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people are well trained to treat WK games as tounament ready and competition oriented, so thou WK may want an casual game, it will tend to be competative in the eyes of the players unless the prizes are readyly available to eveyone that plays like participation in MW, and no prize beyond that for playing asside maybe an cup or something not used in the game...
it will be competetive in players eyes certainly. I guess it will be up to envoys and stores to support that until/unless WK re-evaluates their stance.
I would say that it would behoove everyone to just bring whatever they have to the Marquee. I'm going over to the venue I'm playing at on my lunch break to check things out.
On a side note, I did come up with an exact 300 point squadron, that I wouldn't mind using this weekend..........
One of the sets with all 5 planes was exactly 300 the other was 299. *gack*
Our Envoy sent out an e-mail to the few people we know are showing up to let us know he is planning a 200 point team with Ace Planes & Aces but with only 200 points I don't plan on playing with an Ace. :classic:
I'm going to work on my team tonight. Having been a MK player running an army that is short is gonna make me battie. :p
While testing the prior two weekends, an Envoy acquaintance of mine fell in love running Charlie and her two HK compatriots (93, 51, 52). He'd enter the theatre of battle at speed 7 - regardless of who won initiative, he was moving first.
If you tried to bump up your speed next turn to move at the same time he was moving, you starting throwing piloting checks - otherwise, he moved again and started dealing damage.
Once he gets his hands on the HK plane from the Marquee (and we have at least 6 in our area), he'll be able to field a squadron with 6 silo and 7 speed.
As he is apt to say "Speed Kills". Luckily, I had one good game with him - and he realized his statement rang true in the obverse.
"Your speed kills your opponent in the early game. Your speed kills yourself in the late game."
Also, some points to ponder.
Those darn octogons make for some nasty firing arc rulings. I prefer to envision imaginary lines extending the left, right, and front edges of those tokens to form 90 degree angles, so that a token that falls within the notches of the octogon is still within the "line of fire" (some rules munchkins are arguing that if the octogons don't touch / overlap, they can't be fired upon).
Also, if your game is being played on felt, paper, or a glossy table - BEWARE. Tokens slide very easily and some players have been observed sliding and/or rotating their plane's final movement token to get some "imagined" advantage over their opponent.
Also, with the lack of variety in plane selection, you might want to mark your plane's base or your movement tokens with something to ensure you and your opponent to not move / leave with someone else's planes or tokens.
Otherwise -- have fun this weekend. I think I might be able to make it to 5 Marquees (Dallas, Mesquite, Copperas Cove, Fort Worth, and North Richland Hills).
Something we observed is that if you place the 1 token your plane will sit on upside down they don't slide or slip like they do when they are Arrow side up. Just make sure you know the direction the plane is facing.
The upside down token trick works well for a hard surface. On felt they actually seem to work better the original way from what I have seen so far.
As for force composition, I am right there with Fez's friend. Legendary Charlie with Glamour Boy and Killer on her wings.
Although, since the event I am playing in is after the one I run, I am strongly considering the Double-Ace Charlie (84), Double-Ace Norm (70) and Veteran Killer (45). 199 points of nastiness. Every plane has either Armor-pierce or CeraMag, and you have not one but two command to go with them (lots and lots of re-rolling goodness).
Now, let's see if we can hear HaiKu scream when she reads that last part...
Originally posted by simmons The upside down token trick works well for a hard surface. On felt they actually seem to work better the original way from what I have seen so far.
As for force composition, I am right there with Fez's friend. Legendary Charlie with Glamour Boy and Killer on her wings.
Although, since the event I am playing in is after the one I run, I am strongly considering the Double-Ace Charlie (84), Double-Ace Norm (70) and Veteran Killer (45). 199 points of nastiness. Every plane has either Armor-pierce or CeraMag, and you have not one but two command to go with them (lots and lots of re-rolling goodness).
Now, let's see if we can hear HaiKu scream when she reads that last part...
Have a good day.
-Tad, Battlemaster Simmons
AAAAAAAAAAAAAAAAHhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!! Not Re-roll!!!