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Why not just assume your opponents may try this and make your team able to counter that possibility just in case? Like, I dunno, pick at least one character with flight or leap/climb to get up there or some range to shoot them? It seems like you're complaining against a strategy that always works against you. The solution should be to add some variety to your tactics so your opponent can't take advantage of you anymore. Otherwise you've just told your opponents they should always choose these maps against you when they win map roll.
I'm guessing you weren't around when soaring was allowed? You lose ranged attackers and then you have to chase a dweeb around the map...or watch them just sit on elevated terrain? Sorry...that's bad game design....just as SIF and soaring were features of bad game design.
I'm guessing you weren't around when soaring was allowed? You lose ranged attackers and then you have to chase a dweeb around the map...or watch them just sit on elevated terrain? Sorry...that's bad game design....just as SIF and soaring were features of bad game design.
Yeah, I was around when soaring was allowed. I never used it, and I assume no one else did much so that was why they got rid of it. But map choice isn't bad game design and your response doesn't address my question: If your teams are continually thwarted by a single kind of map why don't you change up your tactics from time to time?
Complaining your teams with no leap/climb and zero range are hosed by elevated terrain is like complaining that your Atlantis teams are constantly stumped by maps with no water.
Complaining your teams with no leap/climb and zero range are hosed by elevated terrain is like complaining that your Atlantis teams are constantly stumped by maps with no water.
It's not that teams are built with no range or leap climb, its that once a team has NO range or leap climb, an opponent can sit at the top of a ladder and not play. That is BAD game design caused by MAPS THAT SUCK.
It's not that teams are built with no range or leap climb, its that once a team has NO range or leap climb, an opponent can sit at the top of a ladder and not play. That is BAD game design caused by MAPS THAT SUCK.
I agree and disagree. I see both points. I have had this happen to me sorta before. At the same time though, if you don't protect certain characters, this is how your team becomes neutralized and then ineffective.
It's like in Checkers and you get one of your pieces cornered. The only moves you can make will get you "jumped" and therefore end the game putting you out of the game. Kinda the same thing. If you built your team with some range and leap climb/phasing/flier or whatever and you lose those pieces before you eliminate their "rooftop, ladder sitters" than I think that goes to bad rolls/bad game play. Not necessarily bad map design.
That would be like saying the checkerboard is keeping you from winning at checkers.
Just my opinion though, I have no say in how ladder rules work though.
Map choice is an underated tactic in HeroClix. I won a Sealed Tournament for a Galactus thanks to winning every Map roll and choosing the Space Map to give my Close Combat Team a chance to take apart all my opponents! Great idea for an ongoing series!
"Hail HYDRA! Immortal HYDRA! We will never be destroyed! Cut off a limb and two more shall take its place!" - Hydra Agent Mantra
Very nice. This map is one of the few maps that I have and I enjoy the fact that this is made more for close combatants then it is for ranged. I like the indoor/outdoor feel to it as well, it's a fun map to play on. Good review and article.
Smaug: "My wingspan will blot out the sun!"
Thorin: "Then we will fight in the shade."