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The WOTC D&D mini game seems to have no trouble using add-on cards to individual figures (same target age 8-? year olds). The card sits off to the side.
In MK Dungeons the treasure chests sit off the side of the board for most of the game. This seems to work quite well.
WK is looking to make more money (because CF, CS and SR were drains on the company profits) and is going to kill MW (just like they did with MK). I know that I am all doom and gloom lately on the boards, but this is really what I see happening to MW (it happened to MK).
Originally posted by nthcircle Ability Nexus - Thumbs sideways. Nice to have but would this require a 2.0 reboot?
No, but it would require a redesign of any dials that have it. It could still happen during an expansion.
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Originally posted by SusanoOrabatos DBlizzard -
Requiring a physical slot would reduce backwards compatibility which is one of the reasons I'm against it.
Something new isn't necessarily going to be backwards compatible. The complications with adding something like this means you have to design the units with its use in mind, anyway. Otherwise playtesting becomes horrendously difficult (We want to add this "relic", let's playtest the 150 units that might use it to make sure there aren't any oddities).
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Furthermore, a "Relic" does not necessarily have to apply to a single unit. A given relic could apply to an entire force/faction/regiment depending on what the relic is. For example:
"Superiour Tactics Card
The force possessing this card receives one additional action this turn. After this action is used the card may not be used for the remainder of the game."
And so forth. The Relic card concept is conceivably endless in application.
Something that works like this would be a domain, not a "relic."
Actually, I think it would be far more likely to be a training card. Something like "This pilot has superior tactical training." Itwould be done with the relic rules, once the pilot is elminated, you lose the ability for your army.
I like Warflail's idea for faction specific pilot card for non-unique mechs (might work real well in a faction pure environment, not so sure about mixed faction, min/maxed armies). They'd have to provide really minor bonuses or abilities. I don't like any other kind of relic card because we all know WK WILL release some relic that will be the most broken thing ever when combined with the right unit.
As for domains, they sound cool, but as long as they don't affect the entire battlefield. I would like these to be things like:
"Forest Fire": turn a piece of hindering terrain into a forest fire. Non-battle armor infantry die in it, Mechs take an additional heat in it.
"Creative Terraforming": turn a piece of blocking terrain into hindering terrain.
"Drought": turn a piece of water terrain into clear terrain.
I voted for the constructed terrain. My very first post to the mwrealms wishes and dreams site was to ask for terrain like they have in Mage Knight. PLEASE! I have had soooo many of my players ask why you guys couldn't make terrain like the castles and stuff for WK. We build and build. Wanna make like Google-zillions of bucks? MAKE THAT TYPE OF COOL TERRAIN for MWDA. PLEASE! hahaha
Well this would be cool but we would have to havea MW 2.0 to make it work
since some factions dont even have a complete lance (SH has only two mechs
in the same lance now) so they would have to do something about it. This would
work better if they made a 2.0 because then they could give every faction a complete
lance in the set (light or medium) and over multiple sets do (heavy) and maybe (assult)
keeping LEs to the Assult mechs and special other things. Clans could have stars and
we could have the classic houses and clans and not splinters (no need for special
faction abilities, or could do lance abilities) but this would force faction purity.
I like pilot cards, some work for every mech and uniques can only use the pilot for
that mech and get a small bonus for a few more points.
example: Viktor Hannan (SH Zeus, 230pts.)
add pilot card 250pts +1 to all stats (dial numbers)
even could add something like the ability nexus but choosing to add things from
a list on the card, and for more points you can do other things...
example: Viktor Hannan 230pts
add pilot card 250pts
add a ability (well say alpha strike) 285pts
so you would have a mech that could go 9 dam, with a 10att. w/ IT
that if you miss would leave you shut down for 3 turns with an 18 def.
Terrain cards would be hard since it would take like 4 to cover a mech base since
MW have larger dials on the peices and on domain cards what happens if someone
made it all hindering and the other player made it all could as shallow water...
basically a swamp great for mechs but no vehiles could be played... and VTOLS
couldn't land, so if you play the hindering card and then took an aesir or 4
your opponant beter take something besides VTOLS
objectives could be good in storyline events cause it would make them more interesting
and it could even make the campains have more player imput since they could go off the
reporting of who did what, that could be cool... I would love that.
contructed terrain: i have never liked about flat 2D-terrain becouse as WHFB player i have used to 3D'terrain so this would be great.
relics: my idea was to make pilot cards that could be bought to units but only some pilots could pilot mechs from his/her own faction and it would have to be non-unique.
I was thinking - what if the domain and the objective cards were sort of combined as follows:
Each player gets one card, and as with MK objectives, rolls to see how many inches from their DZ to place it. They place the card at that place, face-down. Whenever a unit comes in base contact with the card (being on top of it would count as base contact), the card gets turned face up, and the effects of the card are made use of.
