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I think just about every player who has played for any amount of time has considered how they would fix certain issues the game has.
My problems:
Major Problems
1.) Charge outranges every ranged attack.
Even the newest player can usually see the problems with bumperbots.
Fix---
Charge range = printed walking distance.
Charge target = My make a snap shot for one heat (and push heat/damage if applicable) and a -2 modifier to attack. All other rules like arc and range apply. For min range purposes this attack is made in base contact (ie min ranges >3 cannot fire)
2.) Tank Drop
Again this attack out ranges basic ranged combat and is ludicrous. You are going to hop out of the transport, unchain your vehicle climb in, power up, acquire a target(s) and fire while on the battlefield and under enemy guns.
Fix---
Declare if the tank is going to fire before executing order.
Transport = may transport as normal if not firing. If the tank is firing transport as normal but give two order tokens (no push damage only the crew is tired not the vehicle).
Tank = May transport as normal but if firing may target only one target and gets -2 modifier and two order tokens (again no damage)
3.) Artillery
The armor piercing artillery is just too good for its points. Especially the SS AIV.
Artillery gets a +2 modifier for line of sight.
Armor piercing only applies to targets with center dot on top of pog, blast damage is standard ballistic. Note: The center dot on pog means that mechs cannot be fired on with both AP and line of sight, the 2" base makes it impossible for the pog to be under the center dot and still have LOS. Vehicles can only be hit from the side with LOS bonus.
Minor Problems
1.) Armor piercing defeats decoy.
Errata AP- Armor piercing no longer defeats decoy.
2.) ECM is useless
ECM counters indirect fire. Streaks and improved targeting may make attacks with -4 modifiers.
Who would then turn on IT with a -4 mod? I would just leave it off, it's not worth the -4. It would make more sense for ECM to negate IT rather than a -4.
The charge change for range I like. I would also say that the charging mech gets a minimum of 1 damage when charging. My rule on charge would read be along these lines:
Mechs charge their printed movement
Charging mechs must make a run order and take their click of heat if they do not have evade
Charging mechs take a click of heat for the charge
Charging mechs take half their primary damage rounded up with a minimum damage of 1
All the tank drop stuff is ok but I don't see a need to "fix" a tank drop. The Rules nutering arty just removes it from play. Why field them if they can't do what they're supposed to do: Make units more or take damage. Why does everyone want to neuter AP vs decoy? It ain't generally broken. ECM already prevents indirect fire and streaks so it's simply another rule that doesn't need "fixing".
While I cannot check this from work, as these computers do not have Adobe, I believe the FAQ has errata'd Electronic Camouflage so that in addition to preventing indirect fire, as it always did, it now also prevents streak attacks already.
And I really like TheFish's idea of EC completely blocking IT.
Sounds good so far.
I did not intend to say ECM NOW counters indirect fire I meant in addition to countering indirect fire. Sorry for the confusion.
Gryf--- I will add that min damage of 1 for the charge. I had forgotten that little detail.
The reason I neutered tank drop is for believability as much as gameplay. It should not be possible to move, an action which takes one turn time wise, and fire, an action which also takes one turn time wise, in the same turn for units that must act sequentially. The transport moves during the turn time and then unloads. That should be the end of the turn for those units. If they do unload and fire the crews are going to be trying to catch their breath for a turn to represent the enormous expenditure of energy they have just made. I decided infantry should still get their orders because it is a whole hell of a lot easier to unload something that unloads itself.
The reason to tone artillery down is that is is game dominating. The rules changes I proposed will still move or damage units. They just are not so ueber. Are you going to leave your mech standing there if it has heavy/no armor against a two damage arty? Even if the attack drifts you still take damage against a 2 dam. arty. Even hardened armor does not protect you from a direct hit (or near miss by an AIV.). It does however render you immune to the blast damage. That makes sense does it not? An Atlas is not going to take significant damage from a blast wave but it would take damage from a direct hit.
The Fish --- If you turn off IT you do not get a reroll.
Then it becomes a choice. Most people would turn it off. However if the target has a low defense you might want to have the reroll to get out of crit miss. Depending on how it works long term IT may go to just being negated.