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Yeah, Shiva, the bombardment fix sounds cool too, but I've never played MK so I never saw that.
Tiemler - don't be a hater. You can't say it's a non-existent problem. SS AA dropping 3 pogs for cheap points is overpowered. A whopping majority here feel that's true.
The point of my starting the thread, and lots of other posts I've made on the realms, is to promote 'fix' ideas that satisfy the majority of the community while making no existing pieces unplayable, or worse- getting into talk of WK sending out replacement dials. Whoa, that's dumb, but I've heard that here. And it's not gonna happen.
We do know that the WK folks read here, no matter what the conspiracy theorists among us believe, and if we produce insightful threads they may just incorporate some of our better ideas.
I was artillery officer in my army time, the MW-arty is far too powerful.
My recommendations to fix:
1st - the easy hitting
a) Anything to hit within Line-of-Sight (LOS) use the regular to hit rules.
b) hindering terrain modifies the to-hit-roll by -1
c) blocking terrain or any blocking of LOS modifies the to-hit-roll by -4
(that's quite the opposite of the current rule, where clear LOS give you an advantage of +4 !)
2nd - Armour piercing
You have to decide before you role to hit what kind of ammunition you will use.
a) BLAST - use the standart rules
b) Armour Piercing (if the firing unit has the possibility) - you only hit units under the artillery plog - no blast radius!
Thast will help to fix the most urgent problems. Hitting an Atlas with a mere 7 or 8 (because it is still inside the blast radius) and breaking the armour because of AP! It is not so easy to hit! You have to dicede before you hit if AP or blast!
An artillery piece can only do it's printed damage to a target regardless of how many pogs hit that target. (+1 on a critical hit)
i.e. Artilelry doesn't stack.
You can still use AP, but now the SS Di Towed AA will do a max damage of 1 to that black armored unit.
This takes a lot of wind out of artillery sails while not making it usless. Lots of people used snipers when FFE came out even though they did a maximum of 2 damage. This simple fiz would expand the game in numerous ways and still allow artillery to help keep VTOLs in check.
BTW, the original suggestion isnt mine - its Masta's (Portuguese Runner up at PT Nationals, and one of our Worlds comitee) - he posted this originally at the portuguese forums. I love the change, because
a) its simple
b) its game-balancing, without destroying any unit (besides the BR Long Tom, but its a worthless piece anyways...)
c) it can be placed in the FAQ and
d) it can be placed in the FAQ as "errata" as in WKs saying "oops! we "accidenly" forgot to add this line in the rules, sorry - typo."
:grin:
I'd have to agree that arty is too powerful. It also, however, can REALLY slow down a game. When you do a 500 pt. game (which are starting to become more common it seems) you can easily stuff in 3 or 4 or even more arty units. With 1-3 pogs a piece that starts taking gobs of time declaring and resolving everything. Some of the suggestions I have heard on here that would address those issues are:
1. Pogs do not stack damage ... each pog's damage is resolved separately.
2. SECs do NOT work on arty attacks. Period. SECs are only for direct-fire attacks. So no Streak, IT, or AP. No rerolling drift.
3a. There is NO bonus or penalty for LOS
or
3b. If there is LOS you use the normal unit stats, if there is no LOS you use the stats on the pog.