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Originally posted by Wantec One rule we played with in an unrestricted event at our venue was to say that the only vehicles that could be transported were ones with "Towed" in their title.
thats my fav as well...
other than that i will go with the "the chargeplayer has to eat the unit after the game"-solution seems perfectly reasonable to me :noid:
and as wanted for a zillion of times, tanks should get shake off damage as well as a 2 damage base2base-range attack to kick off the peasant in front of that behemoth.
I have posted what I didn't like about transports shortly after FFE came out, and in these days, I said:
It would be best to change the unloading mechanism. I'd say a transport could move its full speed value, and then done. The disembarking is an order of the transported unit, not the transport. So order 1: you move your transport according to its speed value. Order 2: the transported unit disembarks to the rear arc of the transport, but cannot do anything other this turn (it takes time to get out of the transport and make clear where you are now and where the enemy is). The next turn, the unit can move normally since it does not have any markers. Would be completely logical.... and would not make the transports useless like some said. I'm pretty sure that transports should be used to move slow or fragile units from point A to point B while being faster and more secure than rolling there by themselves.
I would also be happy if they made it this way that only towed and salvaged vehicles could be transported, or vehicles only up to 50 points. But you could always transport infantry.
That would make transportation too bad IMO. You disembark with a toke... so if you don't wish to damage your vehicle, you'll sit the the next round there doing nothing. That's not a very good idea since you very much elimate a key aspect of transportation: speed.
Howdo
The whole point of transportation,is to move something
which cannot move by its self for whatever reason.
No propulsion of its own
broken down/damaged etc
or very slow moving,say a movement of 4 or less
several small light objects,Infantry.
Of course the heavier the object being transported
the slower the transporting unit moves,or the more
fuel it uses up in doing so,therefor there would be no
point in transporting a tank because it would move just
as far by its self as it would in the transporter,more or less.
Therefor only units which cannot move by themselves or
are very light and do not slow the transporter down,
should be transported,ok,do you think thats clear enough
for WK to understand.
Mechlube Man
We make the load/unload order cost the transport its entire movement, thus depriving the dropped unit a range advantage. Its simple and still makes dropping an effective tactic.
mlotoole0: Aside from the one I mentioned, that is the other reasonable idea. That basically makes vehicle drop 3" max. My only concern is the effect this would have on tank-drop vs VTOLs but the new CounterAssault AA units should have enough range and stopping power that it won't be an issue.
Originally posted by crowfoot If I understand you correctly, you are saying make it push to fire on the same turn its disembarked? Another good idea among the several I've seen.
I've heard this one before and actually it's not a bad solution.
@ Athos. Why? Mechs can move shoot effectively at present ... it's called charge. But it does 1 damage to them automatically even for the attempt .. regardless whether or not it succeeds. Plus it leaves them in base with the opponent which means if he misses a big hurting is most likely coming his way shortly. Tank-drop, however, has no such drawback other than using 2 orders for the process. It can drop and fire all day with no drawback whatsoever. At least if a tank got a token when deployed but could still fire in the same turn if it was willing to push that would at least put a limit on how often it could do so (before at least having to stop for repairs).
How many mechs cost 124 points or less, can charge for 5 damage (i.e. AP), out to 20" or more?
Any guesses?
Answer:
ONE. The BR Lego. Everything else costs more or in some other way doesn't compare to the value you get from tank drop. The BR Lego has 9 clicks on non-salvage life and the DF Schmitt has 8.
At least if you did this token idea then both forms of attack would have about the same capabilities AND the same amount of drawback.
I see nothing wrong with seeking equality not only between units but also the functional mechanics of the game. I think open forums such as this overall do help the game improve upon itself. The WK staff is certainly a creative bunch .. but it never hurts to listen to others who are just tryin to improve the game the best they can. And as we have seen recently they DO listen and respond. So have hope ... things are not the doom and gloom many have touted.
I have given it some thought and I think that the most elegant solution to tank drop is this: If an unloaded vehicle wants to attack in the same round as it was unloaded it may, but it is give a MOVE ORDER, but does not move, rather it resolves the attack normally. This makes the vehicle subject to the restrictions VTOLs have when they move and shoot (ie no IT and several other SEs don't work). This takes tank drop from being the defining tactic to being a really good one with a few weakness . . . .thoughts?