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With the retired units coming back, some of the great tanks will see play time again. But, the game has changed since these pieces were designed, back in the day.
So, a few of us did some beta testing using tanks with the assault order. Wow, what a difference! The AO rules were modified slightly as follows;
• Only tanks W/O a marker/token can be given an AO.
• If given an AO this tank receives 2 tokens, and is treated as pushed.
Will receive one click of damage for the push.
• No AO out of tank drop
I have to tell you the test was a lot of fun! We found that if you planed your use of the tank AO, the old slow tanks became useful again. A 100 pt. tank showed it could be a force again, like a tank should be.
Actually I had done this completely seperate from you, used the same rule and found it to be a pretty good way to do it. Except the BR sometimes have an advantage in that game of pushing tank drops ;)
Interesting, but I'm curious to see if tanks jump back up to being overpowered with this rule. I think the no tank drop rule helps, but would have to see. Steel Wolves would love the tactic, but then I really only played their padillas so maybe it wouldn't help me so much.
Doesn't seem overpowered to me, I would even say that it's not needed to give the tank a click of pushing damage after the assault order. Adding two order tokens should do nicely. However, others might disagree with me on this one.
To answer Juanito's question: it's not very probable that tanks would actually become overpowered because of this rule. Most tanks don't have an attack value exceeding 10, which makes it difficult to hit many 'Mechs currently in the field. Example: you want to hit my Clan Nova Cat Thor in hindering terrain with your Stormhammers Glory Fire Support Tank and you use an assault order to do so. With your attack of ten you'll have to hit the base 21 defense +1 for the pilot's modifier stats +1 for the hindering terrain +1 for the AO target defense. If you fail to roll the 14 you need, that Thor will only need to roll 10 to retaliate, assuming that the 'Mech stays in hindering and shoots out of it and also assuming that it has a pilot which adds +2 to targeting.
If you add 1 to the defense of the target as part of the Ao, it means any tank other than (say) the DF Schmitt cannot hit regularly enough against a 'Mech to justify it. Why not just tank drop the target and avoid the +1?
If your people were using "typical" 'Mech set ups the tanks would be facing 22+ defenses most of the time, meaning a 23 on an assault order, meaning only the DI Schmitt can get better than evens on a 'Mech as a target.
If all tanks are good for his hunting other tanks, then why bother?
If you add 1 to the defense of the target as part of the Ao, it means any tank other than (say) the DF Schmitt cannot hit regularly enough against a 'Mech to justify it. Why not just tank drop the target and avoid the +1?
If your people were using "typical" 'Mech set ups the tanks would be facing 22+ defenses most of the time, meaning a 23 on an assault order, meaning only the DI Schmitt can get better than evens on a 'Mech as a target.
If all tanks are good for his hunting other tanks, then why bother?
I agree 100 percent, all this tokening non sense is unneccessary. The +1 Defensive modifier alone keeps the power level in check. It is actually MORE balanced than tank drop because the ranges will typically be lower, and more importantly you can't assault order into a formation like you can with a tank drop. I have been asking for this for awhile (just ask southpaw13 heheh). I also think the straight assault order should be given to VTOL's as well, as right now they are useless with asault ordering Mechs ruling the day. 12 inches of move is simply too much to give up for these low defense units.
Personally I feel the +1 is overkill too. In a 'Mech the pilot is also the gunner. CBT rules put 1 crewman in per 15 tons (or is it 20 tons) of tank. So a 100 ton Mars has a Driver, Commander and at least 3 gunners, possibly 5. Surely they should be more able to move and shoot relative to a 'Mech, not less.
And as far as balance is concerned, a tank with a 10 attack is going to miss a 20 defense with a +1 modifier 50% of the time. That's the defense of an Angerona Battle Armour. Or a Light 'Mech. Nobody who wants to win is going to lock up a tank in range of a target and take 1 click of damage on a 50/50 say so. I'd only take that risk if I'm at least 60% likely to make it.
