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Ok, here's the deal. Next month we are having a 2 on 2 legend tournement.
But we are having issues ironing out the details.
Quote : Originally Posted by Me from t'other forum
I think that we should each have our own:
Resource Row
Front Row
Support Row
We should share:
Initiative, and all substeps - Build phase, attack step ... etc
The Ability to target team-mates/team mates characters - As in, you can target your team-mates people with your plot twists as if you control them. It worked fine with Galactus, why wouldn't it here? Though cards like mobilize is fine. Because it checks for who you actually control.
Ability to team attack - This I am less sure on, as I know people fear the titans. But if two people are doing two DIFFERENT legends, then it will leave a lot less room for cheese. But think of it this way. Is facing two titans decks in doubles, really that much worse than facing one in single? Sure, the odds of a TTG are increased, but the number of characters you will have to smack back with will have increased as well.
Endurance - Obv.
If most/some the above isn't really done, then it doesn't make it a team game, it is just 2 games jammed together.
I also think that if your deck has a legend in it, your opponent cannot play non-characters referencing that character. E.g - Dave is playing Mr Fantastic Legend, therefore I cannot play Family of four in my deck.
Maybe instigate the rule that Unique characters are Unique between team-mates. To stop Nightcralwer, Punisher, Kimiyo Hoshi.....
Cast your vote.
Please remember, it is in the name of fun.
So far, and before people have been PARANOID of the teen titans and other team attacking decks.
Do any people out there have any tried and tested methods?
The other day the Dual Legend (team-up of sorts) concept for a format hit me.
I was thinking the same things except:
1.) Each player will have to bring in ONE respective Legend (to avoid crap like JLAmoney.dec) and should be encouraged to bring a Legend that isn't overused (like Wolverine).
2.) Then, players will be paired up, based off of something random (like, pulling names out of a hat or whatever).
3.) Players will have to play off of each other's actions to win.
Like you said, the players should have their own resource, support, and front row, but, a player should be allowed to play (let's say) Flying Kick on a character my teammate has.
For example: I bring in Dr. Doom Legend, my teammate brings in Darkseid. We each have our own respective decks but, player A can play a plot twist on player B (like: I play Super Size on my Dr. Doom. In response, my teammate plays something like Flying Kick or Crackshot to give them an additional +3 ATK.).
When you have separate formations, you don't typically get to target "friendly" characters as if you control them. At least not when we've played.
However, if you do the affiliation crossover at the game stat, share a single formation, but maintain separate resource rows, you are allowed to target friendly as if you control, but not as if you own. You cannot pay a cost using a friendly character either. Such as My teammate cannot exhaust any of my characters to play a Fastball Special.
This is the way that I personally prefer for playing multi-player when I get coerced in to playing multi-player. I'm wanting to do something like Sidekicks where one person plays Batman and the other person plays Robin. Any character with the name or identity of the chosen Legend would qualify. But no characters lacking the name or identity would be allowed in the deck. Something along those kinds of lines. That stops busted Teen Titans BS and most other abusive type stuff I think.
When we used to play 2v2, instead of having fused attack steps, we just sat allied players at opposite corners of the table. That way, each "alliance" gets the initiative every other turn, but the non-initiative alliance still goes second instead of last, so it has a better feel of a swirling melee.
When we used to play 2v2, instead of having fused attack steps, we just sat allied players at opposite corners of the table. That way, each "alliance" gets the initiative every other turn, but the non-initiative alliance still goes second instead of last, so it has a better feel of a swirling melee.
That's what we used to do when we played. I think the shared stuff should only work against Galactus, because he's well Galactus. Plus there's too much to think about logistically that you're constantly altering the rules. If you still wan't to do it ALA Galactus, could you house rule no team attack decks?
I think you should share resource points!!! But each player can play one a turn. So on turn 1, you get 2 resource points to use between the teammates. You share a support and front row!