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My biggest problem with this whole thing is in introducing new players to the game. The game itself is complicated enough as it is, and it takes weeks and sometimes months to get newer players to a point where they're capable of playing without being coached. Now they're adding in another very complicated game mechanic.
I understand that they want the game to keep progressing and not remain stagnant, but it seems over the course of the last year plus that they went a bit overboard with new mechanics that aren't designed to help bring in newer players.
Ranged or close combat attacks aren't limited to 1 per turn.
It's a power action to either remove a character from the base, or to reattach a character to the base.
I am not so sure about this just yet. You can definitely get one of each:
1) Ranged Combat ACTION
2) Ranged Combat ATTACK
3) Close Combat ACTION
4) Close Combat ATTACK.
What I am not sure about is if you can get 1x Close Combat ACTION and 2x Close Combat Attacks...
The reason is there is a rule saying that a FREE ACTION can only trigger a particular effect once per turn.
This isnt a Special Power per se so I dont know if it overrides this rule until an Orangey Chimes in.
The relevant rule on page 9...
Quote
A character may not activate the same game effect twice in one turn with free actions, unless the game effect indicates otherwise.
Is this indicating otherwise?
Again not totally clear whether you can take 2 Ranged Combat ATTACKS as Free Actions or 1 of each.
At the moment I am leaning toward you can, but I am not 100% sure by the wording.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
I think I get it - the team bases are like resource dials except with stats. Instead of adding relics to the base, you add figures and you may be able to use those abilities when they come up. Maybe WK is saying that regular figures are now relics? Anyhow...
You can pop off, one per turn, a figure so long as the popped off figures cost less than the cost of the team and that you keep at least 3 figures on the team base.
The fun part is the theme prob control... I don't know if it reads that you give a token to the team and you only get X uses or if you opt to use the team base as the prob controller or if the team base just gets free prob control...
Quote
5 – Team Coordination
...
At the beginning of the game when a team is part of a themed team, choose: Themed Team Probability can be used normally or it can’t be used and the team can use Probability Control."
Anyhow, if most players weren't playing theme teams anyhow - this just gives them more of an incentive to do so while removing the creativity of having diverse theme teams. I'm hesitant to support this concept since I'd hate to get a theme base and then have to find/trade for an SR that is needed to round out the team.
I got a vehicle with my brick. Fortunately it was a fun decent non overpowered one (the Bat Mobile), but have made no effort in trying to get more. It's too involved and some are completely ungamebalancing. It was tough enough getting the hang of Heroclix "fully" with all the rules and player guides and PAC's etc. I don't like having to read a manual every game (me or my opponent) to understand a particular piece. I feel the same way about these bases. Make them simple and balanced, or just don't make them.
I'm just glad I generally play with a very cool group of people. Facing the new meta-craziness mechanic all the time would frustrate me.
First, I’m in the camp that this game is getting way too complicated. Resources, Vehicles, Team Bases, might have all been neat ideas, but resources and vehicles at least I feel were badly executed and poorly costed.
Having said that, I will say that having read the rules for it, it doesn’t seem as complicated as mechanic as either of the resource dials or vehicles. I think I get it, even after reading through it only once, which is more than I can say about the others.
Having said that, I don’t normally spring for super-boosters, so this is all academic. I’d rather get a few regular booster for the same cost and get a variety of playing pieces rather than putting that much money towards a single piece, as cool as it may be.
I am not so sure about this just yet. You can definitely get one of each:
1) Ranged Combat ACTION
2) Ranged Combat ATTACK
3) Close Combat ACTION
4) Close Combat ATTACK.
What I am not sure about is if you can get 1x Close Combat ACTION and 2x Close Combat Attacks...
The reason is there is a rule saying that a FREE ACTION can only trigger a particular effect once per turn.
This isnt a Special Power per se so I dont know if it overrides this rule until an Orangey Chimes in.
The relevant rule on page 9...
Is this indicating otherwise?
Again not totally clear whether you can take 2 Ranged Combat ATTACKS as Free Actions or 1 of each.
At the moment I am leaning toward you can, but I am not 100% sure by the wording.
Unless I'm missing something, it actually says that you can. It pretty much states that you can make any number of free ranged or close combat attacks. Which overrides the rule you highlighted.
As for the team base thing, Ehh.... Its okay, but to me it just doesn't match up stat wise to be a problem. Its pretty limiting as well. Having kid flash showing gets you a whopping 1 use of hypersonic speed yet afterwards you could follow up with more close combat or ranged combat attacks. (Which could be nasty)
Its a nice concept and certainly welcome into heroclix, but I don't think new players need another essay to the game. Prepare for Judge! Judge! Judge! in the tournaments to come for this event dial.
I am not sure why if you don't like something you are a "hater". I agree if you don't like them, don't use them.
The problem is if other people do like them and do use them, you still have to spend time figuring out how they work, so either you or your opponent don't make mistakes(or cheat, yes some people cheat)
.
THIS.
I get the rules. I'm actually pretty decent with rules. Even vehicle ones.
