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Ok guys I have it all figured out. People are still complaining about charge despite the very competent fix that was placed. well I have a new fix idea that will solve the problem once and for all.
add the following to the charging rules
Only Industrial mechs or mechs with the word "MOD" are permitted to charge.
This solves the problem instantly. How many people here play industrial mechs? (listen to the cricket moans) see nobody realy does. if people want charge as a viable strategy they have to start includinmg them. With ICE mechs on the outs (ohh hell I will include Raiders in the can charge catagory) this will eventualy eliminate charging from the whole Mechwarrior spectrum. either that or the chargemonkies will have their way and set retirment will not go through, but that is an argument for another day.
Originally posted by darkarchon0 Ok guys I have it all figured out. People are still complaining about charge despite the very competent fix that was placed. well I have a new fix idea that will solve the problem once and for all.
I find very few people complaining about charge anymore. Its such a risky attack that most players don't attempt it except in rare situations.
Your proposed rule is terrible. Charge remains one of the best counters to tankdrop. It will be also necessary to take on the new Flying Falcons. Removing charge from Battlemechs will remove Battlemechs from the Battlefield.
to that you do have a point
but then again I am also one of the biggest proponents that onlt "Towed" Vehicles should be allowed to be carried by transports
Originally posted by c.fodder leave it as it is, its been nerfed once already.
Its now what it should be a last ditch effort, used only when you know your "weapons" are not going to work.
Actually it's still valid as a First Strike attack. What it has become is a "Use Once" attack. Outside of Bannson's Raiders, most of the bigger mechs will find a repair marker blocking any chance fix the charging damage. This puts charging back in the "desparate risk" category.
The decision to charge now is made when a player discovers that it may be the only way of hitting a target that otherwise has a strong defense against range attacks.
Believe it or not, Mjolners were designed and included in the Counter Assault set to compensate for the impressive defense of the Bounty Hunter. As long as even one of them is in range for a charge, the Bounty Hunter is not safe from attack. After two such charges, the Bounty Hunter tends to crumble and fall apart.
What I have seen more of recently is other Big Mechs that are just as fast will charge and accept three clicks of dammage if they can do six or seven to their opponent. The Merc Cygnus is especially nasty like that. In your face with high damage Armor Piercing afer smashing away your best clicks is not a very pretty sight.
Until something is done to mitigate the effects of First Strike, Charging will still be a valid means of hitting your opponent when you are out ranged and out gunned. There will always be chargemonkeys that never seem to see the range values on their combat dials.
If you are having too much trouble dealing with Bump and Thump, make yourself un chargeable. That means using Agility Mechs (they've been around since the Dark Age, and are still playable), or taking along a meat shield around your best unit. Meat Shield has the added beneft of converting into capture teams later on.
Another way to avoid being charged to death is just as "cheesy". double team the charge monkeys with Infantry and VTOL swarms. The chargemonkeys won't want to get close to the ground units that can be based, and the VTOLs can harrass them with move and shoot orders.
That is not cheesey though. That is a legitimate Combined arms approach. I am trying to make an army for the Spirit cats that uses Hoverbikes, CBAs, my solo donar, Pegasus Tanks, and a mech
Originally posted by GhostCat What I have seen more of recently is other Big Mechs that are just as fast will charge and accept three clicks of dammage if they can do six or seven to their opponent. The Merc Cygnus is especially nasty like that. In your face with high damage Armor Piercing afer smashing away your best clicks is not a very pretty sight.
But why charge with the merc cygnus?? It can do 6 AP without the charge. That extra click of damage comes at a huge cost. Plus, your to hit number is going to be a 12 or 13. Thats less than a 50/50 chance. Not the prefered method for first strike.
Charge is a valid tactic against camo and evade mechs. And it needs to be this way. Otherwise, the Hellstars would be invincible.
I always run up and base things in the rear arc prepping for the close combat. I am willing to take a risk that they will hit a CC attack any way. Usualy they will try to break away rather then fight any way. I guess it is to much of a risk to actually try and defeat your opponent. ohh well.
Wouldn't it be simpler to only allow charges when there's a straight, uninterrupted (be it by terrain, be it by enemy units) line from the center dot of the charger to the center dot of the charged unit?
This would mean that you can't charge a 'Mech or vehicle whose center dot is in hindering terrain or water.