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I'm still fuzzy about Necromancy and Revenant though.. when it says "remove from game" that means I can not try to reanimate them again? They are dead and buried forever and ever? Bed time for bonzo? Buh-by?
allenchan, the rules for making formations with figures who have flight was for Conquest.... they all may do so as long as they all have the ability. Meaning that you can still make the LI wall with Crystal Protectors.
They left out one thing that everyone has been arguing over though: Will the old factions be able to be in formations with the new ones, i.e. Black Powder Rebels with Black Powder Revolutionaries?
1. Can those flyers that have the new spiffy wing symbol make formations? If so, its seems like we got a bit ripped on that.
2. Ok, anyone else remember that one thing WK said, "This is NOT a new game, its simply an upgrade.... yada yada"
So now that they've managed to bring in the swarms of 2.0 supporters they simply go ahead and state the truth, its a completely new game, and for those of us with lots of 1.0, we're gonna get screwed over one way or another. But that's ok, WK is owned by Topps now, and they've got a sports clix game for us veterans!
(I think 2.0 is really an awesome game, I read the rules, but it just totally bags on the older players along with WK totally going back on what they said, just big companies having their way, plain and simple. Go corporate America!)
Glad we can finally talk about this. As for Flight I didn't see anywhere in the Rule Book where it states Units with Flight cannot make formations. Did I miss it ?
There are still many 1.0 things that are great.... but there are too many elements of 2.0 that I do not like. If 2.0 ends up ruining my MK play.... then i'll do what a lot of players are doing.... switch to Mech Warrior....... at least until they decided to make Mech Warrior 2.0....
Originally posted by ShockShifter 1. Can those flyers that have the new spiffy wing symbol make formations? If so, its seems like we got a bit ripped on that.
Don't assume that point cost for Flight is the same cost for Soaring.
Quote
2. Ok, anyone else remember that one thing WK said, "This is NOT a new game, its simply an upgrade.... yada yada"
No.
I have always clearly stated that this is a new game. Your old pieces work, but it's still a new game. New game new game new game.
And that's what it's been since day 1.
I read through the rules. They are not that complicated. I thought there would be a way to scale battles above 300 points, but I guess we will have to wait for that. One thing I wonder about is using Titans or MDF's in the games. Some of those MDF's might even be able to cover 2 tokens.
Originally posted by Cronosphere I FOUND A TYPO!!!
YIPPIE!!!!
It says that uniques have 4 stars in the picture on page 2, and later on, at the bottom of page 3, it says that uniques are signified by no stars on the base.
"No ranks stars on thier base"
Exactly......I think this will be the first quick fix of the new rules. Not that big of a deal, but I'm sure it will be obvious which are which, by the size of the base.
Also, if I am reading it right, and if there were actually 4 stars on the base for uniques, then that would mean that there are no unique figures from 1.0. Now that would be interesting!!!!
Originally posted by Draddog
[b]Don't assume that point cost for Flight is the same cost for Soaring.
No.
I have always clearly stated that this is a new game. Your old pieces work, but it's still a new game. New game new game new game.
And that's what it's been since day 1.
So they are completely different abilities with different costs, right? But you have to admit the new wording for flight seems to be a way to make old flight SA figures more like the new :wing: figures. If the flight SA figures aren't supposed to be allowed to soar, fine I can deal with that, but the new SA takes away any bonus from the :boot: profieciencies that the figures rightly deserve.
Also, the formation restriction is just ridiculous. I want to know what they were were thinking with this restriction because to me it says that WK doesn't want us to use our flight SA figs anymore. The same goes for several other abilities like charge, bound, Flame/lightning, Magic Freeze and Magic Confusion. Meanwhile other abilities like ram and pierce become amazing and look to be must have abilites for surging and range, respectively. I would really appreciate some sort of expanation as to why these changes were made. And if they give the answer "it is for balance" give an example of how the changes result in better balance. I am just starting to get tired with the "because we said so" answers I keep getting when I ask why something is changed.
Ok, from what I can tell the flying figures can't do this, and I mean can't because its no longer optional for whatever reason.
1. No formations, even if you have them land on the ground and walk, sorry, they can't.
2. Can't double-time, somehow all those figures with legs somehow forgot to use them.
Ok, had flying been optional I'd be totally fine with all of these changes, but unless the cost for soaring is through the roof! (Which it isn't) The flying SA eats up a large amount of valuable pts and just makes them simply useless aside from harrassment unless they're mounted. There's a lot of little problems like this in the rulebook, and I'm hoping they'll adress them as up until now WK has given the impression that they were striving to keep as many 1.0 figs playable as possible? Changing flight to optional allows these figs to formation again and certainly ISN'T going to break the game in any way. Even if it won't help much they should at least improve the game in every possible way they can.
Well they changed a bunch of stuff from the last thing that I heard. Which is good for both logical and game balance issues. However....
Magic Levitation: Just as useless as StrongFlyer, wait more useless since at least with StrongFlyer u move both units. I blame only myself since I suggested making StrongFlyer like MagicLevitation.
Flame/Lightning: Like all the other similar abilities, if u miss the target u miss all the targets.
Magic Immunity: SA just like the :mi:
Shockwave: Doesn't turn off defense SA's so bonuses from BA etc apply for resolution of attack (so now Pierce gets past dodge but shockwave doesn't). Doesn't work with Magic Freeze again or much of anything except other Special Action abilities. Hey maybe I can regenerate and shockwave at the same time. I must say I'm happy for the realism in using shockwave in b2b however Bound+Shockwave is now useless.
Aquatic: Not optional, no more drowning captives. Boo.
Flight: No movement formations period. Boo
Invulnerability: Is it immune to pushing damage? This would be the only way to prevent Shockwave (which was the best way to kill Tormented Souls). Optional? Still the problem of being able to heal on your turn by turning off the SA.
Magic Freeze: Another reversion? After months of uselessness complaints get Magic Freeze to always succeed. Now 2.0 reverts it back to a roll. Does imobilize do this?
I found a Typo too...actually more of an oversight. In the rules when talking about Multiple Targets it mentions using SA's like Stormfire, but on the SAC Stormfire says single target.
So now that the full rules are released am I now allowed to say with absolute certainty that I will not play the game under these rules?