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As broken as WK would probably make Aerospace fighters (ranged melee and even more move 'n shoot, anybody? ;)) this could be perfect.
*cuts to fancy video with deep, authoritive male voice in stereo*
Imagine a world...
*cuts to Arrow 4's dominating the battlefield*
where artillery is king...
*cuts to Atlas, nerfed by huge missile, balac in background SOMEHOW is killed by arty*
and kings of the battlefield are reduced to walking targets...
*horrifying scenes of destruction with evil SSw Arrow's eating people*
Is this a world you want to live in?
*cut to aerospace fighters blowing the crud out of Arrows*
They don't
*cuts to aerospace fighers straffing arty, little man in tank goes "Sergeant, we can't pog them!!! WE'RE ALL GONNA DIE!!!!*
This spring, watch as Aerospace fighters nerf arty into the stone age! brought to you by Broken and Unplaytested Productions.
*credits*
*ahem* What I was trying to say is that Aerospace could be a solution to arty. They would be unaffected by pogs, and meatshields would just be flown over. Imagine the look on Johnny McWarpog's face....
Ya i agree about the fact that Aero. wouild be a way to over come art. You could make a rule that if the art sits in one spot for too long then your chances of hitting or just destroying the art would increese.
For instance if an unit moved in the last turn then it has a reduced chance to be hit by Aero. But if it has sat in one place then the aero has a greatter chance to hit becasue they would have had longer to home in on that units position.
Here is how it might work
-Inf would be really hard to hit and aero would do little damage
-Tanks would be realitively easy to hit (depending on its movment rate and type)
-mechs would be average to hit but the damage would be not as bad as with tanks (so as to not make the Aero REALLY powerfull)
But basically the longer something sits and does not move the easyer it is to hit, and the more damage done to it.
If there is a god in heaven this idea will never see the light of day:ermm: Nothing like seeing a Stuka or its little brother the Lightning cleaning the clock of mechs any where in there strafe zone in CBT. Ohh and to those that say the Rifleman would counter this if given AA HaaHaaa you have never seen a CBT Rifleman get its can kicked with alarming consistence vs. strafing Aerospace fighter's. Sorry to say this but any mech would be badly outclassed by any strafing Fighters in CBT not to mention who over powered WK could make them in MWDA (can we all say artillery dominance in the game right now :( I knew you could)
I think adding Aerospace fighters into MW itself would be a bad idea. The standard battlefield is pretty small as is for the units involved, and it's way too small to really incorporate fast moving Aerospace units. And I too am scared that they would just be the next thing to dominate the game.
I can't say I was a big fan of the new Crimson Skies; however, I do think that a separate space based game for Aerospace fighters, Dropships, Warships, etc. could be a lot of fun. They really need their own scale. If done right, it could even tie into MW for some cool scenarios where the space battle could affect how the ground battle starts later.
If done poorly, the game could quickly be reduced to a clicky rendition of Aerotech whether or not that is WizKids aim. I have every faith that the design team would do their best to add Aerospace vehicles in as fair a means possible but things happen and one more easily exploitable design will likely be the last straw for many players.
Plus from a practical standpoint, the standard 3x3 board is simply too small to adequately make use of Aerospace fighters.
I actually thing Aerspace Strafing Runs should be a Faction Ability for the Raven Alliance once they enter the game. Once per game, you can strafe an area, it would work like AP Artillery.
Aero space fighters move at such a fast rate that they wouldn't make very good "game pieces" -most of the suggestions for their incorparation reflect that. However it would be cool to have some of the CBT fixed wing VTOL/STOL units and some of the conventional fighters make an appearance. Like the Gaurdian (carriers two SRM6s), Anhur, Karnov, and Planetlifter Transports, or the UrbanMech of the skies-the Mechbuster.
These units units could have a Flight movement mode: requiring a player to spend one order every turn to keep them aloft and moving them at least one half of their max movement. Movement wouldn't drop across the dial but once a Flight unit hits salvage it can move only 1/2 its max speed. If you choose to not give a Flight unit an order it crashes (pilot bails out). They could ram but wether they hit or miss they are eliminated from play. You would by definition have to move and shoot-(the other half of the movement cost), but no pushing.
Their power would be balanced by their command cost, especially with the one order per 150 points.
Something like off board movemnt might work a unit which exits the board my renter at any point along the same board edge within 1/2 the units movement range (accounts for the pilot turning the plane around.
What about aerospace fighter on the polystyrene card (pilot, airwing fluff) with a pop out bomb or strafe token?
With a point cost you can buy a aerospace fighter card for your build total With an order the aerospace token can place the single use token like an artillery strike.
The point cost wouldn't contribute to your VC 2 total. So an aerowarrior would start with a point disadvantage, but it would be an effective method to hit a hard targets, like artillery and turtling Mechs.
This would be cost effective for WK (feel free to use it :P ) and not raise complexity too considerably. The current scale would be to small for a separate aerospace figure to be used unless it was for a stand alone aerospace game (cool by itself...maybe as a box set for each faction/house).
i think the order cost wedjatboy thought of would be a great way to implement these. it would automatically mean that you couldnt have more than 3 without a command vehicle, and even then, you would have a 2/3 chance losing it the first turn. further, you would only be able to have 3 if they were the only units doing anything, leaving the rest to certainly be pounded by artillery.
The section of battlefield that is portrayed in this game is so small that you would have to use aero units in passes basically travelling from one end of the field to the other in a straight line to do a bombing/straffing run and then go off the board for a set number of turns before doing it again (needs time to pull around for another pass).
I whipped up some rules for this a while back on how to work both bombing and straffing runs.
The problem is that it would slow the game down even more than artillery did ... which is certainly not in the games best interest. I played SoB scenario on Sunday and one of the tables at the venue was just starting their 7th turn at the END of the 1 hour time limit.
The other concern is QA. If things like the SS A4 got past the playtesters and everyone else I shudder to think what an aero unit could do if given too much power. If WK manages to produce anything even more broken than arty is currently you will see players stampeding away from this game in a panic. Right now I just don't have the trust in the QA process enough that it could prevent a monster from slipping through in to the set.
I would say hold off at least 1 or two expansions and get the CURRENT rules fixed before introducing even more things which could throw a monkeywrench in the works.
Originally posted by topgun505 I would say hold off at least 1 or two expansions and get the CURRENT rules fixed before introducing even more things which could throw a monkeywrench in the works.