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Just wanted to share this here since it's the place to talk about the new Skirmish rules. It's just a printout to help you figure out the random starting areas. I was about to create a plastic overlay for my maps but decided that this was cheaper and more easily reproducible.
We house ruled that a VP was awarded per damage and not per click of damage to get bystanders give VP just like any other character.
That technically causes serious problems with scoring, as it lets you score points beyond the number of clicks a character has. The reason the rule is per damaged clicked is to prevent racking up points from overkilling. Bystanders just need a specific rule that they award 1 point when KO'd.
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- if the force who wins to be first to play has leadership or a similar effect and the opponent(s) don't, it will always be first AND last force to play and this unbalances every game in which it happens. The right way, IMHO, should be changing the player who goes first each round (both in 2 and 4 players games).
Yeah, it becomes pretty obvious once you start playing this format that the first player has a significant advantage even without having a bonus round. Having "first player" pass around helps, but even then, this is something I'm not sure there's actually a good fix for.
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- The limit of 5 characters max or a minimum value for characters (like 25 points) could be a good way to go against teams formed by a good defended beatstick of 150 points and 5 10pointers used to get and abuse TTPC and first round (the team in question was ABPI Spider-Man and 5 Giant Girl on their last click). We saw that and nobody liked the way things went (i.e. against the spirit of the format IMHO).
Yeah, this goes back to my point in my original post about how very cheap characters can be used to manipulate the format. However, that kind of thing is just part of playing games, and I don't think it's actually going to be an issue. A play group may want to discourage that kind of thing, but it's not actually problematic mechanically, and I don't think it's something the rules need to be concerned with.
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- After the tournament we've been discussing if VP should be awarded for things like Mystics TA but didn't come to a decision because none of the 7 teams in the tournament contained that TA and we couldn't figure out how much weight could those effects pull in this format.
It does feel odd, but honestly, there's not really a clean way to implement it. Allowing points to be scored while it's not your turn might cause some issues to pop up. Additionally, if we start making exceptions for certain things scoring points, then it would logically need to extend to things like critical misses, and pretty much any other game effect that causes damage outside of your own turn. It gets messy.
It's also important to remember that game effects in Skirmish don't need to be exactly as good as they are in the normal game. Some things get better, some things get worse. That's part of the point of the format.
At my event, one player was running a Grim Reaper team (along with Barbatos).
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HARBINGER OF DEATH: When an opposing character takes damage from an attack made by a character with the Monster keyword, after resolutions, deal that character 1 unavoidable damage. If that character is not KO'd, immediately heal it 1 click.
Their trait gets pretty bonkers in Skirmish, as it lets you rack up points pretty quickly (especially when you've got like 3 or more triggering on every attack). In the normal game, it's extremely mediocre, at best.
Healing in general isn't nearly as good. Generally, if you're using an action to heal, you're basically just going to be feeding your opponent points.
I won pretty handily against the Asgardians, the 3 X-Men, and the Death team. Every game, I had at least one turn where my opponent was completely tokened up, and I still had 2-3 clear characters. It was basically impossible for anyone to come back against that. Turns out, a team of 50pt. characters that can easily dish out 6+ damage a turn is pretty good in a format where you don't have to chase your opponents down.
Last edited by Lantern Jordan 2814; 09/20/2019 at 17:33..
Just wanted to share this here since it's the place to talk about the new Skirmish rules. It's just a printout to help you figure out the random starting areas. I was about to create a plastic overlay for my maps but decided that this was cheaper and more easily reproducible.
That technically causes serious problems with scoring, as it lets you score points beyond the number of clicks a character has. The reason the rule is per damaged clicked is to prevent racking up points from overkilling. Bystanders just need a specific rule that they award 1 point when KO'd.
Sorry i misswrote we did 1damage taken = 1VP, meaning that if you're on your last click and i dish 6 damage you take 1 and then KO so i win 1VP
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Yeah, it becomes pretty obvious once you start playing this format that the first player has a significant advantage even without having a bonus round. Having "first player" pass around helps, but even then, this is something I'm not sure there's actually a good fix for.
Probably the best fix is in 2 player games after first turn the first round goes to the player with the least rounds.
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Yeah, this goes back to my point in my original post about how very cheap characters can be used to manipulate the format. However, that kind of thing is just part of playing games, and I don't think it's actually going to be an issue. A play group may want to discourage that kind of thing, but it's not actually problematic mechanically, and I don't think it's something the rules need to be concerned with.
