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Mass boosters?
Go for the early damage on the dropship?
Only target mechs and ignore the d.ship?
Salvage dropship mechs and then move on, not bothering with a killshot (i.e. most damage takes it)?
I'd really only like to buy the req. 3 boosters, but 4-6 hours? I don't know that anyone could make 3 boosters last that long.
Actually it really depends on the specific rules for the K&K. I myself won't have the drop ship up for grabs so attacking it to do anything more then slow it down is a waste of time. But what I plan to have is a royal rumble (wrestling thing if I'm correct) style fight. Where basicaly every two turns a new unit from the drop ship side is introduced, also if a player loses a piece from his force it comes back two turns later in his deployment zone fresh and ready to go. This way all the dropship pieces get a chance to be taken and players won't have to worry about losing the game and missing out on a piece they really wanted. Also it prevents me from accidentaly winning the game and allows me to go nuts with the mechs so I get to have my fun too. :grin:
Don't unit. Use everything make a rule that if you have a booster with a swordsworn Polit and Dragon's fury mech. that your friend with the opposite and you get to trade so that you get to use all point. Also hope you Pull Fiction Pryde their is no true grit by the dropship. Hope you get at least one heavy mech even if its a Ursa for JF. Use the gear card if you pull the Ulatra rare you do get to pick the gear for it and you don't possible having it died.
Actually I didn't think the K&K would have its own set of rules. No one I asked at the wizkids envoy forum would even reply (how nice of them), so I assumed I had to do my own thing. I have to say though now that I've found out the real rules....bring LOTS of money. $300 if you can. Not pretty but this event favors whoever has the largest piggy bank. :ermm:
Anyway as far as I've read you can't trade units pulled from boosters, so what you get is what your stuck with. Use up ALL your first boosters since when you buy new ones any leftovers from the pervious ones become invalidated. Again hope you have lots of money because just buying three boosters isn't going to get you anything.
Is it me or are these rules the most non-fun you could have though up?
If I remember correctly, you will not have to buy anymore than three boosters to make up your 450 point force. You take the three boosters, make your army and go to it. That's the way I heard the rules were going to be. Where did you see that you needed to buy more boosters each round or whatever?
Actually the rules state that you can play any point value up to 15 units. So if you bought 15 boosters you could play 15 mechs. But really this is going to become a buy-a-thon. You can choose to buy into another 1 to 3 boosters and start playing them the next turn. So what this all means is you will play everything you pull so use every special equipment and pilot you have available. All the units have a grand alliance in your force so make some formations and bring friends and money.
Objective: Each player is a free agent out to destroy as many units as he or she can.
Battleforce Size and Composition
Players must bring all game materials required for a sanctioned MechWarrior®: Age of Destruction Sealed tournament (order tokens, dice, ruler). The BattleMaster, who controls the DropShip, should bring a method of keeping track of damage dealt to his or her units as well as any terrain he or she wishes to place. The BattleMaster may use the Kill-and-Keep tick sheet (see Special Rule 1), which have been appended to this document.
Each player is required to buy three MechWarrior: Age of Destruction Boosters before the tournament begins. The units pulled from the Boosters are the only ones the players are allowed to use during the event. There is no build total for this event; instead, a player may not have more than 15 units, able or otherwise, on the battlefield at any time.
Buy in. At any point a player may choose to “buy in.” This means that the player may buy one to three new Boosters. Any units pulled from these new Boosters (only) may be deployed at the end of the player’s clean-up stage, as long as the player never has more than 15 units on the battlefield at any time.
Orders. Each player gets three orders per turn. The BattleMaster gets a number of orders per turn equal to the number of players plus two, maximum eight orders per turn.
Rules Sets
MechWarrior: Age of Destruction and the DropShip rules, which are packaged with the DropShip and which are available here.
Time Limit
We suggest allowing four to six hours to complete the event. The BattleMaster has the right to set a time limit on a player’s turn if the player is deemed to be taking an unreasonable amount of time to assign his or her orders.
Preparing the Battlefield
The BattleMaster first prepares the battlefield field per the DropShip rules, with the following exceptions:
We recommend using a play area at least 5′ x 6′.
