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Blocking, hindering and water is getting a little old. We need elevated and abrupt elevated back in the game. Plus rules for swamp, forest, craters and rubble would be cool.
Water needs to be flushed out a little. No more than one per player. The canal and river should be placed across the whole board. No more rivers going no where.
I always was a fan of Clear terrain peices. Who knows what is in store with MWDA. COncealing terrain (hindering for LOS but not movment) is also a nice strategic peice.
But as far as large rivers, you forget wheeled type movement which treats hindering terrain as blocking terrain for movement.
Originally posted by terrax Why was it that elevated was ever discontinued?
Elevated terrain has never been allowed for H2h in MK or MWDA as a terrain choice. The ability of Jump capable Mechs squatting up on the elevated terrain, and when CA comes out Tanks taking advatage of terrain where they cannot get based is no conductive to an enjoyable tourny enviroment
BAH HUMBUG - Arty has forever been able to clear units off of rooftops. Lord knows, it sucks to have the JJ's knocked off your mech leaving you trapped on top of what was once your sanctuary.
It's also OK to deploy tanks on top of roofs IMO, as in real life we've seen our enemies like Iraq put AA guns on top of apartments, and again, arty can easily clear them off.
The reason for the change in the MK terrain was the completely new rules set. A new terrain type was added (Concealing terrain) and at least one type was removed (low walls). While they were at it, they added the clear terrain.
Weather conditions would be nice. Some planets are so cold, that it would slow most infantry and vehicle down to a crawl. However, ‘Mechs would benefit from this, because it would cool them down. Mud bogs would also be a nice terrain piece.
In friendly custom games, my friends and I use Snow and Cavern terrain in addition to the Hindering, Blocking, and Water. Spices up the games quite nicely. :)
Snow: based on the Hindering templates (but looks like snow instead of trees, obviously). Counts as Hindering for movement (Clear for Hover units or VTOLs), Clear for firing. Mechs that begin and end a turn in Snow take 2 clicks of cooling. 1 click of cooling for starting in Snow and ending in Water, or vice versa.
Cavern: based on the Hindering templates (looks like the inside of a cave). Counts as Blocking for movement or firing for any unit outside (think of it as the mountain). To enter Cavern terrain, a unit must begin its turn in base contact with the Cavern terrain. Counts as Hindering for movement for units inside, and as Hindering for units inside firing at units inside (Blocking for units inside targeting units outside, but ignore the terrain directly under the base of the firer). Exploding artillery pogs cannot damage units inside Cavern terrain (just impacts upon the surface).
Originally posted by Kinnison Elevated terrain has never been allowed for H2h in MK or MWDA as a terrain choice. The ability of Jump capable Mechs squatting up on the elevated terrain, and when CA comes out Tanks taking advatage of terrain where they cannot get based is no conductive to an enjoyable tourny enviroment
I disagree.
Abrupt elevated terrain is fun. Its definately nice when you have to shoot it out instead of doing the chargemonkey thing.
I think the ban on abrupt elevated should be up for reevaluation. I think it was banned from head to head on the grounds that it limited unit selection and favored certain units over others but with the current dominance of charge centered units, abrupt elevated would widen the possible stratagies and unit selection. Additionally, with the introduction of artillery, vtols, and vtol transports, there are plenty of units which negate the advantage of a unit on abrupt elevated terrain.
Abrupt elevated would make units with JJ a much more viable strategy. They could jump up and become charge proof. It would really strengthen units such as Yulri Wolf and possibly some of the new SC Mechs.
Not charge proof - it takes not an 1/8" inch to charge, and a few chargers like Bo do have JJ's. But mostly, yes, and this is important because JJ seems to be a point expensive SE on mechs and often (lately) doesn't seem to be worth it. Mostly you can use JJ for a better break-away is all.
Originally posted by Kinnison Elevated terrain has never been allowed for H2h in MK or MWDA as a terrain choice. The ability of Jump capable Mechs squatting up on the elevated terrain, and when CA comes out Tanks taking advatage of terrain where they cannot get based is no conductive to an enjoyable tourny enviroment
This may have been true in the Dark Age. But I have my doubts. Camo and hindering seem more over powering.
So much has changed. Now with Artillery and VTOLs a +1 height advantage seems minor. Anything to slow down the charge mechs would be a plus in my book.
This is a situation where WK needs to keep current with their own expansions.