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When mounted pieces were created, they were made to show the speed advantage that they had over foot soldiers. With double time, a Potbellied Gremlin may be fast than some Cavalry. Is that fair? NO. Does it make sense? NO. Mounted pieces should always have speed advantage on atleast 75% of pieces. Charge and Bound will have to be fixed for this to make sense.
Right on. I do believe that WK is still tweeking 2.0. In a game system seemingly governed by a dartboard, things change. We will have to see what comes up (I don't want my Horned Hatchetkrugg to go the way of the Dodo- he already had to play second fiddle to it's Yak-ridding bretheren).
And let's not forget the incentive WK gets for axing Uberbound (thereby nessecitating a move to limit Bound/Charge)...
Yes they do have a speed advantage (although it is minor), all other figs take damage when they double time and figures with charge or bound will not take damage when they double their movement. If yer looking for the game to make sense you might want to change the animiated mud also....that doesnt make sense.
I still use the Technomancer a bit but i tend to be creative with my stratagies and I never saw a Ram gun so I wasn't confined to that type of thinking.
As for the Charge/Bound thing, they actually don't have to change it. :) I agree it makes sense for mounted figures to be faster so I think they should add something to the Horshoe type, If a figure with the Horseshoe Movement type has charge or bound they may instead double their movement instead of useing a close/ranged combat action.
MK 2.0 will have both Charge & Bound. The difference is that they have changed them to match the Charge & Bound found in the Hero-clix games (if you've played those).
Basically when 2.0 comes out, any figures with Charge or Bound can move _half_ their movement and attack. Commensurately, such figures now have their full regular movement stat instead of the "half" number that older ones have. Of course, rules-wise this now creates a huge disparity between 1.0 figures with Charge/Bound and 2.0's with.
The only real answer I can think of is that any 1.0 figure's with Charge & Bound will have to be treated as though they had twice their movement stat value as printed, and then everything is fine for them (mostly!).
Of course that gives Corpheus and Skyros each 20" base movement when they are on their Charge/Bound Clicks to start, but they are the fastest figs in the game anway. sorta six and one-half-dozen of the other kind of situation :)
That comment about making ML useless is very odd. My group went a long time without ever noticing the "at the start of the turn" on ML and still found it an incredibly powerful ability. It lets you get something where you want it without it getting an action token - that's handy enough.
I think bound and charge figures are horribly hurt by the new rules, but not so much because of surge. These figures were designed around moving their printed speed and attacking (I'm going off the demo rules that say you can move full move and attack, not this half move and attack that Nuko mentions - not sure where that idea is!) which they still do. Not having to use surge is VERY important since surge damages you. And I think fights will be more close in affairs around the objective. But, these figures were also designed around being able to double move as part of their normal movement. The typical 3-7 charge or bound speed is way too slow for just travelling around the field. A lot of foot bounders and chargers will never get near the fight without being FMed in. With the surge ability for all figures, I think it would be perfectly playable to just declare that the speed value of v1 figures on a charge or bound click is doubled.
Here is what I think....changing the bound and charge rules kinda does suck, but it really weakens all the peices to surge if you are playing like people play where I live. I put a 19 or 20 def on just about every fig I play with surge you take damage, still have to hit a 20 or 19 with one fig instead of formations. And if you touch a fig with say an imp or something it cant surge the next turn, so you can set up an attack. And corpy and the drac still can move and shoot down a fig, best is a 14 inch charge, and they shoot 18 and 22.
Charge figures should be able to Surge and Doublemove without taking a click (not in the same turn, obviously).
Bound figures should be able to.. well. bound and Doublemove without taking the click of damage.
Very easy to write that on the SA card - and basically the only difference between what you'd have then and what you have now would be the lack of easy break on non-mounts; exactly what I figure would be perfect for them.
i think that they should keep it the way it is cuz some figs give u some advantage over others but since alot of kids use the amazon draconum n corpheus alot same with the shadow i expericence that the shadows n the two strong bound figs can defeat almost any army if u play them right n if they do change it to mounted figs then i would be very ticked if they did but hey im not the ones makin the rules
Originally posted by Nuko The only real answer I can think of is that any 1.0 figure's with Charge & Bound will have to be treated as though they had twice their movement stat value as printed, and then everything is fine for them (mostly!).
Of course that gives Corpheus and Skyros each 20" base movement when they are on their Charge/Bound Clicks to start, but they are the fastest figs in the game anway. sorta six and one-half-dozen of the other kind of situation :)
This is exactly what I was thinking. 1.0 bound/charge figures should have their movement doubled to make them more conistant with 2.0 (and really, the doubled number is their real movement, it's just not their printed movement). I also though of that Corpheus would have 20" base movement, then (I don't have Skyros, so I didn't occur to me). I don't think there should be any limiting to them, though, so I'm sure they'll keep showing up in 2.0 tournies. :)
Right on, if they dont double their movement they would suck. It wouldn't even make sense not to make there movement doubled, its the only logical thing to do.
Originally posted by zazzin Yes they do have a speed advantage (although it is minor), all other figs take damage when they double time and figures with charge or bound will not take damage when they double their movement. If yer looking for the game to make sense you might want to change the animiated mud also....that doesnt make sense.
Except that's not how it works currently. The option for moving double with Charge has been removed.
It's a shame WizKids didn't go with the Heroclix version of Charge and Bound from the beginning. If these figures had "real" speed values that were halved to move & attack, they would be valuable, if not quite as dominating as before in 2.0. If a KI Mounted had a 14" movement with Charge instead of 7" with the Charge SA, they would have only the advantage of not taking an extra click of damage from "Surging." Very useful, but not as useful as it used to be (since most figures can Surge).
Unfortunately, I think this fix was meant to repair Corpheus' & Skryos' 20" movement. Unfortunately, it broke many, many other figures. Not only that, but some of the cooler figures out there.