to accept the change (yes I tried it before rejecting it). My venue continued playing with the IC rulebook until we stopped holding events entirely. To this day I still play with a group who won't use any other rule set, right up to the guy on the roof shooting over the same statue that stops you from shooting him.
Seeing them side by side, I have no problem with the statement that they are two separate games that use the same pieces. With modern dial design however, both are good games.
I outright refused to accept the change (yes I tried it before rejecting it). My venue continued playing with the IC rulebook until we stopped holding events entirely. To this day I still play with a group who won't use any other rule set, right up to the guy on the roof shooting over the same statue that stops you from shooting him.
Seeing them side by side, I have no problem with the statement that they are two separate games that use the same pieces. With modern dial design however, both are good games.
Glad that you never actually quit the game though.
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