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Its amazing how many units suddenly have "misprints" on thier dial or on thier pog. Whizkids really ought to look into quality control at thier factory.
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I appreciate WK's willingness to fix things, but this changes little.
It's still the best Artillery in the game. Instead of hitting everytime, it now hits most of the time (it has 50% chance of hitting on it's worst click). You can now hope to miss and increase your range.
You'll still be able to deal with Heavy Armor units. You can still repair it from salvage to a 50% chance of hitting the pogs for 2AP damage.
This might fix Warpog (I doubt it), but there's still little reason to choose any other artillery over this one.
IMO, the most significant aspect of this change is that it marks the first time an errata has been issued for playability reasons. Hopefully this is a tool that Wizkids will continue to use.
Okay, how would YOU have changed it? I think WK toned it down
quite a bit while still keeping it playable. As for choosing other
artillery pieces, I can think of two important reasons - range and
pushability. For 17 more points, the :^^^: Sniper beats this guy
at both, hands down. Plus, it's tougher! ;)
@spot,
Like it says in my sig, I just try to Keep It Real. ;) We had one
guy at my venue who was running a quasi-warpog army, but
that'll change, now. :)
I, too, spend quite a bit of money to get one, but I'm not complaining about the change either. I knew when I bought it that at some point something would be done to make it more balanced for the "good of the game." I'll still play it, I just won't be pushing as much with it anymore. ;)
Originally posted by Masta I appreciate WK's willingness to fix things, but this changes little.
It's still the best Artillery in the game. Instead of hitting everytime, it now hits most of the time (it has 50% chance of hitting on it's worst click). You can now hope to miss and increase your range.
You'll still be able to deal with Heavy Armor units. You can still repair it from salvage to a 50% chance of hitting the pogs for 2AP damage.
True, but think about this: In order to really take advantage of the repair out of salvage as you've pointed out, you'd need a repair vechile for each one, or at least one for every pair depending on how you deploy. That's MORE points you must spend as non-combatant "protection" (this includes the meat shield since it's unlikely to do any real damage in game) and it places more pressure on your Arrow IVs to win the game by themselves.
If I had to face it you better belive my first shots would be at those same repair vechiles to knock them down and hopefully into salvage. Now you have 40-80 points worth of units just wasting space.
Also realize that you're going to have to take the click for the one use AP whether the shot hits anything or not. In this sense, a good heat efficent mech with some water to run around in could conceivably run the Arrow IVs out of ammo.
Nice. Very nice. Even as a die-hard Swordsworn player I welcome this change, weakening the piece so that it's not an uber-unit anymore yet still retaining its utility as one of the most powerful artillery units in the game.