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The biggest positive effects of the new rules have been the following for me.
1) When moving initially, I determine the maximum effective range that my opponent can affect, and then move just outside it. In a recent tourney with the old rules, I faced a combo of V Human Torch and U Super Skrull. With the combination of Running Shot and range, the most I could move my figures without a gurantee slap in the face was something like 2 spaces in front of my starting zone. Exciting.
The new rules greatly reduce the first strike range, thereby allowing the figures to start out closer together in the early moves and giving more potential for close combat. My line in the sand for the new rules is much closer to my opponent. I think this is a very good thing.
2) Moving into my opponents effective range and missing is less costly under the new rules. Again, to reference a recent tournament using old rules, I moved my R Iron Man out to shoot at a target. Surprise! Iron Man missed! He then proceeded to be destroyed during my opponents turn due to multiple taxi/shoot combos.
Under the new rules, you are able to block line of site easier as figures cant just taxi/shoot at just about any angle. That means that even though my Iron Man missed, he may face retaliation from the original target and maybe another direction. But the mass punishment of breeching your opponents range will not be felt. I think this is a good thing and encourages you to enter a "kill zone" as your figure will probably still be there. And if you position well, they might not even be able to get off a shot on your high point figure.
Comments? Common experience? Or am I out in left field?
You can't shake the devil's hand and say you're only kidding.
I like the fact that I know longer have to make sure at least 50% of my team is comprised of flyers. It opens the field up for all sorts of new combinations of teams.
Very good points... Also, after moving in your hitter, you can then move in other figures to block LOS. These could even be stealth guys that can't be shot at.
TK still allows massive mobility, but it will always cost an action (no free movers) and is limited by terrain and fewer figures with it.
In any strategy game, mobility is always extremely important. IMO, the old rules provided too much mobility and overbalanced the game a little.
Right on both counts. I commented early on that the biggest effect of Naat was to increase the size of the map by reducing effective ranges (in half in most cases).
The biggest positive effect of the new rules for me, however, is the significant reduction in threads about latest First stike cheese team concept. Now we can actually get some thoughtful analysis of tactics.
Okay I've been out of the loop for awhile and haven't played in like three months... and I keep hearing about these new rules, but nobody seems to ever say WHAT the new rules are. So, yeah, what are the new rules??
Originally posted by AzraelVII Okay I've been out of the loop for awhile and haven't played in like three months... and I keep hearing about these new rules, but nobody seems to ever say WHAT the new rules are. So, yeah, what are the new rules??
Azrael: you can go to www.Wizkidsgames.com and access the new rules from any of the heroclix pages.
To sum-up the biggest changes:
1) NAAT: No Action After Taxi. If a figure is taxiied by a flyer, they can not take any action other than a power action (outwit or perplex) after they have been carried by another figure in the same round.
2) Flyers can not be taxiied. It seems a little redundant to me, but it is a rule.
3) Knockback: damage for Knockback is resolved seperately from the initial damage from the attack. If I deal 4 damage and knockback, you determine the damage dealt, click the figure, then if they still have toughness or any other defensive power that is figured in when determining damage dealt from knockback
4) You may now taxi while using HSS (option 1)
5) During their movement fliers ignore all terrain and figures bases. You still have to roll break-away if you start adjacent to an opponent, but you may now fly adjacent to or through your opponents figures without having to stop.
"The biggest positive effect of the new rules for me, however, is the significant reduction in threads about latest First stike cheese team concept. Now we can actually get some thoughtful analysis of tactics." -Gorodish
Man, I'm all for that. I just haven't seen/found any of it yet. (The discussion of new tactics, that is.)
I haven't tried the new rules yet, first off. Not necessarily b/c of choice, but I just haven't had the opportunity to play recently. Last night I sat down to build my first 300 point all Indy team.
Looking at the somewhat limited collection I have so far, it was really a frustrating process. "I'm definately using Johnny Alpha." I thought. Very shortly I found myself thinking, "Would it be too cheesey to use 2 Johnny Alphas?"
