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The Ch'tang is the first Tactics dial I've really liked. Cheap Hypersonic balanced by low damage output and the positional requirements of Enhancement is interesting. Tissue paper defense and intermittent cloaking feels pretty accurate for the Dominion War, where survival was mostly luck. Fielding a squadron of four of these really would feel like a cavalry raid. They'd fall like dominoes, but I'd enjoy the ride.
Voyager on the other hand packs about as many thrills as one of Janeways preachy monologues. The dial creatively captures the spirit of the show's progression... but it opens with neither offense nor defense and can pretty much just be ignored while its support is wiped out. It's even fairly accurate to a ship that regularly gets the tar beaten out of it, only to come back strong at the end. But that isn't what I want out of a piece that takes up half of my force.
I was given rep for my screen name alone! Now I feel all warm inside
Y'know, I though my imagination could handle the concept of human-sized superheroes fighting against enormous starships, but the fact that about half of these ships at full health can't kill a Nurse in a single hit is just too much to take! To give a few examples of what can OHKO a Nurse and is therefore more powerful than the lasers and crap from these two ships:
* Armored men with two pistols
* An elf with a bow and arrow
* Half of the Street Fighter cast, which includes a sumo wrestler, another wrestler, a boxer, and a stretchy guy who can breathe fire that might actually be illusionary.
* An air strike made with planes and bombs that should be ancient by Star Trek standards.
At least now there's good ammo for Star Wars fans to say their ships are better than Star Trek's.
Also, I'll go ahead and make the "hurp a durr if I needed a 150 pt scientist I could use Superman derp" comment.
That's because Brainiac shrunk the ships down. Or Antman did.
On topic, though, I feel these powers are pretty accurately chosen. I'm beginning to see the advantages of using the normal PAC instead of slightly renaming the powers (that is to say, keeping the yellow damage power as "Support" instead of changing it to "Fix Ship/Crew"); it makes it really easy to look at a ship and figure out what they do in my head.
I'm still much more interested in the Federation ships than the Klingon ships, to the point where I'm probably just going to collect that faction as singles. I think I probably only need about two Klingon ships on my display shelves before I start getting some diminishing returns as a collector.
Last edited by Deathblossom; 01/03/2012 at 14:39..
Reason: got rid of the snarkiness
Super King has all the powers of a king
plus all the powers of Superman
...also he's a robot
hey, that's cool! Super King, you rule!
Number One Heroclix Want: War Wheel in my DC Vehicle Super Booster
Healing the crew in the course of a battle doesn't make much sense. And engineerign squad makes more sense (but agreed, why can't they repair themselves? Same problem with the Doctor rationalization though).
It doesn't make any less sense than a paramedic healing a superhero during a normal Heroclix battle. At least in the STU they have tissue regeneration and advanced stimulants to get crew back in action quckly.
I think it's fine. If there' a hit in Engineering or the Bridge, the EMH can get there pretty much instantly with the transporter. Then he can start bringing unconscious crew back to consciousness, or otherwise get them ready to man their stations again. The only issue I have is that it can't be used to actually heal the Voyager crew.
CarlosMucha: that is like be running in a Olimpic race competition just one step to get the gold and then a Giant children place a mirror in your side and you discover what you are really a hamster over a whell and the gold is just a slice of chess. Avatar Summoning: Original GotG, Melter, Whiplash
Healing the crew in the course of a battle doesn't make much sense. And engineerign squad makes more sense (but agreed, why can't they repair themselves? Same problem with the Doctor rationalization though).
Yeah they don't even use Sickbay until after the battle sequences!
I don't think the same guy who designed the dials is designing the cards/flavor. If it is though, I hope he's Talaxian, because it's gonna take a lot of work to salvage this set.
They aren't scoring well for me.
Ships in scale with each other.
Powers that make sense.
Make ships feel different from characters.
Torpedo game mechanic.
Shuttle/Runabout/Delta Flyer/probe deployment/creation.
Nice sculpts.
Yeah they don't even use Sickbay until after the battle sequences!
I don't think the same guy who designed the dials is designing the cards/flavor. If it is though, I hope he's Talaxian, because it's gonna take a lot of work to salvage this set.
They aren't scoring well for me.
Ships in scale with each other.
Powers that make sense.
Make ships feel different from characters.
Torpedo game mechanic.
Shuttle/Runabout/Delta Flyer/probe deployment/creation.
Nice sculpts.
Yeah, if I were a Trek fan, or a fan of ship-to-ship combat, I can't say I'd be happy with this.
A property like this SCREAMS for depth, unique flavor, etc.
Longest-Reigning Drunken HeroClix Champion - anyone got a liver?