WK stated the Assault Order mechanic was unbalanced for vehicles but not the way you all think. It's unbalanced for vehicles because they would then be too weak!! (as if they weren't weak enough already).
PS before anyone accuses me, I have fielded exactly two 'Mechless armies since this game came out. Both were fun concept armies intended to illustrate a point, which they did. Since the game was released I have almost always fielded a 'Mech, often two or even more. So I am not a "Tankwarrior". Tanks need something. Perhaps the assault mechanic... but if they get it they need to find a way to make it viable for tanks without making it uber - especially if they do away with tank drop.
Now these squad cards may be the answer. I particularly like some of the options there for the GFST...
I believe the premise is to make the tank more useful, not dominant. Most tanks are under 100 pts., thus below most light mechs. You would never expect a striped light mech to open up anything with a high defensive value, just not designed to do it. So, what we found is the tank became a great support piece. Open them up with your high attach mech that may not do high damage. Then whack them with a tank assault for 5 or 6. Remember, you don’t want to change the game, just give you more options to keep it fun. If tank assault was made to powerful, it would get nerfed or never have a chance to get into the game. Played wisely, it is devastating. Plus don’t forget all those faction pride abilities that can come into effect to add attack (republic) or take away defense enhancements ( merc ). Squad cards, mabe?
I agree, if tank assault were too powerful it would need nerfing. However, what can your tank here do that a transported tank couldn't do just as well? And if you are pushing your tank and taking damage and locking it for a turn, wouldn't you have just been better off bringing another 'Mech?
At this moment in time there is virtually no point in bringing an expensive, slow, untransported tank over a second 'Mech. Your mechanic doesn't presently change that because it is hardly likely to hit unless the 'Mech you are targeting is almost dead to start with (check a few defenses of the current crop of 'Mechs 4 clicks into their dial and maybe you'll start to twig on what I mean).
With the retired units coming back, some of the great tanks will see play time again. But, the game has changed since these pieces were designed, back in the day.
So, a few of us did some beta testing using tanks with the assault order. Wow, what a difference! The AO rules were modified slightly as follows;
• Only tanks W/O a marker/token can be given an AO.
• If given an AO this tank receives 2 tokens, and is treated as pushed.
Will receive one click of damage for the push.
• No AO out of tank drop
I have to tell you the test was a lot of fun! We found that if you planed your use of the tank AO, the old slow tanks became useful again. A 100 pt. tank showed it could be a force again, like a tank should be.
Many here said that tanks won't become overpowered which I agree. Before AoD I was very much a Tank-man. But in your rules, is there probability of a formation assault order? Not with infantry, but say 3 tanks. That could be lethal, though points heavy.
Well, I think that's the issue with armor at the moment. It shouldn't be a low point cost alternative to a 'Mech. Armor is supposed to be a support role that is a threat to infantry and other armored aspects.
Xylencia,
I can see your point on a formation assault order. I have concerns with it being viewed as to powerful, but should be given merit. We will defiantly test it in our next beta match.
I am thinking of dual order tokens, no pushing damage, retain +1 for AO.
This way we have tanks that serve multiple roles. For Mech hunting, drop one off from a transport (DF DI Schmitt will do it nicely). For infantry or support hunting (or taking advantage of shutdown Mechs), use the vehicle AO.
VTOLs will need a boost to their move-shoot ability. Got to take note of stuff like SS Balacs though :noid:
Well, I think that's the issue with armor at the moment. It shouldn't be a low point cost alternative to a 'Mech. Armor is supposed to be a support role that is a threat to infantry and other armored aspects.
edit: In reference to Kotch
But if all it can do is deal with infantry and other tanks, why bother bringing it? If 'Mechs are not threatened by tanks then people just bring 'Mechs and infantry - the sort of infantry that whilst it's tying the tank up, you have 20 points rendering three to five times its value useless.
I like the idea of balance in a game. At the moment it isn't balanced. Tanks are the pitifully poor cousin.