Just from looking at figs that I have, It seems that Indyclix comes down to who is rolling better. Everyone has Stealth. The Majority have Supersenses. It's almost as if Outwit figs aren't as useful, B/C you can't Outwit Stealth. So it becomes a #### shoot, pretty much. Everyone's attacks are high enough to hit everone's low defenses. It's becomes a matter of which player can roll a five or a six more often, it seems.
Toughness is almost a wasted power, B/C everyone is doing base 3 damage, so why use a fig w/ Toughness?
Maybe I'm wrong, and I'm way off base here. I'm seriously not trying to Indy-bash, b/c I do like a lot of these figs, and look forward to mixing them with the other universes.
It just seems that Indy battles... well, I can't generalize with no real experience, and I don't want to offend anyone. Let's just say that the eventual 300 pointer I put together probubly looks a lot like every other Indyclix 300 pointer. And I have zero confidence in it's ability to win. (I always miss Super-Senses rolls, and roll low on BCF attacks constantly.)
Sorry, just venting, and this seemed like a good place.
[quote]1) NAAT: No Action After Taxi. If a figure is taxiied by a flyer, they can not take any action other than a power action (outwit or perplex) after they have been carried by another figure in the same round.
I think you mean free action (Perplex and Outwit are examples of these).
Power actions are things like Charge, RCE, CCE, Running Shot, Phasing, etc.
1) NAAT: No Action After Taxi. If a figure is taxiied by a flyer, they can not take any action other than a power action (outwit or perplex) after they have been carried by another figure in the same round.
I think you mean free action (Perplex and Outwit are examples of these).
Power actions are things like Charge, RCE, CCE, Running Shot, Phasing, etc.
fm
Yep sorry - I meant "Free Action" - thanks for the clarification.
Re: Daluvster's frustration:
I feel ya there man. It almost seems to me like Indy is intended to be a faster-paced game with all the big damage and low defenses. Indy is missing a lot of the more strategic powers like Barrier and Smoke cloud. They have one perplexer and one TKer and 2 fliers - both uniques. I like Indy much better in the context of mixed games rather than Indy-only games. There is too much stealth and not enough "Yoinkers". Samandahl Rey is the only guy with Super-strength or Force-blast in the whole set and he's 163 friggin points.
Indy by itself leaves much to be desired, but since my friends and I mostly play mixed games I've very much enjoyed the new figures.
Take another look, Ando. There are more powers scattered around in there. For example, Hellboy and Major Maxim both have Super Strength. Granted, powers other than Stealth, BCF, Super Senses and Toughness are relatively rare, but there are some out there.
Overall I agree that Indy fights should be over faster. As folks have noted, the average attack value can pretty easily hit the average defense value and it can really come down to SS rolls vs. BCF rolls. But there are also a lot of 3 natural damage figures, and given the typically shallow dials you can probably KO and opposing figure in two normal hits anyway.
Originally posted by Mr. Pilkington Take another look, Ando. There are more powers scattered around in there. For example, Hellboy and Major Maxim both have Super Strength. Granted, powers other than Stealth, BCF, Super Senses and Toughness are relatively rare, but there are some out there.
Yes I overlooked those two, sorry about that. Unfortunately they aren't very good Stealth yoinkers. There is some incapacitate, charge, and willpower scattered around as well as some outwit, EE, and even enhancement. However, due to the saturation of stealth most range-based powers become relatively moot, and there just aren't enough ways to de-stealth those guys to make those powers worthwhile. Sure I love Arwyn, Yukio, Judge Fire, Nemesis, Lobster Johnson, Rasputin, etc. , but if your opponents team is completely stealthed, whaddya gonna do? Especially if you cant get a flying or L/C Super Strength guy to run around and do the yoinking?
Nonetheless, I love the Indy figs in mixed games. They have cool dials and sweet sculpts.