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Originally posted by Brownstone the problem is not IT of DFury...
It's hard to deal with a army that never misses??? I paly DF and I miss a lot :noid:
Well, i have noticed that with an army that has an abundance of IT you only need mediocore die rolls to hit most of the time. one evry other army, your dice essentially need to be on fire to hit most of the time.
Originally posted by capelo IVIercy, I couldn’t say better ;) , there is only one thing I don’t agree, and that is:
You can't make all mechs to make the same damage in charge, a locust can’t do the same damage of a atlas, is true that charge make to much damage, but making all mechs to do the same damage is not the solution.
Actually, I think a Locust could do more damage in a charge than an Atlas. Velocity vs mass.
Y'know, I thought of another problem myself with all the discussion of the newest Delrio book...
The MWDA novels are getting REALLY bad, particularly the Delrio trilogy. I dont think I've ever seen ANYTHING good said about any of the novels since the second one. Almost offensively bad.
The whole tankdrop, chargemonkeytude, and IT issues tie in as such an integral part of the DF faction that I think just the very idea of doing something about any of these aspects makes DF advocates quite nervous. I've heard people say things like "But if you eliminte tankdrop and downgrade charges, DF doesnt have any effective attacks longer than 12!!". That is absolutely correct, and IMO, how it SHOULD be. The 12" shooting range factional flavor of the DF is intended as a drawback in exchange for other good things they get. Unfortunately, since tankdrop and charges routinely attack at MUCH greater ranges than 12", the 12" range limitation is NOT in any way a significant drawback. It is supposed to be but simply isnt, hence DF units are getting a positive synergy that their point values do not reflect. I know it sucks to have your factions power adjusted downward, but I think if DF advocates are honest with themselves they will admit that they are getting very good synergy effects that they dont have to pay for in points.
Anyway, just some thoughts.
That's right, why should I use a big mech with a grate range if a tank or mech whits less point will first strike me and probaby make my unit nothing more than trach in the battlefild.
One more thing, in normal combat in MD: DA you get more wand-to-wand than range combat, tank/drop (inf/drop), VTOL and artilleries are the only things that can make a shot and because of that they rule in this game.
Originally posted by Sair Actually, I think a Locust could do more damage in a charge than an Atlas. Velocity vs mass.
Lesse . . . 20 tons moving at approximately 120 kph vs 100 tons moving at approximately 50 kph. Nope. Atlas wins.
The CBT formula for a charge (IIRC) was (tonnage of charging Mech/10) * # of hexes moved in a straight line. It took damage equal to (tonnage of charged Mech/10) (again, IIRC - haven't looked at my CBT rulebook since the mid-90s, so take it with a grain of salt).
Charging was almost always a last ditch tactic, unless you charged something significantly lighter than you, or with much weaker armor. Locusts did not charge an Atlas if they had any alternative - because while you will hurt the Atlas somewhat (if you hit), you also wind up right in front of an Assault Mech, which is perfectly suited to turning your fiesty little recon mech into so much scrap metal in a single salvo.
The thing is, IRT to charging doing a base damage, 3 clicks to an Atlas is nothing compared to 3 clicks to a Locust. Thier dials reflect thier tonnage.
Heck...Clyde's Hellstar, after 6 clicks of damage was still a beast and won me my final game (and the whole thing) in Faction Wars.
Originally posted by Warflail Y'know, I thought of another problem myself with all the discussion of the newest Delrio book...
The MWDA novels are getting REALLY bad, particularly the Delrio trilogy. I dont think I've ever seen ANYTHING good said about any of the novels since the second one. Almost offensively bad.
I like to imagine that it's not Campbell voluntarily giving the actual orders, just Delrio. Campbell is just an unwitting victim. :cry:
Kai you are correct a Locust charging a Atlas from 12 hexes away will do Tonnage/10 damage x 12 for movement 3x12= 36 points to said Atlas while taking Atlas tonnage/10 =10 points. Now before you charge monkeys key on the 36 to 10 damage remember that a Locust at most carried about 3 to 5 tons of armor while a Atlas carried about 20 to 25 tons of armor. Guess who wins. no not the 25 tonner the 100 tons wins.
Ah, OK, I just thought you were only hearing what you wanted to hear, "everything is broken, shriek, wail " etc. going by popular opinion can be problematic if only because popular opinion is often inaccurate (e.g. what percentage of the population think humans and dinosaurs coexisted). Remember back in DA when people were complaining about assault mechs(post deepwater rule change) even though they were easily dealt with?
I suggest when you compile your list, if you're going to include every problem, you heavily editorialise it, to point out that some peoples complaints are rediculous. I also suggest you try to get significant reasons why various situations aren't problems. Remember high amplitude noise is not signal.
from you response it seems to me that you complaint has more to do with the availabilty of tank drop and counter strategies to other factions. My response is wait I'm sure some variation of fa shih drop or ultra fast 1 cap transports will arrive for other factions, and artillery still forces a tank drop to push, mega damage tank drop may not be viable for the highlanders but there are other strategies available.
and that's the reason why I think tank drop should be kept in the game, nixing it would mean the only vehicals that would see play would be vtols and towed arty drops which is just going to make the situation worse. there's nothing wrong with the mechanic, the complaint is that the schmitt can be dropped rather than a tank being dropped which is a short sighted view to take. keep it in and you might well see cheaper expendable vehicals being dropped, (aa drop, maybe a tamerlane drop).
nixing tank drop will do more to limit the pool of playable figures than leaving it alone and allowing the changing meta to pressure a 2 action 130 point one trick pony out and allow more variety.
mlotoole0
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I play tankdrops every game. Not the DI schmidt, mind you. SW Padillas and partisan AA are perenial favorites. I rarely take a vehicle (or infantry) without some means to sling it forward.
And there you have it in one. these are ways of using tank drop that aren't hyper abusive, and once arty gets fixed might become more common.
Originally posted by Kai Lesse . . . 20 tons moving at approximately 120 kph vs 100 tons moving at approximately 50 kph. Nope. Atlas wins.
The CBT formula for a charge (IIRC) was (tonnage of charging Mech/10) * # of hexes moved in a straight line. It took damage equal to (tonnage of charged Mech/10) (again, IIRC - haven't looked at my CBT rulebook since the mid-90s, so take it with a grain of salt).
Charging was almost always a last ditch tactic, unless you charged something significantly lighter than you, or with much weaker armor. Locusts did not charge an Atlas if they had any alternative - because while you will hurt the Atlas somewhat (if you hit), you also wind up right in front of an Assault Mech, which is perfectly suited to turning your fiesty little recon mech into so much scrap metal in a single salvo.
I'd be pretty close Kai. Remember, you're rarely going to get a full run on a charge, and that gives the Locust an edge.
And its usually much better to charge an Atlas from behind. :)