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Limit charge attacks to line of sight - LOS - only. Monkey no see, monkey no charge. This would really strengthen terrain as a game mechanic for sure.
Ram and DFA would have to modded as well to conform to the idea, even though no one thinks those are broken, but who, unless they know for sure they're winning or they're desperate, DFA's? But that's another discussion.
Anyways, sorry if someone else had that idea and posted it.
I do not think DFA really needs any modifications whatsoever. If anything, it is nicely balanced as a "desperation" move like it should be. If anything, charge should be modified to be around DFA level in effectiveness.
@Sir_QuidProQuo
I really do not know. My personal favorite adaptation of that is "chargemonkeytude". Not sure who came up with that one either, but I think it captures the ridiculousness of the trend very well ;) .
Originally posted by Sabrel I do not think DFA really needs any modifications whatsoever. If anything, it is nicely balanced as a "desperation" move like it should be. If anything, charge should be modified to be around DFA level in effectiveness.
This is pretty much what I would like to see. A +2 to the target's defense (like charge) and maybe 2 damage to the attacker on a failed charge, ignoring armor. That way it's fairly even with DFA, doing less damage in exchange for greater range.
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@Sir_QuidProQuo
I really do not know. My personal favorite adaptation of that is "chargemonkeytude". No sure who came up with that one either, but I think it captures the ridiculousness of the trend.
I'm asking because I didn't see it used much, then saw myself quoted in somebody's signature ("BR Lego: The ultimate banzai charge monkey" or something similar). Recently, I've seen it in every thread where charging is brought up.
Hmm, LOS rule seems interesting. Maybe you can combine it with this idea:
Charging mech takes 2 heat, deals unmodded primary damage +1, but takes target's unmodded primary damage -1 to a minimum of 1 IF successful. If unsuccessful, no damage is dealt to either mech, but target player may spin the charging mech to any facing while keeping it in B2B. This is a little more realistic since
1) a failed charge ought to do nothing to either mech
2) a mech that missed a charge is temporarily vulnerable, especially if it ran past the target and is now exposing its back.
But we all know that realism is thrown out the window in this game. What do you think?
I think a failed charge should still damage the charging 'Mech, since a failed charge would often times land your 'Mech on its face. Maybe the charging 'Mech takes the charged 'Mech's primary -1 or 2 regardless of if the charge hits or not?
I really think giving a defense boost like the DFA one to the defender would go a long ways toward fixing charge. Then Arnis would only have a 50% chance to hit an 18 defense 'Mech.
I think charge should be more along the lines of a "well, I'm in salvage and I cannot make it back to my DZ before he puts a Gauss slug through what is left of my 'Mech; might as well try and take him with me," instead of the primary attack style it is now.
Originally posted by NickName A failed charge is fairly well balanced. A successful charge is too good.
Right on the money. Charge makes most mech games decided by one roll. Not a good thing.
Making charge LOS dependant gives all mechs the run around option. Everbody just runs to the other guys rear arc until one fella overheats.
We need a simple move and shoot for all units (VTOLs included). -2 attack and 1/2 base movement. Change run to +5 movement and let heavy and hard armor reduce charge damage.
This rule encourages aggressive play and limits the upside of charge. It allows mechs and vehicles to avoid artillery while shooting. I may try LOS dependant charge at with this rule. With a move/shoot LOS charge is a better option.
I like the LOS idea! Here's another. If the unit has elec. cammo, and is not w/in LOS, no charge is possible. It would be a bit of a compromise, while making an underused ability more useful. Still another: either you can't charge at a unit within your rear arc OR a unit w/in your arc may be charged, but only at walking speed since you spend half the charge turning around.
I still think the best fix for charge is to alter the distance a mech can run.
CBT had the run speed at 1.5X the walk speed (e.g. 6 walk, 9 run).
If we changed that, and that alone in DA, it would fix charge.
How?
The mech that would charge would have to expose himself to fire BEFORE the charge, in most cases. It would have to risk being hit, and reducing its effective charge damage before making the charge.
Lighter mechs would still be able to charge from out of weapons range, but they do less damage. Heavier mechs would need to risk the enemy attack before doing so.
Granted the BR lego is still a huge charging rhino, but at a 15" run rather than a 20 " run, any mechs with a 16" primary range should be able to hit first (though there are few).
If you feel that reducing the run puts mechs at a disadvantage, then ONLY limit the speed to 1.5X if it charges. That too makes sense, given you have to maneuver the mech to hit another one, and you need to be at the peak of your acceleration to do the most damage.
On a failed charge ... no damage is dealt to either mech (after all ... the attacker missed ... blew right by the intended target cause it stepped out of the way in time). So ... if you fail a charge then you get the heat as normal, take no damage, but end your move in base contact with the opposing mech WITH YOUR BACK FACING THE TARGET. Now the opposing mech gets a chance to retaliate ... through your back arc! On the chargers next turn he isn't facing the right way to strike back so he is forced to either try and break in order to get away ... or just turn around in order to be facing the right way to strike back ... which gives the target a 2nd opportunity to strike him.
NOW charge would have a big downside. Sure you can do a lot of damage .. but if you miss you are giving your opponent at least 1 easy shot at you with no chance of retaliation .. and possibly a 2nd shot ... before you can do anything back to him.
I might have to playtest this a while and see how well it works.
I think this one may be Warflail's love child . . .at least he was the first one I saw using it. He WAS the first one to use 'chargemonkeytude.' Kudos to WF!
Originally posted by lt_murgen I still think the best fix for charge is to alter the distance a mech can run.
CBT had the run speed at 1.5X the walk speed (e.g. 6 walk, 9 run).
If we changed that, and that alone in DA, it would fix charge.
How?
The mech that would charge would have to expose himself to fire BEFORE the charge, in most cases. It would have to risk being hit, and reducing its effective charge damage before making the charge.
Lighter mechs would still be able to charge from out of weapons range, but they do less damage. Heavier mechs would need to risk the enemy attack before doing so.
Granted the BR lego is still a huge charging rhino, but at a 15" run rather than a 20 " run, any mechs with a 16" primary range should be able to hit first (though there are few).
If you feel that reducing the run puts mechs at a disadvantage, then ONLY limit the speed to 1.5X if it charges. That too makes sense, given you have to maneuver the mech to hit another one, and you need to be at the peak of your acceleration to do the most damage.
These fellas will out range even the longest range mechs because shooting is center dot to center dot. Move and shoot gives mechs another combat option instead of charge. It also makes shooting at least comparable to charge range.
I like the +5 move run be cause it helps the slow guys and it simple to calculate.
To quote Sir_QuidProQuo any fixes shouldn't be one trick ponies.
A LOS rule would really apply to any set, past and future, quite effectively. And SIMPLY.
And we could probably lose the +1 bonus to charge damage. That would also be a great past/future fix. Isn't that bonus really a brawling redundancy anyways? Or just give charge a simple -1 attack penalty. One or the other but not both since that would wreck a few mechs totally, like Barry and Kira.
DFA and ram are great as-is, but the LOS rule would have to apply to them as well just to make sense. How can you ram blind but not charge blind?
LOS rules also have a current precursor, in that even when charging you can't get the rear arc mod unless you start there. All that zigging and zagging won't get you that +2 bonus. That's kind of similiar in saying that the attack counts from where you begin.