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no it would force players with Mobile HQ's to either keep them up with their attacking units to make them effective.
and what is wrong with playing larger units in a mech game?
With mobile HQ's seeing as Swordsword are the only one with an attack range of more then zero.
You could have only Mobile HQ's give 1 extra half move order form anywhere on the board. All other command units would have to be within thier max range.
2 heat for energy weapons fire makes all energy based mechs unusable, you need to take into effect that this is not cbt where heat sinks meant something, this is mwda, here mechs get designed with heat dials that are not directly connected with type of weapons they use.
I've play tested it with energy weapons and that they can be used very effectivley. The 450 point army that I used was
2 X SS Centruions.
1 X Cyndi Rhodes
3 X SS Gnomes
3 X SS Clan Battle Armour.
The other player used.
Angus Drummond
2 X sc Fulcrums
1 X sc SM1 Tank Destroyer
3 X sc hoverbikes
Heat wasn't a problem with Angus or with the centurians
as you vent after firing. You only start to Red Line if you do thinks like run and fire energy.
Yes I know that it seem very much like CBT. but I still think that when played it works better then MWDA. Try it and see.
Hmm... Personally I consider those heat rules an interesting incentive to not play 'Mechs at all. The current rules for a 'Mech's heat are crippling enough as it is.
Allrichier, your heat rules are not like the BattleTech-rules at all.
Originally posted by Nanhold Hmm... Personally I consider those heat rules an interesting incentive to not play 'Mechs at all. The current rules for a 'Mech's heat are crippling enough as it is.
Allrichier, your heat rules are not like the BattleTech-rules at all.
I don't know that I'd go that far. Remember, the bloody 'mech automatically vents after firing either primary or secondary weapons systems at the 'mechs's vent rating.
Personally, I find these rules an interesting concept. I'll have to try 'em out, then decide for sure whether they work or not, though.
GiovanniBlasi, thanks for pointing that out. I must admit I've read over that specific sentence of Allrichier's rules idea. Still I think that when playing a 'Mech with a multicoloured heat dial (The SH Warhammer IIC, for example), you still run the risk of premature ammo explosions. There simply is too much of a difference between the heat dial of MW:DA and the 30-point Heat Scale on the BattleTech 'Mech reference sheets.
It's true, however, that automatically using the vent value to cool the 'Mech is a very BattleTech-like rule. I like it! Problem is that for example a ballistic weapon like the RAC/5 produces more heat than the amount of small lasers found on the Spider, for example. But maybe things like that can be solved with a little finetuning.
There are severeal people trying to adapt CBT rules to MWDA in a comprehensive fashion right now. Must be an indicator that there is a general dislike for the way WMDA rules are headded.
We have put together a set of comprehensive rules called "MWDA: Classic House Rules" (or WMDA-CHR for short) that attempt to marry CBT play with MWDA clix.
Originally posted by ALRICHIER With mobile HQ's seeing as Swordsword are the only one with an attack range of more then zero.
You could have only Mobile HQ's give 1 extra half move order form anywhere on the board. All other command units would have to be within thier max range.
Have Command & Awe give a bonus to the initative roll. +2 for command, and +1 for Awe (Since it kicks in less frequently) or some such thing.
Originally posted by Andy_in_Indy, Have Command & Awe give a bonus to the initative roll. +2 for command, and +1 for Awe (Since it kicks in less frequently) or some such thing.
-Andy in Indy,
I think you might be onto somthing with that.
Giving a +2 for command makes it worth fielding a HQ unit, and still keeps the game simple.
As CEF_SoothSayer did, I am designing a mix of CBT and MW myself (with the help of several people and playtesters).
It's called Techwarrior and it's now at its 1.4 release.
My thread is here: http://www.mwrealms.com/forum/showth...threadid=42041
Originally posted by Nanhold GiovanniBlasi, thanks for pointing that out. I must admit I've read over that specific sentence of Allrichier's rules idea. Still I think that when playing a 'Mech with a multicoloured heat dial (The SH Warhammer IIC, for example), you still run the risk of premature ammo explosions. There simply is too much of a difference between the heat dial of MW:DA and the 30-point Heat Scale on the BattleTech 'Mech reference sheets.
It's true, however, that automatically using the vent value to cool the 'Mech is a very BattleTech-like rule. I like it! Problem is that for example a ballistic weapon like the RAC/5 produces more heat than the amount of small lasers found on the Spider, for example. But maybe things like that can be solved with a little fine-tuning.
I agree fine-tuning, but don't want to over complicate the game.
I would I say in general ballistic weapons create less heat then energy, and we don't wont to re-create all the heat dials.
However Multi coloured heat dials means that you have to be more managment efficient. Using the Warhammer as an example you would move the mech into a key firing point and use your supporting elements to push you opponent into your mechs kill- one. I think this makes the game simple but with enough tactical and strategic play to make it interesting.