The problem is with other players too. Either they don't understand how vehicles work and it takes a while to explain it and check with the judge every turn, or I either have to really spend some time reading my opponents cards and mechanics to make sure he's doing it right. This completely cost me a game where I just trusted my opponents word on a piece instead of wasting time (they were 30 minute matches and didn't want to hold it up).
This isn't just hating on new stuff. Simple Mechanics like Tiny Size are really nice additions. But when we have multiple HUGE mechanic additions in each set, it gets frustrating, and it completely alienates new players, and I don't blame them.
I was 90% pass before the preview but I like it now much more than I thought I would. Yeah it's a wordy card but it makes sense for the most part. I think it's much less confusing than vehicles for example. It seems to do a lot without actually breaking established heroclix rules. The removing and adding of team members is cleaner than duos.
I like that the whole team can be played on it at each level. I like that the "working together" mechanic will stop them from getting bogged down by stealth or swarmed.
Unless I'm missing something, it actually says that you can. It pretty much states that you can make any number of free ranged or close combat attacks. Which overrides the rule you highlighted.
Yep its been confirmed, you can make multiple Close Combat ATTACKS.
The placement of the "any" modifying the "USING" of the action as opposed to the "effect" of the action activated had me a little unsure.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
You know what would've been an amazing idea? Have a dial that you can assign to your team if you played a name themed team similar to the asset dial. Like a resource dial that can be given to your entire team of individuals instead of having to put them on a giant base. Shoot, the base of the "team dial" could still even have designs or sculpts on them for display. This dial could give certain characters special abilities if they were ADJACENT to each other. Like Robin using flight when adjacent to Starfire, instead of an entire GIANT base getting it. This still shows synergy and individual talent. It also allows for a LOT more strategy in your placement and would feel more like you're running an actual team instead of a colossal.
Makes more sense to me, and you could even use your old Clix instead of having to get a bunch of switchclix.
I think its correct as written...its not a Close Combat Action it is a Close Combat Attack so it doesnt trigger other things like Exploit Weakness and BCF when you use it this way.
Furthermore you can only give one Free Action as a Close Combat ACTION, but you can give a 2nd Free Action to Make a Close Combat ATTACK and then a 3rd Free Action as a Ranged Combat ATTACK, and then a Fourth as a Ranged Combat ACTION.
No, It's a mistake. If you read the card it says attacks, not actions.
The way it's written in the article it says you can only do a thing once, then it says you can do it multiple times. I reread it like 6 times going through the first time and it made no sense. I read the card and it was fine.
I also think all the moaning about complexity is kind of unfounded.
In the past year and a bit we've gotten the following new mechanics.
Split/Merge - probably the worst of the bunch. I have seen it used maybe once or twice
Tiny - a long overdue ability
Vehicles - I vastly prefer this to a variety of Traits which all are basically the same, but slightly different. And I admit to overstating their importance. I've seen nothing that indicates they are completely unbalanced.
Wild Dials - again this is a bunch of traits merged under one mechanic. easier to read, easier to errata.
Team bases - fairly easy to understand, we'll see how they balance.
Resources - These aren't broken, they're just a basic of team building. I just want to see more of them and more varied.
Iron River Read my wife's comic or I will say mean things about your dog.
I suckered these guys into playing: Feedback Damage
As for the team base thing, Ehh.... Its okay, but to me it just doesn't match up stat wise to be a problem. Its pretty limiting as well.
I think you get the HUGE pay off when you get Fire of The "#1" Asset to suddenly attack Cosmic Spidey or Stealthy Bats from across the board.
The other BIG pay off is the virtual END oF NAAT which I always hated.
Essentially, you can:
1) Move the team base (MOVE Action)
2 and 3) Attack with team base twice (non-Power Actions)
4) Use a Power Action to send out a Team Member
5) That Team Member was not carried, so it can immediately take a non-Free ACTION.
This a day I have been long awaiting and pretty much will put an end to HSS abuse.
Quote : Originally Posted by BLACKHEART25
Prepare for Judge! Judge! Judge! in the tournaments to come for this event dial.
To some degree I dont think it will be that bad as some games will go faster at the start. You move one or two pieces, instead of 5 at the opening of the game. And you are likely to focus on the main team base throughout most of the game. That should limit the thought process over coordinating what 5 different figures are going to do. Instead you take all 5 team members going at once all 5 cards concentrated onto a single card.
It will get more complex as you split off your team one at a time. But even then you are pretty much only getting one new figure into play at a time.
Eventually, I think this will be the staple style of teams and people will just know these rules by heart as though it were the whole of the game.
I also think the Team Base can be a great teaching tool because it has everything pretty much on One Card....
1) All the different ACTION types
2) The distinction between ATTACKS vs ACTION
3) The example of how POWER ACTIONS combo with other actions and powers.
4) Some examples of simple Special Powers
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
No, It's a mistake. If you read the card it says attacks, not actions.
Its supposed to say ATTACKS...
You can:
1) GIVE a FREE ACTION get -> a Move ACTION
2) GIVE a FREE ACTION get -> a Close Combat ACTION
3) GIVE a FREE ACTION get -> a Close Combat ATTACK
4) GIVE a FREE ACTION get -> another Close Combat ATTACK
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!