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you mean we have walking robots. and yet they do the math, nope, not bying that one... thin of it as the artillery in the first round send it up in the air, now because the ranges are soo god awful short for things with guns that big, it almost hits orbit, and by the next turn, it is crashing down. yup, that i can believe. but still brings up my question yet again...
In this age, machines have their own radar systems that would give then up to date info on the battlefield, commnaders can have it in the computers so fast it would not matter in game time. their is no need for a spotter per say, maybe a commander or other unit might help a little, but the artillery has its own equipment on board to process the information of the battlefield. making its own calculations and firing solutions, just like your mechs do.
The FAQ has been edited. The Merc contract entry now looks a lot different; gone is the confusing language about how Merc contracts don't actually add faction symbols. Go look at the link on the WK website if you don't believe me; I tell you the FAQ has been changed. *sigh*
...This re-introduces the problem of factioned pilots (such as the Duke) being placed in GS 'Mechs (such as X-Axis) if there is a Merc contract in play, since there is no longer a stated rationale for excluding them. Perhaps they'll edit the FAQ again to add that specific ruling. This way they've at least fixed the problem of Liao-contracted Mercs not getting Liao powers, and they've fixed the problem that contracted Mercs were still considered Mercs and could formation with anything.
I have heard that a tow missile which is wire guided is actually very slow. If a tank commander is very quick he can spot the flash of the tow gunner when he fires and return fire, destroying the tow unit which causes the missile to no longer be controlled. Again, this is hearsay and I believe the missile will not detonate to avoid causing friendly casualties.
Maybe some of you with military experience can verify these alligations.
The FAQ has been edited. The Merc contract entry now looks a lot different; gone is the confusing language about how Merc contracts don't actually add faction symbols. Go look at the link on the WK website if you don't believe me; I tell you the FAQ has been changed. *sigh*
...This re-introduces the problem of factioned pilots (such as the Duke) being placed in GS 'Mechs (such as X-Axis) if there is a Merc contract in play, since there is no longer a stated rationale for excluding them. Perhaps they'll edit the FAQ again to add that specific ruling. This way they've at least fixed the problem of Liao-contracted Mercs not getting Liao powers, and they've fixed the problem that contracted Mercs were still considered Mercs and could formation with anything.
As Cloudmoon states, the FAQ has been updated again. Due to a bug in the formatting of the actual document, it is likely to be updated again before the end of the day.
The problem with factioned pilots hasn't been re-introduced, but the answer we had was stripped away with the changes to the MC answer. A question has been submitted to the Powers That Be and--hopefully--we'll get some closure on the issue in the near future.
I would direct everyone's attention to the note at the top of page 5 of the FAQ. Since it has been clarified on the official WK BattleMaster's forum that pilots with factional requirements cannot be placed in gunslinger mechs (even with an MC), that clarification does stand and is official.
Oh come on. Where is the sense in that? Why not a die roll? Or higher numbered cards should prevail given that it is newer? :tired:
While it's not as elegant as a solution as I would like, I think it works. It's better than the "die roll" since when PC "A" and PC "B" are played together the same outcome presides.
It does add an extra layer to game design and playtesting, though. WizKids might now have to change a PCs name if it doesn't interact with another PC they way they'd like.
"We need 'Thunderstorm' to override 'Tornado.' What name can we give it so it comes after it alphabetically."
(OK, they could just have Thunderstorm say it cancels Tornado. But, where's the fun in that ;) )
Also, I noticed they did remove the bit about tokens from salvaged artillery units being removed from the board.
As for finding ruling clarifications at the WK forum, it's almost like looking for a dropped contact lens. I wish the arbiters would post someting like this:
[official ruling clarifications = ]
.....body of the ruling clarifications.....
[/official ruling clarifications]
That way whenever a BM would hit the WK forum and look for updates on rulings, he simply have to search for the string pattern "[/official". That would save a lot of time than opening every single dag-forsaken thread in the forum and look for ruling clarifications.
Because virtually everything a Rules Arbitrator posts can be considered a rules clarification. However, this includes stuff that's obvious to all but the most green player ("How do I tell if I have a critical hit?") and some have nothing to do with rules ("Explain to me why we roll dice instead of aiming our 'Mech. On the battlefield you don't pull out dice and roll to see if you hit").
At least once a week I go through and search for the recent posts by the rules arbitrators (by post and not by thread) and look at the ones that seem to contain relevant material. I find that keeps me up-to-date on the relevant material.
@Sphere948. Yes the LI-ROT alliance is powerful. I made a 450 army with Clyde Joyce, a LI Paladin and a slew of LI ATVs. Clyde is an evil evil man to begin with if he gets himself in to hindering terrain. Couple this with arty so your opponent can't just turtle ... and throw in some ATVs to give you some easy formation possibilities and this is one heck of a powerful army. I ate a HL Kelswa formation easily with this army. Yeah if you lose all members of a faction the SA dissolves but so what? If you lose Clyde in that army yer likely a goner anyways. Likewise, if you lose all your LI support (which is the entire army except for Clyde) then you are probably not in a good situation as well.
@Kotch. LMAO. I bet that was pretty much how that meeting went. I would propose doing something similar to the move cards in Roborally. Every PC card would come with a number printed on it. When it comes down to resolving PC effects you look at the higher number of the two cards ... the higher number resolves first. Seems a bit better than going alphabetically.
@JohnGlen. Not exactly the same situation though I see your point. Yeah as far as missiles go the TOW is slow .... it has to be though. If it were supersonic the average person wouldn't be able to react fast enough to give course corrections to guide it to the target.
Where is this new updated version of the FAQ that everyone seems to be talking about? I followed the link at the beginning of this thread and also the link on the MW website. Both go the same PDF file. Neither shows a change regarding destroyed artillery/pogs or merc mechs and LS. Is there another link?
Where is this new updated version of the FAQ that everyone seems to be talking about? I followed the link at the beginning of this thread and also the link on the MW website. Both go the same PDF file. Neither shows a change regarding destroyed artillery/pogs or merc mechs and LS. Is there another link?
Worked for me. Note that it doesn't list a change. It is just changed (for example, the word salvage doesn't appear in the question about artillery pogs).
While it's not as elegant as a solution as I would like, I think it works. It's better than the "die roll" since when PC "A" and PC "B" are played together the same outcome presides.
It does add an extra layer to game design and playtesting, though. WizKids might now have to change a PCs name if it doesn't interact with another PC they way they'd like.
"We need 'Thunderstorm' to override 'Tornado.' What name can we give it so it comes after it alphabetically."
(OK, they could just have Thunderstorm say it cancels Tornado. But, where's the fun in that ;) )
Also, I noticed they did remove the bit about tokens from salvaged artillery units being removed from the board.
So this means my question has been taken care of then? if you kill of my artillery piece i still get a chance to hit you with it?? albeit a small one?
Thats a crock, whats the difference?? if its salvaged or dead?? either d@@@ way it has no bearing on the rest of the fight
mark that as one more rule i wont follow. if it is true, they might change it next wee. :p so that when you salvage it, the round disapears, but whe you destroy it, the round lands. just reverse it.
Were did you go Mr blizzard, i want to see your explanation as to why that would work?