One nifty thing about this is that it might not have beneficial effects - some of these cards could be traps, while some would represent strategic positions. For example, one card could represent a communications tower, giving the effects of the command SE to the player that controls the card, while another card could represent a mine field that damages units that come in contact with it. Players would not know which card the other player picked, so they have to decide whether to risk going for an opponent's card or not. Players could also try to psyche out their opponent by avoiding their own beneficial card to make it look like a trap, then swooping in an grabbing it when the time is right for a timely bonus, or making as if they are running for a beneficial card to entice their opponent to go for it, when it is actually a trap...
In order to make sure the secrecy of the card is preserved, though, I would allow players to change cards between battles. Otherwise it would be too easy for players to scope out other battles going on to find out what cards are being played :(
As for more generic, board-wide affecting domain cards, I'd prefer them to just be "weather" cards. Too many different types of units are restricted by the terrain to allow things like cards that make the whole board into hindering or whatever, but weather cards could be pretty cool. Once again, I think I'd prefer a different system for selecting them than MK, though. Perhaps each player can bring up to 3 weather cards, and at the beginning of the game, a 1d6 is rolled to determine which weather card is used. After all, I've yet to see any references in CBT or MWDA that indicate anyone can control the weather ;)
Oh, I also voted in favor of constructed terrain. Even if it wasn't in scale with the figures, it would be nice to have some 3-D terrain.
Originally posted by Kinnison What about Combat proficancies (point blank, percision [for range], gang-up, and Surge [for close combat]) granted they would need to be re-named.
Domains would big a big bonus to the game, and could effectivlly put artillery on the endangered species list.
Relics.. maybe, but none of this fancy wierd stuff that MK has. there are some relics that are jsut disgustingly cheesy
I'm sorry I missed this earlier. I thought about the Combat proficiencies. However, they would have to be much different than MK, with the wider variety of unit types in MWDA adding to the possible complexity. Secondly, this change would certainly require a MW 2.0 update, and I was trying to keep this separate from that. I wanted to stick to things that could easily be added to a normal expansion.
As for domains putting artillery on the endangered species list, I disagree. What they would do is decrease players reliance on "one trick armies" ala the so-called "Pog Warrier." I think many or even most armies would have artillery in it, but you wouldn't have armies that almost entirely consist of artillery and support pieces.
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Originally posted by Gren5686 It would help, But it would make VTOL's More powerful to have the whole hindering terain thing, I mean think about it besides having Geoff Bekker going around with a 25 DEF it would make VTOL's scairy-er.
The thing is, you don't know what domains you might encounter. While a hindering terrain domain would severly hurt hover armies (indeed, I think it's unlikely because of what it does to them) and help VTOL armies), it's also possibly they'll have a domain that disallows VTOLs at cruising level.
One thing about domains, the MK tournament rules state you must have a "hand" of domains with one less domain than the number of rounds (or less) plus a blank. If you have a 4 round tournament, you can have 3 different domains plus a blank. You also can't have duplicate domains in your hand and can't reuse them during the tournament. So, there will be a variety of battles you should expect.
Originally posted by ProtoformX As for domains, they sound cool, but as long as they don't affect the entire battlefield. I would like these to be things like:
"Forest Fire": turn a piece of hindering terrain into a forest fire. Non-battle armor infantry die in it, Mechs take an additional heat in it.
"Creative Terraforming": turn a piece of blocking terrain into hindering terrain.
"Drought": turn a piece of water terrain into clear terrain.
Creative Terraforming? Someone's been playing the Battletech CCG I think.
Re: What Mage Knight 2.0 features would you like to see adapted to Mechwarrior?
[quote]Originally posted by DBlizzard
[b]I've seen a number of discussions about trying the various features of Mage Knight 2.0 in Mechwarrior. If these were to be added in an expansion, which ones would you like to see added to the game?
Here is a brief description of how these work in Mage Knight and how they might be adapted to Mechwarrior:
Domains (Styrene cards) - Battlefield conditions that add special scenario like rules to the game. Each player plays one. Some examples in Mage Knight include Erratic Winds (doubles Bombardment drift distance), Wylden Forest (the whole board becomes hindering terrain) and Blasted Lands (all terrain is removed, all figures have a click of damage inflicted on them whey they deploy).
Ok, i actually like this idea to represent Weather and Battle Conditions AS long as WK choose to balances these to a minimum...
Relics (Styrene cards) - In Mage Knight they are Magic Items that unique warriors can wield. They are attached to special slots in the bases of Uniques (which are now slightly different from non-Uniques).