The DropShip must be placed at least 20″ (not 30½″) from opposing deployment zones.
The BattleMaster places terrain; we recommend one piece of terrain per player.
The BattleMaster’s units may be deployed either in a ’Mech™ bay or on the ramp into an open ’Mech bay, provided the unit can occupy the ’Mech bay or ramp; the unit’s entire base need not rest completely in the bay or on the ramp. There are no additional deployment zones for the BattleMaster.
At the end of each of the BattleMaster’s clean-up stages, he or she may deploy additional units if those units can occupy a ’Mech bay or ramp. This does not cost an order.
The players then roll for position; reroll any ties. The player with the highest result sits to the left of the BattleMaster, the player with the next highest to the left of that player, and so on. The BattleMaster is the first player.
Special Rules
1. Kill-and-keep. The BattleMaster tracks damage dealt to his or her units using a “tick” system; the BattleMaster’s units are the only units subject to the Kill-and-Keep rules. The BattleMaster records each time a player damages one of the BattleMaster’s units. Each time a BattleMaster’s unit is eliminated, he or she determines which player dealt the most damage to the unit; that player keeps the eliminated unit. If there is a tie, then the player who dealt damage to the unit first (among the tied players) keeps the unit. For example, a unit with 10 clicks is eliminated. Player A and Player B each dealt 4 damage to it. Player B dealt damage to the unit on its second click, and Player A dealt damage to the unit on its sixth click. Player B keeps the unit because she dealt damage to it “first.”
2. Any damage dealt in excess of what it takes to eliminate a unit is not counted when determining which player dealt the most damage.
3. Distributing leftover units. When time is called, any of the BattleMaster’s units that have not been eliminated are distributed in the following way, in order:
A. The primary BattleMaster may, at his or her option, choose one of the remaining units (except the DropShip) as a reward for running the event. If more than one BattleMaster participated in running the event, they may, at their option, each choose one unit from among those remaining at this time.
B. Any player who did not kill-and-keep a unit may choose one unit (except the DropShip), starting with the youngest player.
C. The Fellowship winner (if the BattleMaster chooses one) may choose one unit (except the DropShip).
D. Any remaining unit that was damaged but not eliminated is given to the player who dealt the most damage to it.
4. The DropShip does not ignore Armor Piercing.
5. The BattleMaster is not required to assign four orders to the DropShip each turn.
6. The only CECs that may be used are gear and pilot CECs.
7. Eliminated units and any CECs assigned to eliminated units may not be redeployed.
8. Units may not be captured.
9. All factions have grand alliances with each other.
10. If a player deploys “bought in” units, any of those units with Infiltrate may be deployed using that special equipment, as if they were being deployed at the beginning of the game.
11. DropShip turrets may not be given close combat orders to repair units.
If the DropShip was not dealt damage during the event, all players who participated in the event have their names entered into a random drawing; the BattleMaster randomly draws the name of one person to receive the DropShip. Any remaining unchosen units may be retained by the venue for use as future prize support.
My first reaction to your post was, this guy's gotta be wrong. But then I looked at the rules posted by Wizkids, and your're right.
I realize it comes across as being unfair to players on a tight budget. But I really believe they're doing it this way to support the venues.
@ D. Knight
I'm sure anyone who wants these LEs & the dropship could get what they want for less than $300 on the secondary market.
So I'm looking at this with the positive view that they're trying to get players excited in the heat of battle to buy more booster and have more fun...not score prizes.
@All
Look at it this way, WizKids is doing a big giveaway here. They're trying to get excitement about the new base set and therefore the game in general. Hey, maybe get some new players to buy some boosters and score some prizes. If you approach it as fun...it can be fun. But if you approach it ONLY as an LE grab, then that will be, what it will be. And that probably won't be much fun.
Just afew Question
One what Gyrfalcon are you fighting in this Event Jiyi or Trovic?
Two what Yu Haung are you fighting? Jaycon Belle or Andrej
Three what Lucost are you fighting? Shin or Jakic.
all matters probably especially the first and second one