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Actually Athos, I think that would be too powerful by far. It's the rough equivilant of 3 units with command. Or the effect of having an additional 150 points of build total. It also allows you to use effectively 2 factions and get the bonus. A reverse Awe (extra order on a 6, call it Pride?) would be more reasonable. We really want it to be a minor advantage, so as not to disenfranchise the real casual players.
StormraiderMk2, I took this thread to be a theoretical one, I think we already realize this currently is not applicable to WK events (except unrestricted). But thanks for caring!
@Seafog: Maybe you're right... but maybe its just my oppinion, but I feel WK must strongly encourage faction purity. Right now, what's the point of playing faction-pure in every semi-competative environment. Other than get wiped from the field by the typical "Liao ATV, SC Arnis, SS Arrow IV, SW Ordnance, DF Schmitt, SH Aesir, SH Towed AA" rainbow color army. Thats really really sad. Why are there factions when you are almost guaranteed to loose when you play pure? And to counter this, an extra order per turn would just be right. You may not have the SUPER units, but at least you can move them all. :) Look at he World Championship and the National Championships: how many armies played there where faction pure? 10%? And how many of these did come to semi-/finale? One? You get the point.
Lets discuss. What's the advantage faction-purity has? I can do formations. But wait.... today the definition of a formation is: "Hey look, 3+ units cramped together.... lets drop some artillery pogs on them!!!). Since the invention of artillery, movement formations are very high risk of loosing all units of the formations due to artillery. Fire formations are only seen when dropped out of a transport. So I think the extra order would not be that overpowered.
Were I Bm at for unrestricted only battles we use this rule.
100% pure faction +1 order per 450 pts
67% faction pure w/ 33% merc you get and extra command roll per 450pts
100% Merc you get an extra command roll per 450pts.
the second one is a great way to hit the people who play 'rainbow coalition' armies solely to win prizes. They start the game LOSING VC3, which knocks many oput of contention early. It was particularly devastating to artillery armies- because even if they wiped out their opponent, they still would only take 2 of 3 VC conditions. So heavily competitive armies that were much closer on VC1 and VC2 wins, who managed a VC3 also would bump them out of the running.
Well, I always try to play faction pure. My best argument is that the ability to formation fire is in itself a huge advantage.
So I do not second Chibi's idea to penalize mixed faction, as it would craete a huge tactical problem for the mixed faction player, whatever the penalty... It would turn the match into a "kill the token units game", and if said tokens are well protected, it will be at the cost of the global tactical efficiency of the army.
It's much better, IMO, to give some bonus to faction pure armies. Say, an extra command roll everty turn, or every other turn if you use faction pure with mercs
I figure something akin to Liao's Awe faction ability would be fine.
50% Pure, get an extra order on a roll of 5 or 6. Or possibly even just on a 6. So as to not totally eliminate the need for Mobile HQs.
Or possibly even make command rolls easier with faction pure armies.
For example:
1. 50% pure, make an additional roll - on a 6, get extra order.
2. In addition to above, Mobile HQs / Units with command get an extra order on a 4, 5 or 6.
Even from a fluff logical point of view, the feasibility of units from the same faction being able to coordinate better works.
i believe you should be given small bonuses depending on your faction maybe for the BR when you repair you gain an extra click back hilanders would have a plus one on defence but you cant penalize people for not having hundreds of pieces
I dont mind playing a pure faction so long as I get to choose that faction, like in the faction wars. Otherwise Id have an awful time with other peices since I dont play any highlanders, rots, or sw. Forcing faction purity would not be a good thing, maybe we should be asking for more faction war-esque events instead. Imho, I think most mechwarrior players would love to have another event like the faction war.
Originally posted by dragonprince85 i believe you should be given small bonuses depending on your faction maybe for the BR when you repair you gain an extra click back hilanders would have a plus one on defence but you cant penalize people for not having hundreds of pieces
Yes, you're right. But you need to think about how you feel if you play faction pure, you know your opponent could, too, but he doesn't. Instead, he wipes the floor with you using his rainbow army. And not because you're the worse player, but because he cherry-picked the best of the best, and you did not. Your pesky formations are warpogged to death. So you need some bonus, I'd say.
But the idea of faction-depending boni would be nice, too, but difficult to balance. I like my idea of one extra turn if you're pure. So I would not penalize the people who pick from every faction. In fact, they took themselves an advantage over the pure player, and now the pure player gets an advantage to even the score.
Re: Just a small Idea to encourage faction purity.
Quote
Originally posted by Chibi*Hotaru The only real problem I see with this is the player who doesnt have alot of units.
And that is precisely the arguement that is being used constantly to reduce the faction purity requirements. The 200 point minimum was a great thing. It should have been higher.
There have been several proposals to increase faction requirements, or require armies be created from certain fiction guidelines. My personal favorite option:
Armies can be created from 50% of one faction, with the remaining 50% matching the fiction guidelines
Heh...I just thought of a goofy idea at the end of Math class today that would help with many things...
How about, if all units could move 1/2 of their movement without pushing (They would still receive their second token)? Artillery dumbness is out...but that would leave a lot of arty rendred useless. However, with this ability, people would probably use a lot more formations. I mean, why wouldn't anyone want to move a large mass of units without giving them pushing damage?
Now, I must go stare more at my desktop...I have a Goa-Psy internet radio channel in WinAmp, and I've just discovered the desktop-visualization feature (Turns your desktop wallpaper into the visualization).