You're probably right even if from my point of view a little more restriction in points or number of characters on forcea goes towards funnier games
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It does feel odd, but honestly, there's not really a clean way to implement it. Allowing points to be scored while it's not your turn might cause some issues to pop up. Additionally, if we start making exceptions for certain things scoring points, then it would logically need to extend to things like critical misses, and pretty much any other game effect that causes damage outside of your own turn. It gets messy.
It's also important to remember that game effects in Skirmish don't need to be exactly as good as they are in the normal game. Some things get better, some things get worse. That's part of the point of the format.
You're absolutely right
About harbinger of death i thought avout it for the event at my venue but using the 200 point format suggested by mama WK it totally lacked firepower so i opted for a Scientist theme team:
Bat-Man 100, Lady Octopus & octopus arms 50, the Flash 45 and map bonus for an iron avenger got me 3W and 1L and 3rd place and a lot of fun
I was one of the players who got to play this at Worlds and have been trying to teach people on the format. Here are my thoughts:
- The suggested format (200 points, minimum 3 characters, nobody over 150 points) is likely the best way to play this. Doing so with more points just draws the game out and makes setup take longer.
- Colossal Retaliation is an extremely powerful tool in this format. Granted, it's going to be tough to pull it off with poor starting area rolls, but it can make the score incredibly unbalanced quickly for a single turn.
- Leadership might be too good right now. Coming to a skirmish without it is basically saying "I want to lose."
- I'm really looking forward to seeing how some ignored figures will work in this format. Characters like Ambrose Chase, Starbrand, and Starro might see a lot more play because of the nature of the game mode.
- Infinite Hulk is still busted.
Just wanted to share this here since it's the place to talk about the new Skirmish rules. It's just a printout to help you figure out the random starting areas. I was about to create a plastic overlay for my maps but decided that this was cheaper and more easily reproducible.
Alternate placement guide, using MadWuher's concept and modifying the middle hub for a paper brad unfolding design. Make sure you print actual size and not fit to page.
Maybe this isn't the best place for this request however since you guys are talking about playing with WK employees....
I have seen some people on FB or realms create clear plastic overlays with the skirmish square numbers in the right places to act as a game aid.
I wish WK could produce something whether officially or something we can print out at a FedEx office /Officemax. This would allow us to turn most open type maps into skirmish ready battlegrounds.
They say the best weapon is one you never have to fire. I respectfully disagree. I prefer the weapon you only have to fire once. That's how Dad did it, that's how America does it, and it's worked out pretty well so far." Robert Downey/Tony Stark
Just wanted to share this here since it's the place to talk about the new Skirmish rules. It's just a printout to help you figure out the random starting areas. I was about to create a plastic overlay for my maps but decided that this was cheaper and more easily reproducible.
Great Idea! it makes the idea for an overlay kind of moot. I will definitely have the people at Officemax work on one slightly downsized to be a laminated version that fits the 3 inches for the 2 square width.
They say the best weapon is one you never have to fire. I respectfully disagree. I prefer the weapon you only have to fire once. That's how Dad did it, that's how America does it, and it's worked out pretty well so far." Robert Downey/Tony Stark
Regarding turn order, firstly, I don't think it's practical to determine it based on who will have the least rounds, as that could change with different effects changing your action total during a turn. Second, I don't see much point in 'snaking' the turn order either, at least not as a resolution to consecutive actions. If all players have the same action totals, then snaking actually causes this issue itself. And if a player has an extra action, then snaking only delays the inevitable, for an ever harder hit as that player will now have 3 actions in a row every other turn(s). And, not that it's necessarily that difficult to track, but you are adding yet another aspect to track without much, if any, gain. Just as certain characters become more or less effective with a different format or with different rules, so do Standard Powers. It's reasonable to see this as a de facto 'must have' power, and also paints the largest target on those characters.
Or, if it's really that big of an issue, make it one of the powers that gets less effective by making a rule that all players have the same Action Total, regardless of other effects. You could go the middle ground and say something like "effects that would otherwise increase your action total grant 1 extra FREE that can be used any time during your turn", but again, the question becomes is that introducing too much complexity for too little gain.
Maybe this isn't the best place for this request however since you guys are talking about playing with WK employees....
I have seen some people on FB or realms create clear plastic overlays with the skirmish square numbers in the right places to act as a game aid.
I wish WK could produce something whether officially or something we can print out at a FedEx office /Officemax. This would allow us to turn most open type maps into skirmish ready battlegrounds.
This was brought up. But we're still testing the limits of the format, so, no reason to settle in just yet.
"I think it is very important to consider your venue a community and not a commodity." - tyroclix