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Interesting idea. Having tried this out I have to say, the ability to move out one round, attack(getting the first token) the next round, then move again(but not get pushing damage since I take no token for moving) the next round and clear my one token made the game much different to me. Positioning was not as important to strategy as you could easily correct a mistake if needed. It was easier to catch HSS figs and easier to close the gap on range teams. The games did go much faster but seemed to be more like a hack and slash campaign then a strategy game. No fear of pushing made the strategy options fewer when dealing with certain figures(top loaded clix that need to stay on their first two clix to be effective). Also, the Avengers team always had the advantage(the Incredible Hulk LE was amazing in the format).
Overall, to me, its a great scenario that is fun to play at times, but I prefer the mechanic as it is now. I found that this change actually encouraged more running away in the meta game, cause there was no penalty to retreating and repositioning after scoring an early KO.
Great idea, but not for me thanks.
Thanks for the Feedback. interesting analysis.
Iron River Read my wife's comic or I will say mean things about your dog.
I suckered these guys into playing: Feedback Damage
So, to make up for it... did you try testing the scenario out for me ?
I'd love to get some realtime feedback and suggestions for any improvements from people who are against the whole thing, just as much as people who fall in love with it.
Quote : Originally Posted by azraelklk
I have tried this before, seemed to throw things out of pace. I didn't like it. Then again, I have only ever encountered 2 house rules that I liked anyway. The core TOURNAMENT rules are by far the best way to play.
I can understand thinking that it 'throws things out of pace' because it's a change meant to alter the gameplay from Mageknight era strategy wargame, to a more Comic Book feeling frenetic brawl. Did you have any specific problems when playing with this mechanic that could be refined ?
Quote : Originally Posted by Ninjendo
Yeah, tried this one out.
JLA
Batman - JL #001
Superman - JL #46
Wonderwoman AA #23
Martian Manhunter #036
The Flash - JL #27
Green Lantern CR #23
Team Total: 1022
VS
Avengers!
Thor HoT #16
Captain America #40
Spider Man Avengers #51
Iron Man SI #21
Hawkeye Avengers #56
Ares Avengers #54
Iron Fist SI #004
Spider Girl SI #41
Team Total 1068
We decided the build totals were 'close enough for government work' and decided to try playing under this 'new rule.'
Yeah, having the ability to move and not have to worry about pushing on the next turn made the game go faster. It also realllllllllllllly broke some of pieces. HoT Cap was one of them as was Arkham Wonder Woman. The two of them were tearing around/shooting around the field almost at will. Even with the point deficit, it was easy enough to maneuver either Superman or Wonderwoman with TK or HSS once they did finally have the tokens to be 'stopped' that it made it easy for them to mop up. Albeit, the damage reducers on the JLA helped a bit, as did dice, but the whole 3 turns of effectiveness - 1 Turn maneuver, 1 Turn attack, 1 turn push (and all of the pieces here are pushable except maybe Hawkeye), rinse repeat - realllllllllly helps those 'free move' action totals. I didn't need leadership, nor did my partner.
Sorry, this makes some pieces incredibly effiecient. Going to have to go with a no go on the ruling.
JLA won.
What combination of powers or traits made these efficient figures so deadly ? With both teams sporting free move team abilities, I'd love to narrow down any specific problems to their source mechanics.
Quote : Originally Posted by Petros76
Tried it quickly with a friend. Outwitters are now a lot more powerful due to the facr that they can move and then outwit or be taxied and then outwit. Tehy can keep moving all around the board and just outwit while doing so.
Also, the player using a tentpole team can ko a figure or two and then keep running around avoiding to be hit for an easy win.
Sorry but I don't like this move method.
Have you tried playing a side-by side game using the regular rules with the same teams, and testing the tactics in both scenarios? If a tentpole picks off a few points and runs away in the standard rules, is it as bad as my scenario ? Easier to catch ? a slower chase ?
Quote : Originally Posted by techdog
Interesting idea. Having tried this out I have to say, the ability to move out one round, attack(getting the first token) the next round, then move again(but not get pushing damage since I take no token for moving) the next round and clear my one token made the game much different to me. Positioning was not as important to strategy as you could easily correct a mistake if needed. It was easier to catch HSS figs and easier to close the gap on range teams. The games did go much faster but seemed to be more like a hack and slash campaign then a strategy game. No fear of pushing made the strategy options fewer when dealing with certain figures(top loaded clix that need to stay on their first two clix to be effective). Also, the Avengers team always had the advantage(the Incredible Hulk LE was amazing in the format).
