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We've always known that that was the case, but the FAQ spelled out exactly what a GS that cannot be recruited into a given faction will look like. This was causing problems because people were interpreting that to mean that gunslingers cannot be recruited to a specific faction unless that faction's icon specifically appears on their card, which is (of course) not the case.
Yeah, VTOLs still aren't powerful enough after the AA nerf, let's give them this special magic power that allows them to base stuff without allowing their target to spin. It's a stupid idea, always has been and always will. Unfortunately, it's also the rule. *sigh* Oh well.
I imagine artillery templates in the future will look different, as under the current rules there's no situation where the stats on the templates would be used at all. So I suspect FRP artillery will not include stats on their templates. Wierd.
A surprise ruling on the RotS/Liao alliance card; not really overpowering, it's just quite strange to think about the fact that you can now create a ranged combat formation with 4 different factions in it. I suspect players will be trying to use that FAQ entry to justify creating similar formations using other alliance cards, or non-ranged combat formations with all SA's. Oh well, nice try WK, poor wording but a step in the right direction.
A ruling on ECM Suite makes the first sentence on the card completely meaningless. Wierd. I almost thought ECM Suite was worth using for a second there. Oh well.
STILL no new clarifications concerning the first pilot power ever previewed, Tara Campbell, despite the obvious questions about it. Most of the other stuff I wanted was included tho, it's really good of WK to give us all these clarifications, even if it did take a couple months. Perhaps next month they'll get the rest.
Oh, and the wording on the Merc contract/GS question was quite screwy. In the first place, the Merc contracts very clearly do add a faction symbol to Mercs (read the contract cards), and it's a bit strange to see the FAQ stating something different. This interpretation solves certain problems, but creates others (such as: do Liao-contracted Mercs get faction powers? Do Mercs that have been contracted to a faction still count as Mercs for purposes of creating formations w/other factions?). It creates issues with placing GS pilots into 'Mechs with a faction on their base if there's a contract in play (the rationale provided suggests that you would pay a recruit cost for the GS, but the last sentence in the FAQ entry--"When using a mercenary contract card you do not need to pay a gunslinger's recruitment cost for that faction as well"--speaks the other way). More poor wording, but, again, a step in the right direction.
Actually, the FAQ just formally stated what had been an informal understanding.
Only pilots rated for Quads can add their speed modifier to a Quad.
Im glad they clarified this a little better. I was under the impression that only pilots with the quad mech speed type modifier could Pilot Quad Mechs. Makes me a little happier to know that my dime a dozen generic pilots can pilot Quad Mechs.
The RotS/Liao alliance card is very cool and crazy powerful.
It's not powerful because the four factions, it the ability to formation fire without being in base contact. Hello?
Try running arty + Rots Kelswa drop + Liao/BR ATV’s. You can drop pogs, plus station ATV’s around the board, all you need is a two ATV’s in firing range and you can drop the Kelswa, formation fire with a 14 attack value. In not hard to get 3 or 4 ATV into range for 16 or 18 attack values.
I seen deferent formation, sniper drop from a shun, Regulator drop + ATV + Track bikes+ Kelswa. It’s rude people just don’t see the Non-base contact formation fire coming, there not used to it.
It makes tank drop a tough challenge to crack.
I've faced it and you just have to spend your time moving and killing ATV with your support units and make sure the guy can't get two ATV's into range with your Big point units.
STILL no new clarifications concerning the first pilot power ever previewed, Tara Campbell, despite the obvious questions about it. Most of the other stuff I wanted was included tho, it's really good of WK to give us all these clarifications, even if it did take a couple months. Perhaps next month they'll get the rest.
Cloudmoon,
What did you mean? I think this was addressed earlier.
About the bit with Enrico, first there is the part about being salvaged and needing to roll a critical hit to do close combat damage. That is wrong, because even if you have 0 damage, mechs always do a minimum of 1 close combat damage. (p.20 ROW).
Also about the part with two of them fighting each other, I found that quite funny cause I never thought about that before, and now I'm going to have to try that out.