Equipment cards in MW? bad idea, period, i can see such things as broken cooling tanks on a unbalanced mech as it is..or worse , SE that turns a one shot AP unit into a unrelenting versoin of the SS arrow..(that was a bad idea too), or worse some broken pilot that boost a mech (kodiak anyone? ) by +2 ...yikes
Constructed Terrain (Styrene Cards) - Battlefield features that are built from styrene cards. Some simple features are on one card, others require several pieces to be assembled.
woundn't mind it as long as they are large , (c'mon 2D terrian just makes the scene dull)
Ability Nexus - Essentially, a slot on the dial that allows any other slot to have an additional ability. Now you could have Jump Jets and Evade, or perhaps Command and Improved Targetting at the same time.
NO..because this would require a MK 2.0 revamp to the peices, and that would kill this game outright. considering that only a staggerring 8% of pieces are playable to begin with this would cut that down to 3% (no way, i'd sell my set first...)
Objectives - A token is placed on the center of the board, each player places one token a certain distance from their deployment area. The person who controls the most tokens wins regardless of any other situation (although you do end up controlling them all if you eliminate your opponent).
how about just one token instead, as to not make this afree for all near the end of games? and just make it a 4 VC? (take that back..i could see players griping over the splits at tourneys)
Subfaction Abilities - Essentially each faction has subfactions that have a separate symbol on the dial. These subfactions have special abilities ala the Liao Faction Abilities (although only one, usually).
The same problem with MK 2.0 , most ppl have enought to track w/o trying to memorize each factions abilities...
Instead of adding stuff from MK 2.0, how about trying to improve what made this game works in the first place? tweek Artillery to become one shots for those w/ SE? take away inflitrate from those infantry w/o the foot symbol? and generally balance ALL mechs to be viable (instead of cabinet displays..?)
Re: What Mage Knight 2.0 features would you like to see adapted to Mechwarrior?
[quote]Originally posted by DBlizzard
[b]I've seen a number of discussions about trying the various features of Mage Knight 2.0 in Mechwarrior. If these were to be added in an expansion, which ones would you like to see added to the game?
Here is a brief description of how these work in Mage Knight and how they might be adapted to Mechwarrior:
Domains (Styrene cards) - Battlefield conditions that add special scenario like rules to the game. Each player plays one. Some examples in Mage Knight include Erratic Winds (doubles Bombardment drift distance), Wylden Forest (the whole board becomes hindering terrain) and Blasted Lands (all terrain is removed, all figures have a click of damage inflicted on them whey they deploy).
Ok, i actually like this idea to represent Weather and Battle Conditions AS long as WK choose to balances these to a minimum... each player plays two (max)at the start of set up?
Relics (Styrene cards) - In Mage Knight they are Magic Items that unique warriors can wield. They are attached to special slots in the bases of Uniques (which are now slightly different from non-Uniques).
Equipment cards in MW? bad idea, period, i can see such things as broken cooling tanks on a unbalanced mech as it is..or worse , SE that turns a one shot AP unit into a unrelenting versoin of the SS arrow..(that was a bad idea too), or worse some broken pilot that boost a mech (kodiak anyone? ) by +2 ...yikes
Constructed Terrain (Styrene Cards) - Battlefield features that are built from styrene cards. Some simple features are on one card, others require several pieces to be assembled.
woundn't mind it as long as they are large , (c'mon 2D terrian just makes the scene dull)
Ability Nexus - Essentially, a slot on the dial that allows any other slot to have an additional ability. Now you could have Jump Jets and Evade, or perhaps Command and Improved Targetting at the same time.
NO..because this would require a MK 2.0 revamp to the peices, and that would kill this game outright. considering that only a staggerring 8% of pieces are playable to begin with this would cut that down to 3% (no way, i'd sell my set first...)
Objectives - A token is placed on the center of the board, each player places one token a certain distance from their deployment area. The person who controls the most tokens wins regardless of any other situation (although you do end up controlling them all if you eliminate your opponent).
how about just one token instead, as to not make this afree for all near the end of games? and just make it a 4 VC? (take that back..i could see players griping over the splits at tourneys)
Subfaction Abilities - Essentially each faction has subfactions that have a separate symbol on the dial. These subfactions have special abilities ala the Liao Faction Abilities (although only one, usually).
The same problem with MK 2.0 , most ppl have enought to track w/o trying to memorize each factions abilities...
Instead of adding stuff from MK 2.0, how about trying to improve what made this game work in the first place? tweek Artillery to become one shots for those w/ SE? (or better yet , take it away altogether?) Remove inflitrate from those infantry w/o the foot symbol? and generally balance ALL mechs to be viable (instead of cabinet displays..?)