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So, there isn't alot of love for the "Proposed Artillery Changes"
That must mean there are plenty of suggestions on how to better fix artillery. There have been a few posts, but mainly they don't go far. So how about we get a poll together, and see what the most popular method of fixing artillery (and / or VTOL's) is?
VTOL's *NEVER* were a problem...except to those who were skilless. The only problem I see with artillery is that it takes no tactics, where commanding frail, unbaseable units that require to get close to fight DOES take tactics.
I thought of another artillery fix today..
The problem with artillery, to me, is that somx::e units have multiple pogs that force you ro move multiple units spending more orders while the firer only used one.
So this is my fix:
as per direct fire rules, damage has to be splitted between targets.
example: I use the stormhammers artillery: 2 pogs for 2 damage. When i roll to hit the pog, I have to split the 2 points of damage between the pogs (as per direct fire rules). 1 point for each pog or 2 points to 1 pog and 0 to the other.
Example2: I use the SS AA artillery: 3 piercinc pogs for 1 damage. Even if I place 2 pogs, I will have to select only 1 pog for inflicting damage.
This will not damage units with a single pog (that I think are balanced) and reduce the overpower of nonsense ss units..
OK, how many do you want? (And this isn't even the FULL list of things to fix arty.)
1 One order used per pog/artillery marker placed (single-pog arty remains useful)
2 Artillery markers do not have SEC's (like no armor piercing, streaks etc.)
3 Defense checks - several varieties.
4 Line of sight gets only +1 or +2, not +4, or even If artillery has LOS it gets 0 to the attack roll. If it doesn't have LOS it gets -2.
5 Electronic Camo works against artillery, either +2 to defense, or say arty can't fire at all at a unit with EC, or to include the phrasing "that no artillery marker could be place beneath the base of this unit."
6 Errata offending non-standard(read: mistake) units, and either increase point value, or SU the SEC's.
7 Issue new pogs, for ALL arty. (fix some crappy ones, water down some uber ones.) Adjust drift to taste.
8 Make artillery divide their damage between their pogs just like every other unit. The damage distribution can be made after the pog drift is rolled just like direct fire.
9 Arty cannot attack(place pog) on consecutive turns (forced rest).
10 Arty does not clear on turn after laying pog.
11 Arty pushes if it acts on the 3rd turn.
12 Arty takes 2 damage for pushing, one before and one after resolving.
13 If you order a pog this turn, you must order to resolve at the beginning of next turn.
14 Based and transported arty cannot resolve a pog.
15 Limit the number of artillery units in an army to one per X points of the build total. X to be determined by playtesting, concerted whining, what have you.
All these are understood concepts, are either existing or are offshoots of existing mechanics. They require no re-learning, and are much simpler to keep track of when your opponent is the firer.
I do not suggest we adopt all of them. :)
I do think some combo of these will give us the 'tuned' artillery mechanic most players want.
I think that the mechanics for playing artillery is good. The only complaint is that is is unbalanced to have multiple artillery pieces in a standard game.
I would support adding a rule to limit artillery to one per 200 points in stead of the current recommended changes.
This is precisely what I'm looking for, sensible proposals, presented in clear, non-emotional ways. That way we can get a list of them together, thin the chaff, and submit a proper poll.
If it ain't broke... You know the rest. I've been saying it for months (till I lost internet acces) that artillery is a great way to win 50% of your games. Artillery heavy armies rely heavily on the opening roll, and are completely counterable without using artillery. I really don't see what the big deal is with them, but at least it's something to talk about.
Originally posted by stahlie OK, how many do you want? (And this isn't even the FULL list of things to fix arty.)
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1 One order used per pog/artillery marker placed (single-pog arty remains useful)
Some units deserve two pogs or three. Stacking already fixes this nicely.
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2 Artillery markers do not have SEC's (like no armor piercing, streaks etc.)
There are only 3 applicable SE's for artillery, AP, AnP, and IT. Streaks don't work with artillery, and neither does Point Def. Things like ECM, Camo, and armor are all certainly allowable.
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3 Defense checks - several varieties.
Probably one of the best ideas, but requires an extra step, something this game doesn't need.
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4 Line of sight gets only +1 or +2, not +4, or even If artillery has LOS it gets 0 to the attack roll. If it doesn't have LOS it gets -2.
With the high pog points, the +4 isn't an issue, especially with the majority of pogs being center dotted.
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5 Electronic Camo works against artillery, either +2 to defense, or say arty can't fire at all at a unit with EC, or to include the phrasing "that no artillery marker could be place beneath the base of this unit."
The pog would need to have the ECM, and it can't. The units aren't targets of the arty attack.
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6 Errata offending non-standard(read: mistake) units, and either increase point value, or SU the SEC's.
There are already enough erratta.
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7 Issue new pogs, for ALL arty. (fix some crappy ones, water down some uber ones.) Adjust drift to taste.
Again, new pogs aren't the answer, they'd have to be distributed, and the pogs as they are currently are fine.
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8 Make artillery divide their damage between their pogs just like every other unit. The damage distribution can be made after the pog drift is rolled just like direct fire.
Very good idea.
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9 Arty cannot attack(place pog) on consecutive turns (forced rest).
That's the idea of the "proposed rules" more or less. And not many people like it.
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10 Arty does not clear on turn after laying pog.
See 9
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11 Arty pushes if it acts on the 3rd turn.
See 9
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12 Arty takes 2 damage for pushing, one before and one after resolving.
Penalizes the "non broken" arty.
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13 If you order a pog this turn, you must order to resolve at the beginning of next turn.
See 9
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14 Based and transported arty cannot resolve a pog.
No reason resolution should be dependant on base contact.
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15 Limit the number of artillery units in an army to one per X points of the build total. X to be determined by playtesting, concerted whining, what have you.
My personal favorite.
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All these are understood concepts, are either existing or are offshoots of existing mechanics. They require no re-learning, and are much simpler to keep track of when your opponent is the firer.
I do not suggest we adopt all of them. :)
I do think some combo of these will give us the 'tuned' artillery mechanic most players want.
In my opinion we don't have concensus on what we want artillery to do, so we can't get concensus on how to "fix" it. My preference is that artillery be effective defensively in two ways: let me create some dangerous places to place units, and let me force some action-allocation decisions on my opponent. I've done some limited play-testing of the proposed changes and found them to produce that result: still effective and useful, but building your strategy around it is not a good choice.
well, i like the new idea, atleast it was something different that will be order consuming, it's nice because they can't fire two artillery in two rounds with one peice
order expensive i think is the best idea they have come out with, and it works, loved it in playtesting, more than any of the other ones.... but close to defense checks
Well, if 'Mechs didn't take heat from walking and the rule concerning the click of damage for pushing infantry and vehicles would be dumped, changes are that artillery didn't need to be changed since the game would be much more balanced then. WizKid's rule proposal concerning artillery is something with which they try to cure a symptom of the current game, but it doesn't take the bigger picture, the game as a whole into account.
Originally posted by Suskis If you get rid of pushing damage, Steel Wolves would become unplayable. How would they reach their G-spot? (God####good-Spot)
same way as any other male. look confused and scratch their head when it is mentioned, lol.