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You can't make any change to the run mechanic unless you are willing to eliminate or at least nerf tank-drop in some respect (though I would have no problems with that at all).
If this change to arty really does bring it under control what will turn in to the primary modes of attack? Things revert back to charge and tank drop. Why? Cause getting in the first hit is the all-important tactic in this game. And the more range you have the easier it is to do so and those 2 modes of attack grant the longest range. I don't think ANYONE can argue that point. How many mechs do we have that can SHOOT 20"+? Uh ..... humm ..... *looks around* ..... I didn't think so.
Gamers are not stupid ... they can suspend disbelief up to a point but they DO still want their games to make some kinda sense. HOVER-APCs carrying/towing units TWICE their weight and mechs being able to RUN a helluva lot farther than any of them can SHOOT is detrimental to the game. I cannot tell you how many times I have seen new prospective players take a look at this game ... and when they learned of those mechanics just looked at the BM like he had 5 heads and promptly went elsewhere. Thus the only people who are getting in to the game for the most part are those already familiar to CBT and don't mind these mechanics. Well that's good that the players coming in already know about the universe but this is seriously limiting the potential player-pool.
In short, these mechanics don't make sense, they are beyond most peoples ability to suspend belief, they inhibit the ability to bring in new players, not to mention piss off a lotta vet CBT players who think mechs should be the focus in a game called MECHwarrior rather than sling-pinging with tanks ... and be able to use all those weapons their mechs are mounting as opposed to just running in to everything on the field.
"Gamers are not stupid ... they can suspend disbelief up to a point but they DO still want their games to make some kinda sense. "
Bravo! I couldn't have put it better myself! I mean, just to play, we need to warp reality a bit. But physics is physics. Unless a Maxim is some kind of remake of Dr. Who's Tardis, just how do we explain it? Because the rulez sez so? Not a satisfying or agreeable answer.
The most basic solution is to eliminate 'on board' carrying of vehicles.
Infantry may ride inside, but towed vehicles are just that. Towed. Hence they can be shot at, can't be towed over water, (hindering would be okay, as the tank (wheeled or tread) is creating a path.)
I think Garrots would be the execption to this rule, however, the vehicle must be UNMANNED, thus taking a turn to unhook, startup and load weapons. (Noone in their right mind would get into a underslung tank in a combat zone.)
This adds some complexity, but reality is complex. You can have simple and fast, or real. I think that's why WK made the transport rules that way in the first place, for simplicity. They initially wanted kids to be able to play this game but they oopsed that long ago...
The problem weapon range VS run distance is a major issue to me. All CBT players I know refuse to play MW because of stupid things like this (and: jumping doesn't build up heat while running does??? you cannot fire to someone that is charging you??? and so on)
I you're against 1,5x walking distance, then all units should be given the chance to fire at double its range with, to say, +3 penalty. Just like AA units vs vtols (but they would retain their ability without the +3 penalty).
This is because running distances have grown in expansions, while firing ranges have not (apart from Cats.. and only by 2 inches, that's almost nothing compared to some mech's running distance).
Originally posted by MeanKitty
No more rule changes, rule changes are nothing more than a crutch to those who cannot use proper strategies in a game that requires such. Moreover, that my friends is a true JEB statement, enjoy.
What if you want to change the rules, not to give yourself better odds of winning, but in hopes of making the game more like the original? In CBT, a locust ran 12 hexes. Long range weapons were 18-21 hexes in range. The fastest mechs couldn't charge opponent without risking getting shot at least once. In MW, its just the opposite. My mech can be 14" away from opponent (center dot to center dot). I only have a base move of 6". Run doubles to 12", and then the two bases make up the other 2". Even the slowest mechs can charge outside of most weapons ranges. I know plenty of ways to hit a possible charger before he gets in range, but that is not the point. I'd like to see MW follow some of the basic combat dynamics of CBT.
@ Topgun505 & Fred-of-Fred: Dead on accurate! Can't think of anything to add that you haven't already said. A 1.5x run is just the first step of many that need to be taken by WK to get this game back into some semblance of rational/realistic/beleiveable play. As it stands now, too many prospective players - people with considerable interest in a sci-fi/mecha combat game - try the game out once. mumble something to the effect of "that's just about the dumbest thing I've ever seen," leave and never return. And worse, all too many of the experienced players are starting to do the same. MK 2.0? No, what we need is MW 3.7!
I can agree to a point with some of the statements made. I believe that good tactics can win the day vs many of the armies out there, and that rules changes are not needed in most cases. I covernted to the antiwarpog group because I cannot field an army when I know my opponents complete force and beat it more than 50% of the time. There is no other metagamesque armytype with that kind of power. If I know your are bringing an all vtol force, I pack lots of AA. Infantry swarm, lots of AnP, lots of Heavy/hardened I pack lots of AP. If I knwo what you are playing, I should crush you 4 out of 5 times. vs warpog doesn't happen. Maybe 1/2 and not crushing, just playing perfect and opponetn making some mistakes.
As for nerfing run.... I would prefer to see them make the printed max attack range be the (normal) range and make all vehicles capable of shooting up to 2x their printed range w/ - modifier to attack rolls. I believe it would make the game better, then your LONG RANGE attacks could still hit the fast mechs before they charge you, and the printed distance is the optimal attack distance. just my .02