Overall, to me, its a great scenario that is fun to play at times, but I prefer the mechanic as it is now. I found that this change actually encouraged more running away in the meta game, cause there was no penalty to retreating and repositioning after scoring an early KO.
Great idea, but not for me thanks.
I was hoping to change the pace of the game AWAY from the strategy feel that the regular rules have. They originated in MageKnight, and I don't think they were particularly well suited to capture the feel of a Comic Book battle. Making positioning less important, closing the gap on ranged, and catching HSS figures were all benefits in my eyes. I want the Hack&Slash feel, as you put it.
I understand what you mean about retreating after an early KO being basically penalty free, but how does it compare to doing the same strategy within the normal rules ? I've had some nightmarish tournament experiences under the normal rules where a tentpole team did the same style of cowardly play.
Pushing figures to their better clicks is more difficult. Do you think using this as an optional rule, so you can opt to take a token if you like would improve the play for those pieces? When I ran the scenario, I just put characters who needed to push up into the fray, and attacked attacked attacked until they pushed to the better clicks. Then I attacked some more.
THIS HAS BEEN GREAT FEEDBACK
Please keep testing this out and if you have any suggestions for IMPROVING any problems you encounter then let them fly. The flames have died down a little, and real constructive progress has been made testing this thing out. Testing, tweaking, retesting, and more testing is the way to get this to a real level of playability. Lots of good opinions here, but more constructive ideas would be greatly appreciated.
So, to make up for it... did you try testing the scenario out for me ?
I get to play if I am lucky once a week. Even then I have to say that I am overall very satisfied and content with the way the game plays as it is. The only way I could see myself and my small group even trying something this radical would be if we played every day and we were so bored that we would want to try something different. Heck, I am still trying to find others who want to try Heroclix Alpha and play it maybe once a month, and I am still waiting to find someone with the time to try a Mega Mega Crossover.
Just saying not likely to happen. I think I got lucky with my group and we all enjoy the game for what it is. Even if Batman can't draw LOF to himself sometimes.
I will make a suggestion to your rule. If you do move and you don't assign tokens I hope you are at least playing it where you do not clear tokens if you do move. Just saying if you took a shoot with say Doom, he should not get to move and clear next turn.
Last edited by hanzoslash; 05/03/2010 at 23:59..
Reason: added a suggestion
If only I could satisfy my hunger by rubbing my belly - Diogenes
I will make a suggestion to your rule. If you do move and you don't assign tokens I hope you are at least playing it where you do not clear tokens if you do move. Just saying if you took a shoot with say Doom, he should not get to move and clear next turn.
That is a FANTASTIC suggestion thank you very much !
Honestly, this sort of thing hadn't occurred to me. I played this through a couple of times, and HSS was quite a bit beefier, with them using a move action to clear the HSS token. This is a simple and effective way to fix that problem that I wouldn't have seen on my own... which is why I created the original thread in the first place.
I'm trying to think of a way to limit the abuse by free move teams (JLA, Avengers, Brotherhood) and I think changing those team abilities slightly might be needed too. A swarm of those guys can really gain the upper hand quickly as far as placement goes.
You could always half the movement if the action is granted by the TA.
I was thinking along the lines of Action Pool manipulation. Actions draw from the action pool like normal, until the pool is empty. Then any clear characters who haven't moved can do it for free. Not much of a restriction, but it might be enough....
You could also limit the use of the TA by not allowing to use it if you have a token already. Or the use of the TA would cause a token to be issued. So a 500 points JLA team would get 5 actions, then any with a JLA TA could also move, but these would get a token. I think the action pool manipulation makes it sound complicated.
If only I could satisfy my hunger by rubbing my belly - Diogenes
You could also limit the use of the TA by not allowing to use it if you have a token already. Or the use of the TA would cause a token to be issued. So a 500 points JLA team would get 5 actions, then any with a JLA TA could also move, but these would get a token. I think the action pool manipulation makes it sound complicated.
I like your token idea, I think it's the most elegantly simple solution.
So, additions to test now:
1) moving doesn't let you clear existing tokens
2) and free move team abilities give you a token for moving