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I don't play in tournaments. Nor do I ever plan to. In fact, I only play games wtih people I already know (I'm too old to socialize with new people, LOL). Because of this, I have a little freedom in regards to rule changes, and I fully intend to ignore the new rule that disallows characters who've just been carried to take any action other than a free action (thus eliminating the option to be carried, then attack).
Why will I ignore it?
For one, this is really the first rule that is in DIRECT contradiction to the action we see in comics all the time. I play this game because it's a wargame that emulates comics...as soon as it stops emulating comics, it's lost its unique allure, and I may as well go back to playing the wargames I used to. Well, I don't want to abandon the game, so I will continue to play the version of the game that emulates comics...the one that existed before this rule.
And two, hey, we've all used and seen this taxi-attack-taxi strategy a billion times. I know it's something I have to face every time I play HeroClix, and I don't need my hand held like a defenseless five-year old who doesn't have the savvy to develop an overall strategy flexible enough to weather this kind of attack. I've been wargaming in one form or the other for 20 freakin' years, and I prefer to address such things tactically...such as building a team that's got enough staying power to handle a tough first assault and still dish out the pain in return. The new rule feels like it coddles those who whine about taking big damage early on. It's a WARGAME, man...be prepared to get hit. Cope or step away from the table.
I'm curious how many other players will be discarding the new rules (in part or in full) for their "in-home" games. Sure, you're stuck with them in tournies, but will you bother with them in YOUR game?
For the record, though, I love the new syntax on the powers and abilities card, and I love the "no flyer can carry another flyer" rule (THIS new rule actually reinforces the emulation of comics, IMO).
NAAT was added for game balance. Without it we would have seen the Vulture/Bullseye combo until we were as sick of it as the Wasp/Firelord combo. Nothing would have changed (just the figures that would have been used in the combo) and higher cost flying figures would have been sitting ducks for this tactic. WK actually thought about game balance before releasing the rules.
Personally, I don't think this is as such a big deal as everyone is complaining about. Taxi in Bullseye with Vulture but leave Bullseye behind Vulture, then on the next turn push Vulture to move away and start blasting with Bullseye, and position Vulture as a meat shield to block LOF from any other angle of Bullseye. RS and Charge figures may be an issue, but they should have an advantage, they paid for their RS and Charge, unlike Bullseye who was getting it for free under the old rules.
The carry and attack is still around but harder and more strategic with TK. I think WK left NAAT off of TK to keep the run and gun fans happy. It isn't as great as carry and attack, but it has become more strategic and with at least a chance to counter (blocking LOF of the TK'er, block LOF of the TK'd figure, etc.)
Bottom Line, I play like you, with a group of friends in non-venue/tournament play. I will be using the new rules because the game got more strategic. I didn't think the old rules promoted a "comic book" feel to the game, and I'm hoping the new rules at least allow the thematic teams (which is what really brings the comic book feel to the game) a level playing field to compete. This will never happen in the tournament setting, but who cares.
I agree with you that the new method of taxiing and attacking is more tactical, but I still don't think it emulates the comics very well. Besides, I never felt particularly threatened by the old rules...you just had to build teams that wouldn't have their "heart" cut out in one taxi/attack stunt. However, you state your case eloquently, and I DO see your point.
After looking over more of the rules changes, I see a lot of changes that strike me as having been designed to mollify tournament players' concerns, and while I see the value in doing so (they're the majority, not players like us), I think many of the changes hurt the game's accurate emulation of comic book action. At this point, I think I'll be using maybe half the new rules and ignoring the other half.
However, I don't want to be seen as saying the new rules are "wrong," per se. When it comes to deciding what properly emulates comic book action and what doesn't, there is a certain degree of subjectivity.
Well I GM a Champions game and I rarely see the taxi and shoot tactic used by the players in my game, occasionally for postioning, but never as a move and shoot move and shoot tactic, and I believe the same can be said for comic books. I think the new rules make it a more tactical maneuver which is they way it IS portrayed in the comics. (if you are familiar with the Hero System, you will know the combat system I am talking about. IMO, this system is the best RPG battlesystem for a superhero game).
Unfortunately we still don't have a "Fastball Special," but TK seems to function like this now. Maybe after a time when WK sees the uses of TK they will add this to Superstrength.
It seems to me that the new rules promote a more thematic play and that has a lot of appeal to me. I don't care what the system is, you will see the min/maxer trying to exploit the rules. In RPG's it's up to the GM to discourage this ,and if he can't he kicks the player out of the game. IMO this role should fall to the judge and I don't see them doing this in venue play.
Besides, you and I seem alot alike. We've been gaming a long time and we know that the venue tournament is the last refuge of the chronic min/maxer. No one else will play with them, so they have to pay to play.
I do not beleive the game has gained any strategy from these new rules. The rules have simply shifted the strategy we will use. Old strategy will be replaced with new strategy that will become as familiar as the Vulture/bullseye combo. Time will tell for sure, but I am willing to bet that in a couple months people will again be complaining about cheesey play.
To support this I will use Mysterylad's idea of developing ways around cheesy players and regular combo's like Vulture/Bullseye. I have never used that combo and have still found ways to win. The same way I will find ways to win under the new rules. However, I worry that the new rules will slow the pace of the game to a crawl. As a father of 2 who works 60 plus hours a week this is my concern.
As to whether I will use the new rules: Yes. I like tourneys and will have to play the new rules to go. Its as simply as that. Instead of #####ing I will just adapt. I
Champions, eh? I never much cared for the Hero System, but I own a copy of the Champions rules and I can see why it has its devotees. Personally, for super-hero role-playing I preferred TSR's original Marvel system (not that Saga rubbish). But that's totally off-topic. LOL
As a gamer sine the '70s and a father of three, I gotta tell ya, it sure is nice to see some responses from other "old" gamers on here. The only real problem with HeroClix: it makes you one of the "Elder Beings" if you're over 30. LOL Every in-store game I've ever seen was populated by kids!
ANYHOW, the feeling so far appears to be: one doesn't like 'em and won't use 'em, one likes 'em and will use 'em, and one doesn't care for them but will have to use 'em anyway. Well, I think that about covers all the bases and renders this thread pointless!
Originally posted by mysterylad As a gamer sine the '70s and a father of three, I gotta tell ya, it sure is nice to see some responses from other "old" gamers on here. The only real problem with HeroClix: it makes you one of the "Elder Beings" if you're over 30. LOL Every in-store game I've ever seen was populated by kids!
I feel for you as a fellow "Elder Being". Fortunately, at the store where I play, "Elder Beings" are the majority, followed by college age kids. We occasionally get 1 kid under college age.
Put me down for liking NAAT. The taxi and shoot struck me as very odd when I first learned the game. Couldn't figure out a rationale as to how the shooter could end up moving and shooting, or moving and moving? I mean, they do put a movement # on the dials, but taxiing seemed like an ugly loophole around it. I am glad to have NAAT (so far), but will reserve final judgement for after I have had a chance to play with it some more.