These ships aren't meant to be mixed with normal Heroclix. That's why it's called "Heroclix: Tactics", and not simply "Heroclix". It's a different game, that uses the same rules for ease of learning and in case you want to add house rules to your venue to allow them to be mixed. Heroclix: Tactics isn't even part of the Golden Age Heroclix tournament format, much less Modern Age.
I am aware that the forms aren't intended to be mixed, but since they can be, then it is "necessary" to point out the implications caused by what is on the ships' dials. I didn't know that they weren't Golden Age legal either, so thank you for that information.
Quote : Originally Posted by Deathblossom
That's because Brainiac shrunk the ships down. Or Antman did. Or this conversation belongs in one of the dozen pre-existing threads where people get to complain about Star Trek Heroclix.
Considering how much people complain about stats and power levels on most of the other reveal threads- such as the Hulks and Gladiator- I think my ridiculous rant is just fine here. Of course, I was intending to be facetious, and likely failed to convey that properly. I just felt the need to point out the damage differences, since while the formats aren't intended to be mixed, they were designed to be capable of mixing.
Anyway, the Voyager does look nifty, what with it shifting from mobile fighter to healer, then back to mobile fighter. The naked 18 defense concerns me, but the better damage reduction later on will be helpful.
A property like this SCREAMS for depth, unique flavor, etc.
All of which can be found in both Fleet Captains and Expeditions if folk are looking for crunchier game mechanics.
If I can take off the WK hat and put on the Trekker hat, I have to say that I am personally thrilled for the various options that ST fans have gaming-wise now.
Expeditions plays like an episode of Star Trek; there are plenty of plot twists and side missions to keep the game fresh and once the Expansion comes out, there are even more options!
Plus, a co-op board game feels very "Star Trek-y" to me.
Fleet Captains plays out like a season of Star Trek, with the various missions and objectives each player sets out to achieve during the course of the game, plus the more epic feel overall.
Even though it's a little more adversarial in nature compared to Expeditions, Fleet Captains retains a strong sense of Star Trek-iness" to me.
Tactics strikes me as more fast and loose Star Trek to me. It's the Star Trek that a lot of Sci Fi fans want, which is completely adversarial in nature and head-to-head ship battes.
It seems to me that the biggest hang up folk have is that they don't like the HeroClix rules for Star Trek. Me? Makes no difference except now I don't have to learn a whole new game which, given my limited free time for games in general, appeals to me.
I like that Tactics is intended to be played in its own "universe" (so to speak) and is a standalone. It makes a lot of sense and opens up a world of possibilities frankly.
Tactics may not be for everyone, but there are still more Star Trek games on the market now than have been for AGES and I for one am a happy fan.
Quote : Originally Posted by wintremute
I really, really, really wish there was a real-life situation where I could tell a large group of people, "YOU ARE NO LONGER ALLOWED TO SPEAK THE WORDS TO LIONEL RICHIE'S SONG, HELLO, AS YOU ARE INTIMIDATING PEOPLE."
I love clix, but these should not be compatible with the Heroclix line in any form. They dont have the vehicle keyword which complete alludes logic in my opinion and their power level is ridiculous.
It doesnt feel like Star Trek at all...just ships on Heroclix bases.
Does anyone loathe this Star Trek crap as much as I do?
Last edited by DemonRS; 01/03/2012 at 16:16..
"Strike first, strike fast, strike hard."
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I love clix, but these should not be compatible with the Heroclix line in any form.
They're not, and I, for one, won't play in any game in which they are allowed to be intermixed.
Furthermore, if anyone wants to call me a "hater" or somesuch for not wanting to play their house-ruled approximation of HeroClix proper, I will not feel bad in the slightest.
That said, this shouldn't really be an issue, at least not in tourney play.
Quote : Originally Posted by Cliffjumper
Does anyone loathe this Star Trek crap as much as I do?
Eh, it isn't my thing, but I don't hate it.
Now if it were completely compatible (as in INTENDED to be mixed, which these are not)? Yeah, then I'd hate it, and I'd probably take that as my cue to wind down my interest in the game.
As it stands, though, I'm sure some folks will be pleased with them. Just don't attempt to force me to play with/against them and I'm cool.
Longest-Reigning Drunken HeroClix Champion - anyone got a liver?
My issue is that it doesn't address damage to the ships themselves. Patching up the crew doesn't fix hulls.
I am still interested, but the execution is weak.
And repair crews won't be patching up the most important system in the ship - the crew. A better name might be "Emergency Response Teams" or something similar I guess, but there's nothing unique to Voyager in a name like that (or Starfleet Repair Crew, for that matter). At least the name they've chosen evokes the idea of the EMH (very Voyager-focused) doing something.
CarlosMucha: that is like be running in a Olimpic race competition just one step to get the gold and then a Giant children place a mirror in your side and you discover what you are really a hamster over a whell and the gold is just a slice of chess. Avatar Summoning: Original GotG, Melter, Whiplash