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BTW Trev, I've done the biz on Graves' ability. It is nasty. Follow this algorithm assuming your roll missed …
When the target needed is 6 or less, re-roll the lowest die roll.
When the target needed is a 14 or more and the target with two dice would be an 11 or more, re-roll all three dice.
When the target needed is a 13 or less and the target with two dice would be a 10 or more, re-roll all three dice.
At all other times re-roll the lowest two dice.
In addition to the above, also re-roll any die that has come up with a 1 or 2.
Following these rules gives you a terrifying set of probabilities…
99.9%
99.9%
99.9%
99.9%
99.9%
99.7%
99.2%
97.8%
94.9%
89.7%
81.4%
69.8%
56.2%
41.3%
28.6%
17.8%
7.3%
5.5%
5.5%
Why terrifying? Graves hits a 13 56.2% of the time!! That’s a 25 defense (24 on an Assault).
Improved targeting makes him even more scary.
Now the algorithm determines the probabilities. You have to refine the algorithm to maximise your chance of success. The above was the best I could do on the train. :)
"1/450: At the beginning of your command stage, choose an opponent. During that opponent’s next order stage, any damage dealt to a unit friendly to you is reduced by 1, to a minimum of 1."
I would advocate that at the beginning of your command stage you select one opponent per 450 points. The "any damage dealt to a unit friendly to you is reduced by 1, to a minimum of 1" clearly implies the reduction applies to all damage dealt by that opponent during that turn. In a multiple player game, you can change opponents each turn.
Overpowered? Maybe. Ambiguous? No.
So based on this wording, at 900 points you could designate 2 opponents for damage to be reduced from.
I would advocate that at the beginning of your command stage you select one opponent per 450 points. The "any damage dealt to a unit friendly to you is reduced by 1, to a minimum of 1" clearly implies the reduction applies to all damage dealt by that opponent during that turn. In a multiple player game, you can change opponents each turn.
Overpowered? Maybe. Ambiguous? No.
Well, without staking a claim to either side (I like it as it is, but I also see the same wording in other SAs I haven't been paying attention to), the 'any damage' part could be in there to cover energy, ballistic and special attacks, meaning that the SA also applies to, say, Charge attacks.
I just posted in the BM forums on the WKs site in regards to the RotS/SC situational alliance. I'll post the answer I get from southpaw13 (the MW line rules arbitrator for those who didnt know that) when he posts it. I tend to agree with the reduce damage from all attacks done to you but Kotch has been right way to many times to for me to question his thoughts on it. I guess we'll see soon.
Sorry about this one, guys. It was basically parts of two different armies pasted together. Not too impressive.
This is a re-done version of the 2005 US Nats champion army:
2 SC R10s
> Merc Kelswa
> 3 SH TGR
HK Morningstar HQ
2 Highlander Hadurs
4 HK ATV Squad
This is also 450 points.
With the SC and HK units, you have lots of formation options. I considered using the Highlander R10 to make formations with the Hadurs . . . but I basically prefer the SC version.
I really don't know how competitive this is, as I have not played it. It's simply the closest I could get to an army from the past that impressed me, using only post-AoD pieces. Some different choices could be made - like replacing the R10s with HD Bishops, etc. - but I think this army is fairly strong. I also wanted to build something without an SA, just due to the prevalence of those around here.
The rules state a special ability that is marked as 1/450 may be used only once per turn per full 450 points in the event's build total. Hence whilst the wording of the card implies it always works, it does not override the basic precept, that because it is marked with 1/450 it may only be used once.
It has been clarified that way, as I said. And, like I said, if you do not (want to) believe me then ask it (again) on the WK Rules forum.
Not trying to be argumentative, just explaining my side of the issue. :)
The HK-full-damage-reduction Pride was actually FAQed to have the sentence "once you roll a 6, stop rolling for this ability" added to its text. This was not a clarification, 'twas an errata to a specific card, as I understand it. Because of this, until there is a similar sentence added to the SA, I would not be inclined to take your interpretation of it.
BTW Trev, I've done the biz on Graves' ability. It is nasty. Follow this algorithm assuming your roll missed …
When the target needed is 6 or less, re-roll the lowest die roll.
When the target needed is a 14 or more and the target with two dice would be an 11 or more, re-roll all three dice.
When the target needed is a 13 or less and the target with two dice would be a 10 or more, re-roll all three dice.
At all other times re-roll the lowest two dice.
In addition to the above, also re-roll any die that has come up with a 1 or 2.
Following these rules gives you a terrifying set of probabilities…
99.9%
99.9%
99.9%
99.9%
99.9%
99.7%
99.2%
97.8%
94.9%
89.7%
81.4%
69.8%
56.2%
41.3%
28.6%
17.8%
7.3%
5.5%
5.5%
Why terrifying? Graves hits a 13 56.2% of the time!! That’s a 25 defense (24 on an Assault).
Improved targeting makes him even more scary.
Now the algorithm determines the probabilities. You have to refine the algorithm to maximise your chance of success. The above was the best I could do on the train. :)
It may be possible to refine it even more! :eek:
THIS is great info. I knew the ability was good, I just wanted the data to show me HOW good. Thanks a million, my friend.
Not trying to be argumentative, just explaining my side of the issue. :)
The HK-full-damage-reduction Pride was actually FAQed to have the sentence "once you roll a 6, stop rolling for this ability" added to its text. This was not a clarification, 'twas an errata to a specific card, as I understand it. Because of this, until there is a similar sentence added to the SA, I would not be inclined to take your interpretation of it.
I have asked the question on the WK Rules forum. The card was changed but it doesn't alter the fact that the card has 1/450 on it. Check the rulebook, page 35.
It says:
For example, a CEC printed with 1/450 before its rules text indicates that the CEC's effect may be used once per turn for every 450 points of the game's build total.
Choosing an opponent is not an effect. The effect is the modification applied to damage. Hence it may be used only once in a turn for build totals of 450 or more but less than 900.
I think you are trying to lawyer your interpretation into its most powerful interpretation but CECs are not intended to be taken in isolation. They are intended to be read in conjunction with the rules. If they disagree with the rules then they do take precedence but in this instance you can apply both the card's meaning and the rules without conflict.
What the card is saying is that it applies as and when damage is taken. In other words, unlike other such cards you do not need to select a unit for it to apply, it happens when the conditions on the card are met. Once those conditions are met, the ability kicks in but it is still subject to the 1/450 or else, like SA-001, it would not have 1/450 printed on it.
I think you are trying to lawyer your interpretation into its most powerful interpretation ...
Sorry, mate. That looks like I'm calling you a rules lawyer.
I was trying to portray that I suspect you may have wishful thinking about how you'd like it to work and so I thought that may be affecting your interpretation. I wasn't trying to label you. Sorry if it comes across that way.