On that part I'm curious why it would end when one unit gains salvage? First of all, althought its not mentioned it would end whenever one side wanted to not use the special ability (since its optional). I also understand why it would end if one unit was destroyed. I dont undestand why it would end when one unit is salvaged, as it stated in the FAQ itself previously that a salvaged Enrico and Fu could use thier special ability.
ok, so they fix the rs/repair problem, but............... they F@@@ up artillery. someone explain why artillery still works if i load it in a transport but.....if it gets killed before the round lands, it goes poof??????w.t.f.??????????? why do the pogs have attack mods then???/ thank you very much for taking the stupid and making it dumber. so, yes now artillery comes with disapearing ammo? does everyone have this feature? so if i have an ammo explosion now, because balistic weapons disapear i get to ignore the damage from it.....yea.
( if you can not smell the oozing sarcasm, i can not help you, but my point still stands )
I read the FAQ just now but still don't recall seeing one of my personal questions answered. Can Legendary Pilots be put in Gunslinger Mechs if a Merc Contract is used. This is especially relevant for the Duke X-Axis combo that keeps floating around. I know the answer is in there but just can't seem to find it in the wordings to their answers. If anyone can give an official clarification on this I would appreciate it.
The situation you described cannot happen. If you give an order to an artillery piece then you can't load it into a transport on the same turn. (See page 18 of the AOD rulebook under "Boarding".
Freakboy,
Actaully, it does.
Per FAQ, if you play an MC card it makes Mercenary units in your battleforce part of the faction listed on the card. It does not explicitly give those units a faction symbol (pages 3-4)
Since an MC does not give the Gunslinger Mechs a faction symbol, you cannot use a Legendary pilot in a Gunslinger Mech.
is anyone else a bit pissed that now I have to worry about what designers in hidden forums say about the rules in addition to over 4 pages of faq and a couple dozen pages of rule book and SE cards.
How long until you show up at your favorate game start to do something that was legal earlier that day only for your twerp opponent to say "Can't do that! Kelly said so on the forum 15 minutes ago." It's bad enough that I have to keep up with the monthly changes in the faqs much less real-time forum changes! Come on WK, you can distribute rule changes better then this.
I also wish WK would make available a pdf of JUST the changes so that we wouldn't have to waste so much paper each month.
Does your target need to be in range with both her attacks to use Full Barrage? (I would say no, but local BMs are ruling yes.)
Does Full Barrage allow you to deal 8 damage on an indirect ranged combat attack? (I would say yes, but local BM's are ruling no.)
Does Full Barrage deal ballistic, energy, both, neither, or does it depend on which weapon system was used for the original attack? (I would say the fifth, but obviously it's not really clear. This matters for purposes of deciding whether or not to add a heat to your target, and for purposes of deciding which armor specials apply.)
Do Heavy & Hardened armor reduce the damage taken twice, or only once? (Do they reduce the damage once per attack, or once per weapon system per attack?)
None of this really matters, as Caber & Tara are unsuitable for tournament play (IMHO) because the combo is ridiculously overpointed. Even under the most favorable ruling the combo would downright suck point-wise. Still, I wish they'd clarify it; it's not as if these issues weren't obvious from the start.
ok, i was just glossing over the rules, and hit this snag and it is not fair.... and i thought they made loading part of the transport, nopt the unit being transported. ( well with these rules you never know.... ) but never mind that, my point is this.
if i shoot artillery, and then on your turn you wax me, on my turn per the rules, it doesnt hit?? thats bunk. lame. dumb. stupid. idiotic. ######ed. and messed up. throw out anything they have said before huh? why do they place those markers with attack values on them? because when my artillery is getting killed, that round is still in the air?? duh???? THEY STATED IN THE RULES I READ AT LEAST, MAYBE A NEW VERSION DOESNT STATE IT, BUT
Actually you don't have to worry about the battlemaster forums rulings. In order to affect tournament play it has to be in the Tournament rules. Appending it to the Faq does not change the fact its not a sanctioned tournament update.