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When I play MK with people who are gamers first and MKer's second, it always rubs them the wrong way that figures can move further than they can shoot. Even I, who love the melee dominance 2.0 brought, sometimes wonder if static ranged figures are a bit underpowered. A quick rules fix that I would consider is get rid of double-time (maybe except for :horseshoe: figures), and cut surge/Charge/Bound speeds down by 1/2 (like in 1.0). Before I work to convince some of my buddies to try this, does anyone else have any experience with it? I just think it might give from static ranged guys a fighting chance.
I do agree that a lot of the ranges on 2.0 ranged figures are pretty terrible. I don't think removing doubletime or cutting surge is necessarily the answer as that's a big balance change (and make charge hugely valuable... all the point values would be skewed)
An alternative would be to find a way to situationally increase the range of figures without bound (or reducing their cost), make overwatch better since a lot of the figures without bound have it (does anyone ever use that for ANYTHING?), or generally look for other ways of only altering the figures with problems.
One idea would be to make overwatch a free proficiency available to all bow figures and then find another use for the actual dial stat.
Wand figures are also affected by ranged figures crappiness, but they can often carry spellbooks so they already have an alternate use - and mucking with wand ranges seems like a potential minefield.
The thing is that I will much more like to increase the usability of the non-bounding pieces, then limiting the bounders'.
I see 2 possible solutions:
-if the ranged figure has the sword attack type, then if it surges/charges, enable to do a ranged attack at halfway through the movement. You see, the attack value will most likely be lesser then the melee attack, so it has a chance to do nothing, but it would be an interesting type of action. Btw, this maneuver is called 'Highlander charge' in real life.
-if the ranged figure has the bow or wand attack type, then enable bound at half movement. Of course, some setback is needed, so you must take -2 to attack or -1 to your damage.
The overwatch could be reworked like this:
-you dont have to tell before when you will use it
-if an enemy figure moves in your range, then you can attack it freely, as long as you dont have action tokens on your figure.
-if the enemy figure just moves through the area of your range, then you can still attack it, but must take a -2 of your attack roll.
I cant remember what rules expansion stated this, but its not my creation. The move-and-bound thingy is in the mass combat rules which someone sent me in like a year.
I thought of this a while ago too. My suggestion would be to limit double time to just :horseshoe: figures. Surge is much needed to nerf/change it. While on topic, I'd also give double time to :wave: figures in water just because they need more love.
:Wand: figures should also have a kinda Magic Blast proficiency that would allow them to shoot through terrain with a -2 attack. That would make them somewhat useful as I don't see why should I invest on a non-bound-over-70 pts caster when I can use a 35-50 pt caster with the same attack and even subfaction.
Overwatch: give this figure a ranged combat action but do not resolve it. Place an overwatch token next to this figure. Until the start of your next turn, you may resolve this ranged combat action against a single target opposing fiugre that has just ended its movement within the line of sight, range, and front arc of this figure. This may be used on an opposing figure that moves into base contact with this figure. Remove the overwatch token when the ranged combat action resolves.
Overwatch: give this figure a ranged combat action but do not resolve it. Place an overwatch token next to this figure. Until the start of your next turn, you may resolve this ranged combat action against a single target opposing fiugre that has just ended its movement within the line of sight, range, and front arc of this figure. This may be used on an opposing figure that moves into base contact with this figure. Remove the overwatch token when the ranged combat action resolves.
My fix idea for Overwatch would be that the Overwatch token remains until either the figure has resolved a ranged combat action, or you give the figure a different action. Whether or not the action token remains as well is a balance issue that would need to be figured out. The problem with Overwatch was that you give a figure an overwatch to watch a mountain pass or an objective token, and then they just waited a turn to move since they didn't want to risk getting shot, but you weren't going to push to overwatch AGAIN.