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Okay, with the coming of 2.0 the combinations of character abilities and strategy has increased exponentially. My question is:
Will this create a new curve for army structuring?
With all the new approaches an enemy can take at confronting your army will the defensive aspects of an army become more important then their offensive capabilities? I think that with all the new tactics becoming available people will have to start thinking about countering numerous threats more then a gimmick that will make their army effective (big cheese armies). Glass jawed, non-support figures will be in less rotation due to the all the new abilities that require it to take push damage. I like this idea, armies will be 'realer' and strategy will become even more important then that one big-hitting figure that an army is based around.
An all-melee army could be torn apart by a soaring army. A ranged army will be overrun by surging and double-timing melee forces. Soaring armies will be torn apart by ranged figures, etc.
So what do you think? Will a versatile army be more important in 2.0 then 1.0?
In v1.0 most army archetypes depended on three things to ensure victory: first-strike capabilty (usually seen as Bound, Charge or extreme range of over 12"), mobility (easy break-aways, high speed values) and massive damage output (Amazon Draconum and Corpheus are prime examples of that). The reasoning behind this was that you need to kill more points than your opponent to win the game. Simple and straightforward. Its a tactic not unlike that used by many armies in the real world. The US depends on first-capability, eroding the opponents' combat ability, and then moping up the remaining troops. That is not much different than what a GA-type army does.
Things will be very much different in v2.0. Why? No more victory points. You can recycle your troops (through Summon, Revenant, or Necromancy) ad nauseum provided you can keep those objectives under control. Packing a healer all of a sudden will become much much more important. I think we will see a shift towards army archetypes and figures that allow you to do one of the following:
- Ensure aquisition of an objective through extreme speed, and have sufficient mettle to survive for one or two rounds until the remaining army arrives.
- Slower armies that can provide a withering fire and clear opponents from objective markers while maintaining combat effectiveness through either healing, special abilities (Toughness, Regeneration, etc.) or the proper use of a figure dial (most were-creatures).
- Attrition armies that can provide an almost continuous wave of reinforcements that will eventually wear down opponents and allow eventual aquisition of objectives. Necromancy - skeleton - were-creature armies will be excellent in this respect, especially with the new changes about Shyft and MageSpawn.
I believe that the melee and range proficiencies, together with some of the new special abilities (e.g. Arcing Fire) will make the use of many current tactics (e.g. LI screens) obsolete and brand new tricks will make their appearance.
For all that we'll just have to wait a few more months.
Well, I dont know what to say, first, I dont like it there no being victory points... second, I think there will be no more over powered armys like amazon with fairys nor andeanu with fairys...