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So according to the new rules on Wild Cards, i cant copy a TA that would make a declared action illegal, so no more copying Batman ally just before ranged attacks. But what about a TA that MIGHT make the action illegal, like Skrull?? Can i copy Skrull just before an attack that would be made illegal if i roll a 6? say close combat attack with no other adjacent clix.
So according to the new rules on Wild Cards, i cant copy a TA that would make a declared action illegal, so no more copying Batman ally just before ranged attacks. But what about a TA that MIGHT make the action illegal, like Skrull?? Can i copy Skrull just before an attack that would be made illegal if i roll a 6? say close combat attack with no other adjacent clix.
Thanks in advance.
yes you can, by declaring the TA the action is not illegal.
There's a lot of questions about this that comes up. The truth is, the line about wild cards and illegal actions has been in the rulebook for years. The change is only altering the result, not the way in which the situation arises.
It used to be that if I declared a ranged attack and you declared Batman Ally, making my action illegal, then I would get to redeclare my action. Over the years, this redeclared action has changed from "the character acting has to redeclare" to "the character acting is allowed to redeclare, but doesn't have to" to "any figure on the team the character is on is allowed to redeclare".
So now, the rule has changed from allowing redeclaration to simply not permitting the change in the first place.
Declaring the Skrull TA doesn't make the action automatically illegal. You can still attempt to target the Skrull (by declaring an attack) - it's just that it may not work, and you'd then need to choose a different target.
Same goes for Kingdom Come/Hypertime. You can declare a move action or a Charge, you may just have to abort halfway through.
Batman Ally is another matter entirely, because declaring this TA means that the ranged combat action could not have been declared in the first place.
Wild cards are abusive enough now and this change is going to make them stronger/deadlier then a normal TA. Which should not happen. If WK/N was smart and had any good comic book sense. They would just eliminate all wild card TA's period, and give them a regular ability to use. Here's just a couple of examples that might work.
Give Doom TA members the ability to mastermind off damage to any other Doom TA character on the board.
Give all Legion TA members flight and the ability to carry up to 2 other characters.
Wild cards are abusive enough now and this change is going to make them stronger/deadlier then a normal TA. Which should not happen. If WK/N was smart and had any good comic book sense.
As I pointed out above, this is simply a different reaction to a situation which has been dealt with before. I fail to see how this makes wild cards better.
Before BN Rules: You can declare something and I can change to make it illegal. You can react, but you can't do what you originally wanted.
Post BN Rules: You can declare something and I cannot change to make it illegal. You get to do what you originally wanted.
Moreso, with the new rules in place, I can do the following:
Action 1 - Attack your wild card with a close combat attack, you change to Mystics for feedback damage.
Action 2 - I outwit your wild cards invulnerability. You cannot change to Batman because it would make my action illegal.
Action 3 - I range attack your wild card. Again, you cannot change to Batman or it would make my action illegal.
In the old game, Action 2 and 3 would never have been able to happen. The wild card would have been "safe".
How is this "going to make them stronger/deadlier"?
As I pointed out above, this is simply a different reaction to a situation which has been dealt with before. I fail to see how this makes wild cards better.
Before BN Rules: You can declare something and I can change to make it illegal. You can react, but you can't do what you originally wanted.
Post BN Rules: You can declare something and I cannot change to make it illegal. You get to do what you originally wanted.
Moreso, with the new rules in place, I can do the following:
Action 1 - Attack your wild card with a close combat attack, you change to Mystics for feedback damage.
Action 2 - I outwit your wild cards invulnerability. You cannot change to Batman because it would make my action illegal.
Action 3 - I range attack your wild card. Again, you cannot change to Batman or it would make my action illegal.
In the old game, Action 2 and 3 would never have been able to happen. The wild card would have been "safe".
How is this "going to make them stronger/deadlier"?
Wildcards shouldn't be allowed to become stronger then an Avenger, JLA, X-Men, etc. character. That may be the wrong wording, but take any character with one of those or any regular TA and have them battle a wildcard. There choosing Skrulls or Mystics or Batman TA just to name a few on defense. Ultimates or Superman TA on attack. A regular character wont be able to compete against that. WK/N is going to have the WC characters to become the figures of choice and they will become better then a regular character.
Granted WC dont have a Thor, Superman, Iron Man, Batman in there ranks . But they wont need them, they will be able to counter every move you make against them.
I just think WC TA needs to be limited more then what they are now or removed. Granted they cant copy Bats TA when range targeted which is good. But what gives them the right to be mystical this turn and uiltimates the next. Except for maybe Dr. Doom himself, when did the WC characters get those powers? When did the Legion all become mystics and then able to blast you at a range the next turn with Superman TA?
Part of WC is fine, but giving them the ability to use any TA, any time they decide is just wrong.
I don't really see what peoples problem is with this ruling of how W/C will be played.
It makes wild cards less powerful to help limit some of there capability.
I really think it was a nice trade off. They can't make actions illegal anymore but now they are able to copy Alt TA's again.
All around nice game balancing change for Wild Cards.
Who is the more foolish? The fool, or the fool who follows him?
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Quote : Originally Posted by Insight
Stupidity needs no fuel. It is a replenishing natural resource.
Part of WC is fine, but giving them the ability to use any TA, any time they decide is just wrong.
In all fairness, the WC TA has been part of the game since its inception and Heroclix has survived just fine. I do not see how the TA is so game-breaking or "wrong" (as you put it).
I am interested in hearing why specifically you are concerned re" the WC TA.
Quote : Originally Posted by RavenProject
Norm's question was in response to your statement that the revised rules made Wildcards stronger. Could you please support that statement?
Agreed, I would be interested in hearing the reasoning as well.
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I don't really see what peoples problem is with this ruling of how W/C will be played.
It makes wild cards less powerful to help limit some of there capability.
I really think it was a nice trade off. They can't make actions illegal anymore but now they are able to copy Alt TA's again.
All around nice game balancing change for Wild Cards.
How can they copy alternate team abilities without the keyword that the alts will now be tied to?
How can they copy alternate team abilities without the keyword that the alts will now be tied to?
It was talked about in an artical at heroclix.com found here
Quote
Alternate Team Abilities: Alternate Team Abilities are now considered a different thing from Feat cards. ATAs are a part of the Modern Age of game play, though there are some differences from when they were considered Feats. Mechanically, ATAs will no longer replace existing team abilities – they will be additional abilities that the qualifying characters can use. As we started with Hammer of Thor, ATAs will be keyword driven rather than based on team symbols. What’s more, we will be going back through all of the existing ATAs and over the course of the next few months, making them available through print-and-play with revised, keyword-driven, additive mechanics. All of this requires some slight changes in order to balance things out a bit. As you’d expect, these pre-existing ATAs will be modified so that they cost a little bit more than they did before. Another balance will be that a force can only have one ATA assigned to it. Finally, wild cards will be allowed to use these team abilities, just like they can use any other team ability on your force.
Who is the more foolish? The fool, or the fool who follows him?
[SIGPIC][/SIGPIC]
Quote : Originally Posted by Insight
Stupidity needs no fuel. It is a replenishing natural resource.
I would say that two other changes to Wild Cards made them stronger (the ability to give shared values, not just receive, and the ability to use ATAs again). This change about not making declared actions illegal helps balance out the other two changes, in my opinion.
How can they copy alternate team abilities without the keyword that the alts will now be tied to?
I could be wrong on this without the new rulebook in front of me, but
wildcards can copy team abilities no matter what their keywords are. Only the character assigned the ATA has to have the keyword prerequisite.
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