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I've played this football version of clix a few times with friends and it actually plays quite well and is both fun and strategic at the same time. Basically it goes like this:
Set a 30 minute timelimit.
Choose a hindering/blocking terrain free map, the more wide open the better.
You each set up your team in the exact centre of the map in a seperate straight horizontal line with each team directly face to face (adjacent) with eachother. Your endzones are 10 spaces wide directly behind each team in the middle along the outside edge of the map.
The object of the game is to score as many "Touchdowns" as possible within the 30 minute timelimit. A touchdown is scored when one player of your team reaches the endzone of your opponents team or when your opponent reaches the endzone of your team. Once a touchdown is scored the figure that scored the touchdown is immedeatly removed from the enemy team endzone and placed into the exact parallel space in the friendly team endzone where it may attempt to make another touchdown on its following turns.
Attacking is optional but encouraged (except on the first round). The game also ends if one team is completely eliminated from the map, however the winner would still be whoever has the most touchdowns.
You may block your enemies chances of scoring a touchdown by placing your own team members in your own endzone to prevent the opponent from reaching it.
hint: (In this scenario characters with Phasing/Teleport, Leap/Climb & Hypersonic Speed excell and do really well and should be the first enemies that you target on your opponents team.)
I went a little further, using a Battleball (MB) board and ball and having them have to move the ball down field.
I started that project based on a Mechwarrior football varient I did first.
My son and I tried Heroclix vs Mage Knight football.
Figuring that they were similar enough, the some rules could govern MK, Heroclix or even Horrorclix football games, ala Blood Bowl (GW).
The Battleboard ball makes it worth while, it has squares (but off set every other row) that work fine for clix bases, just like Hero/Horrorclix and Mage Knight Dungeons.
In theory, whoever goes first has a huge advantage. They can attack the phasers and HSS on the other team, then use their phasers and HSS to score a few points right off the bat.
It's an interesting idea, I just think once you know what works, it would be very one-sided.
We assumed the ball would not phase, phasing droppred the ball.
Any successful hit, ranged or otherwise, dropped the ball.
The ball fumbled using the same mechanic I created for my Mech Football rules, randomizing direction weighted to opposite the hit and randomizing range it moved. (see my webpage for Mech Football rules and fumble pog).
In theory, whoever goes first has a huge advantage. They can attack the phasers and HSS on the other team, then use their phasers and HSS to score a few points right off the bat.
It's an interesting idea, I just think once you know what works, it would be very one-sided.
In practice though, for the record, as I've experienced playing this way ANYTHING can happen. First attacks can still miss, add in Super Senses & Impervious rolls, Probability Control, Mind Control and positioning(i.e. putting the HS or phasing characters at the ends of your line so that only one enemy figure has line of sight/adjacentcy to them), there are so many factors that whoever goes first only really ends up having the same advantage as they would in any other normal Heroclix game.
My friends & I usually play with random picks to keep things fair and to use different figures that don't usually see playtime which may help too.
Hmmm sounds interesting, the only thing i would say is no attacking with HSS if you have the ball and have a charachter respawn ... You could also have "Plays" with rotating initiative it could be really interesting if developed a little further
quit calling web tokens objects dammit, they cannot be carried and have no "unique game effect" they are nothing more then sculpted "Special" cardboard squares