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I agree with michael. Although elrooden going 32" isn't a happy thought. But how do you fix a Amazon Mancatcher surging for a capture?? Coz it still is a close combat attack. Nothing in the rules state that the attack has to inflict damage.
War consort(papa rino) i still feel that a plus 3 on the movement will still be to little. Take Corpheus, who moves 10. Add 3 and he can go 26, when he should be able to go 40. I know 40 is too much but 40 means he can move diagonally across the table and round some terrain.
As far as i can tell, there won't be any changing of rules until after MK 2.0 is released. Maybe if we all appeal to WK the changes can happen before the official SAs and rules are released. No offense but I hope they haven't printed yet, though i think they have and that is why they plan on releasing erratas rather than reprinting with the said corrections. Just my opinion.
how to deal with a surging amazon mancatcher capture? .. whack the amazon mancatcher after she captures... most probably she will be very well within your surge range as well... after 3 or 4 clicks.. lets see her try to pull off a termination push .. with an already weakened attack rating against the same defense but with the +3 .
a + 3 or maybe a +4 would be enough... Corpheus is Fast no doubt .. but as you yourself agreed.. 40 would be too much. corphy going 26 is already VERY fast.... Only thing that can surpass it is the Fell reaper/striker/solonavi unique's 14 which is 28 ... but then again, those things virtually FLY.. thats why.
with a +3 speed and an insertion that Charge/Bound SA will allow the fig NOT to push when executing Double-time:
scorpems will be able to move 8 .. double time 16 .. (no push because it has a horseshoe)
Sislith trackers will be able to move 8 .. double time 16 .. (no push because it has a horseshoe)
huntsman will be able to move 7 .. double time 14 .. (take no clicks due to bound SA)
Centaur champ will be able to move 9 .. double time 18 (Take no clicks of damage due to Charge SA)
The additional +3 movement cannot be used for move then range/close combat attack. It's use is strictly for movement only.
I know it's far from perfect.. but I was just dabbling with the thought.
It's so much easier to complain than it is to think of a solution. I'm just trying to open up some new avenues.
I see you point War Consort. So a Scorpem can move 5, then shoot or move 16. Am i right??
How about giving charge and bounders moving thrice thier printed value when using DT. Then applying a click if its a boot.
Its meeting halfway!!!! With the current rules DT will double movement printed. Their proposal is to give the chrgers/bounders their double move then DT which will effectively quadruple movement. Halfway is Triple it instead. Just my input.
In today's game corpheus and skyros are faster than fells etc. Tripling movement will just ensure that the balance remains as is.
make it aditional +4 (I like better than 3") like dungeons are the best solution so far, since all 3"-4" recieve 7"-8" movement, and 10" just recieve 14"
and about nightmare reaper can move 11" and attack, not much different with his counterpart fell reaper 14", and make sense since he can move and attack
Guys we need to put our 2.0 thinking caps on. We are not trying to dash across the board and kill anymore. We want to hold objectives. The problem with all this 28", 30", 40" movement is that it allows someone who has been beat up and pushed across the board, to suddenly, jump two figures to the other side of the board, contest two objectives, and win.
We need to cap movement at 18". That is plenty far enough, and we will still have plenty of tactics, because their will be 12", 14", 16" and 18" movers. some can move that far for free and some will take clicks.
Play test this and you will like it.
1. Easy break for flight and cavalry, not charge and bound.
2. Free doubletime for cav, charge, and bound.
3. Cav can double time after breaking, but charge and bound cannot.
4. Cap all movement at 18 inches including DT movement.
5. Shakeoff for doublebased.
6. Add +3 to base movement value for charge, not bound. This allows normal charge at printed value, but surge at +3 value.
Yup Aquaman .. thats just the idea really... although the move of 16 would have to be a double time... the scorpem with regularly move a 5+3=8
I also like the idea you presented to me. In fact I love the fact that there are so many realmers who want to give a helping hand in finding out a way to solve the problem.. for that I applaude. We need more of constructive thinking rather than simply following the route of Bashing and blaming like some kid.
Good luck ArmyC with the tests... I'll try to do some of my own as well.
My suggetion would be to change Double-Time and Surge to add two tokens instead of just one. Basically, keep it the way it currently is... ie: taking a click of damage, then after that the Surging or Double-Timing figure would get an extra token for a total of two.
I think this would balance it with the current chargers and bounders. As long as the current guys with Charge and Bound can Double-Time for free - no click or extra token.
I want mounted chargers to remain viable....but also take into consideration that 2.0 chargers/bounders are not likely to have their movements cut in half like our current models.
6" mounted chargers won't be worth saving if 2.0 chargers commonly sport 10-14" charge. Rumors are already circulating about a future 20" bounder. Prior to Corphy I would never have given an ounce of credit to such tales...but now....who knows?
I want whatever "fix" we come up with now to not only work for the time being, but continue working as we get to the other side of the coming shift in average movement stats.
If they are going to change the typical move value to 10 to 14", I hope they change the average cost to 75 to 110.
20" move values? Why? Of course, I asked that question about Corpheous.
isabee what do you think of my ideas above, and did you get your envoy ap night confirmation and have you read my idea for running 8 armies for the 1.0 challenge and getting them down to four.
i agree about the patches for mk 1.0 figs...i beg to disagree with skyros getting no patch... it won't have any value anymore as people will only use the common ki charger that can charge 12".. if every figure has its adjustments...ther would be no exceptions to few like skyros and corphy...
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it's not a matter of chance, strange things happen all the time...