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In the third round of our tag team tourney this past weekend. The top two teams met and the game went the time limit with no figures taken out. I'm curious, is their a rule on passing or the amount of times in a row one team can pass?
From what I saw of the game, both teams stayed back in the last 3 rows on the map, doing these:
1. TKing our HSS characters with range to shoot and them run back to get TKed back to safety.
2. Not moving anyone, but throwing up barriers to protect the strongest figure on their teams.
3. Passing.
This went on for the entire game. One of the teams passed like 7 times in a row. In the end I had all 4 players roll off and the one with the highest dice roll won the game.
Luckily they didn't face each other again in the finals/fellowship, even though I already knew I was going to throw up a shrinking barrier in the corners of the map and on turn 3 and have it advance to the center doing 1 penetrating damage each turn to every character on the edge or outside of the barrier line.
But it was annoying and very boring. Both of the players on team A had theme teams and all of the latest figures along with the advantage. While they would have lost a few figures attacking, I still feel they would have won the game.
While team B is a father/son team that hadnt been there since late summer, played very defensively and while their pieces were modern, they were all older modern age figures from SI to DC75.
Exactly why I don't do Battle Royales. One's apt to just want to sit back and do nothing, picking off the weaker pieces if at all.
I love battle royals. We're actually doing one this week. But then again it probably depends on a venue's players. Our players like to jump in and mix it up. The trash talking is hilarious and if anyone starts doing too good in a battle royal, people tend to team up to bring them down a peg then go back to bashing each other over the head. There are few tournament formats that provide the kinds of laughs that a battle royal provides.
Yea at our venue we do 'shock the turtle' and you can only pass three turns in a row at most.. Games like that would be highly frowned upon even if they aren't against the rules
In the third round of our tag team tourney this past weekend. The top two teams met and the game went the time limit with no figures taken out. I'm curious, is their a rule on passing or the amount of times in a row one team can pass?
From what I saw of the game, both teams stayed back in the last 3 rows on the map, doing these:
1. TKing our HSS characters with range to shoot and them run back to get TKed back to safety.
2. Not moving anyone, but throwing up barriers to protect the strongest figure on their teams.
3. Passing.
This went on for the entire game. One of the teams passed like 7 times in a row. In the end I had all 4 players roll off and the one with the highest dice roll won the game.
Luckily they didn't face each other again in the finals/fellowship, even though I already knew I was going to throw up a shrinking barrier in the corners of the map and on turn 3 and have it advance to the center doing 1 penetrating damage each turn to every character on the edge or outside of the barrier line.
But it was annoying and very boring. Both of the players on team A had theme teams and all of the latest figures along with the advantage. While they would have lost a few figures attacking, I still feel they would have won the game.
While team B is a father/son team that hadnt been there since late summer, played very defensively and while their pieces were modern, they were all older modern age figures from SI to DC75.
/edit
Oh, nevermind, I don't wanna get banned.
Sounds like a bad way to play a game of Heroclix.
May all your hits be crits!
On the whole, human beings want to be good — but not too good, and not quite all the time. - George Orwell
Requires a lot of book-keeping, but supposing each player received a token for each turn that they passed without making an attack, and at the end of the game, each token is worth -1 to the roll-off roll. There'll be some circumstances where even aggressive players will end up with some unfair tokens when it's just smarter to pass than push. You might end up with some interesting roll-offs, like 1d6-15 vs. 1d6-13, and it doesn't do much to stop the TK+HSS yo-yo, but I'm just tossing out ideas here.
I don't really see the problem. This is how they chose to play their match. Yes, it may be boring for everyone else to watch, but it isn't really about how fun it is to watch - it's about the players. If they're willing to have a stalemate just to be a wuss, their problem, not yours. I'd rather engage and lose then just sit there.
I'm a new trader, but I'm prompt and courteous. Still working on my have/wants list, so don't look at it and think I'm out of my mind.
I don't really see the problem. This is how they chose to play their match. Yes, it may be boring for everyone else to watch, but it isn't really about how fun it is to watch - it's about the players. If they're willing to have a stalemate just to be a wuss, their problem, not yours. I'd rather engage and lose then just sit there.
Wholeheartedly agree with the sentiment of preferring to lose fighting than win hiding, but there's something about REAL turtling, where guys just hunker down and do nothing to advance the action of the game, that bugs me. Maybe it's just that this is a game based on epic superhero combat as opposed to a hyper-realistic World War I trench-warfare simulation. But that dregs up the whole "comic game vs. tactical game" argument, and I sure don't wanna go there...