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Hey all,
I think that charge should be eliminated either in FP or in the set after it
i mean think about it
it made sense back in the days of the older sets, with ICE mechs and warfare being so crude and unfashioned
but now warfare has increased to the good ol' days (3060 era)
with mechs blasting each other apart and vehicles shootin stuff and infantry taking their rightful role as a midget on the feild
Charging is just so crude to be in a battlefeild where everything is starting to take its rightful place again is just wrong.
Think about it
if charging were eliminated
pretty much every mech would be playable plus it would focus more on the RANGED combat
not having to move your mech looking at the 20+ inches that you could get charged and keeping him out of that or surrounded by infantry
many people have reported experiences of playing "no charge battles" and having a great time doing so
why?
more than likely because they didnt have to worry about getting hit from 20+ inches away for who knows how much damage
if charge doesnt get eliminated maybe make it so that it is only 1x your speed so you dont have to worry about a cross the feild charge
well then all the mechs with agility are just wasted points. what they need to do is use the charge rues from warmachine. mainly the charge in a straight line, no weaving through stuff first.
Pair that with the fact that infantry dont impede Mech movement (except for the fact that bases cant overlap at the end of the move), and its still pretty powerful. Especially considering the ridiculous range and damage some of those chargers have.
Or if WKs just gets rid of running so you have to charge at your printed speed value. I know this makes evade a little overcosted but how about instead of no heat for running that it's no heat for pushing.
chrge is fine how it is. charging is easily countered: either get a mech with high defence, get a mech with agility, or out-charge the charger. lets worry about arty fixing for now :)
Lets just change more rules untill the Faq hits 100+ pages and no one can keep up.
Any more major changes will drive even more people away. Remember that those at nationals were a very small minority and don't neccessarily represent those who didn't go, which is thousands.
Or how about we just try to get them to re-wright everything and see if anyone will stay with WK?
well, charging can be based on the mechs tonnage, mabye 1 damage per 10 tons. that aint too bad.. not like assaults can move that fast, and it discourages melewarrior with the big guys.
Only problem with that is it doesn't list the tonnage of the mech on the dial and how else are we suppost to know. It's not like everyone has to be expected to have all their dossiers with them at all times.
That and Andrzej Czupek and Jacyn Bell are both (i think) 100 tons which means they could do 10 damage at a 24" run
hmmmm somehow that wouldnt be good for the game
Just use StuMan's "Believeable" rules, they make charges much more 'realistic.' Charging is still permitted, but a few simple rules changes have relegated it to a relatively ineffective tactic or an act of desparation (much like it was in CBT).
To find the "Believeable" rules, just do a keyword search for "Believeable;" although the thread is locked here on MWRealms, development/discussion on these rules is still very much alive on the official WK website.
Well that act of desparation became a valid First Strike tactic with all the high speed, short ranged mechs WK produced. Mostly it happens because, the enemy mech moved just close enough to use its guns and still be outside your range. The only choices you have are either move away, or get a lot closer. If you just base him, he turns to face you, and if you move to shoot his rear arc, guess what!? He charges you.
The game is designed around first strike. Making the first hit. Everything is about pinning the target down and making sure it can't hit back at anything worthwhile. And of course, hitting it more than once on the same turn is often enough to make it useless for the remainder of the game.