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Originally posted by LaoCain
1) Works best when it doesn't transfer on death. When the highest point unit dies, the ability is lost for that battle.
The way I see it...in an army that has trained together the chain of command is constant...there will always be someone in charge.
2) A good idea, can be unbalancing.
Yeah..."can".
3) Won't fly for all the reasons listed in replies.
I agree. I nixed it.
4) Many debates on this one. I'm in favor of the one where only vehicles in salvage or with a move of 0 can be towed, and they remain outside the transport, fully targetable, with none of their defensive SEs working.
5) Not realistic. The pogs should stack. I prefer the no damage SEs on pogs route.
I disagree...but that is another debate.
6) Mercs are costed for their non-formation limitation. No need to make them the next uber meta.
True...but I think Mercs need something to help them out.
7) Keep VTOL rams out of the game, unless you make them instantly destroyed on impact, regardless of success or failure.
Agreed...it's nixed.
8) Keep the current rules. Infantry inside VTOLs when they go to salvage at cruising die unless they have jump jets. Why they put spots on the dial with salvage and 0 movement in the first place is a mystery.
9) NO! Rams should be discouraged; they are so unBattletech. Games of bumperbots inspire no interest at all. Make it so that the attacker takes 2 clicks of damage on success and 3 on failure, and always takes 2 heat for the charge. Keep the charges in Solaris where they belong.
I am discouraging it except for salavaged mechs...then it is more appropriate.
10) Why? It works fine as it is.
No...it doesn't. How can any mech move further and faster than a PPC or a Guass slug?
Originally posted by Terman8er Originally posted by LaoCain
10) Why? It works fine as it is.
No...it doesn't. How can any mech move further and faster than a PPC or a Guass slug?
The problem there is not the running speed, its the instant acceleration and poorly ranged weapons.
First off, no PPC should have a max range under 14. End of story. Any mech equipped with one should have a 14-16" max range. And along those lines, they should all have minimum ranges as well. Gauss rifles should also be 14-16", but without the min range.
The biggest problem is that WK didn't use the original CBT rules when designing their mechs. If they had, they would have been a lot better off.
Secondly, no mech should be able to move x2 his speed in one action. Walking should be half what it is right now to be anywhere near realistic. Huge masses just don't accelerate like that, unless you're playing with WizKidsPhysics.
All that is nice, but what does it mean to the game? Nothing. The damage is done. They ignored the CBT rules so thoroughly that the problem probably can't be fixed.
So why do I say, "It works fine as it is."? Because the "cure" will invariably be worse than the "disease" if WK starts to muck around with such a fundamental rule. Making it x1.5 instead of x2 will lead to more "ruler battles", and a lot of #####ing from the BumperBots crew. To do it right, WK would have to address the entire movement system, not just run speed.
its not the best but with a little work the game will be close to old battle tech i like the rules you should be a wizkids employee but then agean i think any one who plays the game could do a better job then they are yes the fix some gradualy but tanks should not be as good as they are mechs should be an esential not an acessorie to an army mechs should definately be a must
Re: Honestly...tell me what you think about these rule changes.
Nice job, Terman8er...for the most part these rules seem a bit more thought out than one normally sees on this board...except for a couple (*cough* #3 *cough*). Kudos. Still, I disagree in a few cases.
1) I like this rule. I don't think it'll make people play faction pure, but I think it's a nice bonus. Mind you, if it were up to me it would just be a "floating" command...no unit would be defined as having it (kinda like the Liao "Awe" faction ability).
2) Urg. Dangerous for all the reasons other people have named. Possible variant (I dunno if this is better or worse): mechs don't gain order tokens for walking. So a tokenless mech can walk all day without gaining anything, but a tokened mech will gain heat for pushing just like normal. Represents the idea that if your heat sinks aren't taxed at all, moving really isn't a problem. Also powers it down a bit, compared to how you have it now. Random idea (not even mine: it's blantantly stolen) that I thought you'd like to think about.
3) Um. Yeah. Everything's already been said about the horror of this one.
4) Clumsy. I understand why you want to do this, but still...if you are going to allow vehicles to be towed, *all* vehicles should be towable (except for obvious exceptions, like vtols and other transports). Otherwise it just leads to problems other people have already stated.
5) Don't like it. Arty pays for an antipersonal-type effect. I really don't think it should divide it's damage between pogs. HOWEVER. I do think it wouldn't be a problem for arty to simply do it's printed damage value to all units affected by the attack (in other words, the pogs don't stack their damage).
6) SYB addressed this quite nicely.
7) Already been addressed.
8) Nope. There may be a way to balanced VTOLs (and they may even need it), but taking one click of life away from them isn't it. I don't like this at all.
9) I don't like charge much either, but this is just *too* extreme. Especially when combined with the 1.5 run (and thus decreased charge distance). If you must change it further, keep charge doing the damage it currently does, only make it not ignore armor. The armored units doing more damage to the charger seems counterintuitive, and an unnecessary change.
10) Sure. Why not? Hurts mechs, but maybe it helps other mechs more than it hurts? I dunno.
IIRC, from CBT, if you charge a mech you take damage based on waht you charge...or soemthing like that. I don't seem to recall completely...it's been about a decade since I last played so...