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A friend and I were trying out the 2.0 rules yesterday, and we ended up with an interesting situation. He had the middle objective, and the one next to his SA. I had the one near mine. I had my entire army left, with minimal damage to Techun and a HHK. All he had left was a heavily damaged Troll Gunner and dwarven pikeman. He double timed the troll, thinking that it had 2 clicks of demoralized, but he died. He then doubletimed the pikeman to the obj. I shot t with my red uni tracker, and knocked it into demo, so the game ended.
I had my entire army alive and well, he had the 3 objectives. We're not sure exactly who won.
well, thats good 4 me, here in my venue, Im one of the only 2 owners of 1... I think u won, because opponent couldn't continue eventhough he had the objectives
I beleive he would have won. The victory conditions are very clear that the winner is the one with the most objectives at the end of the game. He had the objectives, you didn't.
It's situations like this that are causing such a big stink on some of the fourm threads right now. But I beleive he would be the winner based on what little information we have right now.
In the original demo rules, your opponent would win. Big problem!
In the quick start rules, they stated that if a player had no figures left, the other player won.
However, I don't think they have yet stated that a player with only demoralized figures left loses.
They should.
Also, I have no idea why they went from 1st tiebreaker being lowest build total (that seemed like a REALLY good idea to me!) to being points killed.
I'm not up on my 2.0 then. Where is the list of changes they've made since the origonal 2.0 demo release.
Rather it makes since or not, it was the rules last time I knew and it makes a certain amount of sense. If your to busy killing your opponent to secure the objectives, you deserve what you get.
Where is the updated 2.0 rules? I must have missed that...
I'm glad if they changed the rules about an all dead army being able to hold objectives.
Simply put, an army with no surviving figures cannot hold field position. The objectives are supposed to, although I don't think they do it very well, simulate battlefield control and capture of key points on a battle field. Which cannot be contoled by a non-existing army.
I'm also very happy if they changed the tie break as the winning army of a close victory shouldn't be who showed up with the least but weho caused the most damage and was the most active on the field. It's alright as a 3rd or fourth tier tie break but shouldn't be higher than that.
Please give me a link to read up on these changes-
How can you control an objective if you have no figures? The way the warlord explained it to me at GenCon, you had to have a figure continually touching an objective to control it. If all his figures are dead, he controls no objectives because he has no figures touching any objectives.
If that isn't how the rules are now, it is how it needs to be. If you don't have a figure touching the objective, you don't control it.
Originally posted by Grimlok Where is the updated 2.0 rules? I must have missed that...
Please give me a link to read up on these changes-
The newest upate on the 2.0 rules since Gencon was in the quickstart rules. Victory conditions were reworded as follows:
Ending the Game
The game ends when you have been playing for 50 minutes or all of one player’s warriors are eliminated. If all of one player’s warrior’s are eliminated, the player with warriors still remaining is the winner. If both players have warriors on the battlefield at the end of the game, whichever player has control of the objective at that time, wins. If the game ends with neither side having control of the objective, count victory points to see who won:
Each opposing warrior that you eliminate during the game is worth a number of victory points to you equal to its point value.
Note that the true key is in the Quick Start rules. The games doesn't end when there are only demoralized figures on one side. All figures must be eliminated on one side for the game to end (and his opponent automatically wins).
At the end of WW2, our armies were racing forward to grab as much land as possible before the armistace. Area that was behind us was still considered our territory. There was an order issued that all forward movement must halt at a specified time.
So our games have an end time. We all understand the reasons for this. Knowing that, control of objectives is critical. Surviving is critical. Demoralized figures should not be able to contest objectives, but I think they should be able to hold objectives. You also only have to be the last one to stand on the obj to keep control of it.
The question I am up in the air about is if Demo'd figs should count toward still having an army in the field. I certainly do not think that the game should end when all opponents figs are demo, if there is still time on the clock.
So, what the quick start rules are saying is that nothing has changed. Were just playing a more efficiant game of 1.0 where everything dies faster.
Why do we even have objectives anyway? When 2.0 was announced it seemed that the whole point of the game was to control the objectives, not slaughter everything in site. controling objectives is what was driving the race for better armies and more diversity on the field. But if all I'm doing now is just concentrating on killing my opponent, where is the point of building a balanced or innovative army.
Wizkids just killed all intrest in 2.0 for me. I was getting tired of the same domonate armies in standard play, and now those armies will be refined to kill you even faster (and have better/more peices to do it with.
Itleast with the current rules a player is rewarded for keeping demoralized figs alive and his opponent is punished for not killing them immediatly. 2.0 takes any stategic initive such as this out of the picture. This is a real disapointment for me.
If this is the way it is, I'll be looking for something else in November.