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JSA / Defenders and Bat Enemy / Sinister Syndicate would love that change.
Running Shot out then move up the team without taking any action tokens. Those teams would always sport the highest defense and offense since they could move every turn.
Also, Turn 1 HSS up with object for 5 damage. Turn 2, move action to pick up another object and get to clear. Turn 3, HSS in with object for another 5 damage. Rinse, repeat. Liberty Belle loves it!
Would not be for this rule change. It would drastically alter the game. And besides, whether you are moving or attacking, it takes time to do both, hence the action token.
It would probably be a huge boon to Poison figures. If you can move adjacent to enemies without taking an action token, you're completely clear to use Protected (and not push or lose Poison) when they counterattack you. On your next turn, your Poison damage hits.
JSA / Defenders and Bat Enemy / Sinister Syndicate would love that change.
Running Shot out then move up the team without taking any action tokens. Those teams would always sport the highest defense and offense since they could move every turn.
Also, Turn 1 HSS up with object for 5 damage. Turn 2, move action to pick up another object and get to clear. Turn 3, HSS in with object for another 5 damage. Rinse, repeat. Liberty Belle loves it!
I'm okay with the Running Shot, they just ate all their actions for the turn moving around one figure to share defense.
I'm okay with HSS playing that way as well. They should be moving around the map that quickly.
Quote : Originally Posted by zero_cochrane
It would probably be a huge boon to Poison figures. If you can move adjacent to enemies without taking an action token, you're completely clear to use Protected (and not push or lose Poison) when they counterattack you. On your next turn, your Poison damage hits.
No more feats, no more broken Protected mechanics. That card should have been the first feat that was BANNED from play. Poison would get the boost of getting to attack, but poison is a passive power and it's better represented that way anywhoo. I don't think it breaks it, and it's expensive in the figure's cost anyway.
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These suggestions have been wonderful, has anyone tried playing a game with this yet ?
Do you like the way it changes the FEEL of the game as a whole when you actually have figures on a map in front of you ?
As with most changes, the more people that play test it the higher the chance of finding the loopholes/borken combos that take advantage of the change.
I think the next time I play (if I remember to) I will try this out.
No more feats, no more broken Protected mechanics.
If you're playing Modern Age games, it does make things simpler.
Quote : Originally Posted by CornsilkSW
These suggestions have been wonderful, has anyone tried playing a game with this yet ?
We play a different scenario every week at our tournaments; I'll ask the judge if we can fit something like this in.
One possible modification (which will help to keep track of actions used per turn, for one thing): "At the end of your turn, you may also clear characters who have only taken move actions that turn".
With this modification, you still place action tokens when declaring the move action (thus helping you to track how many actions were taken), and you may still be subject to pushing damage at times, but you'll never be forced to wait out an entire turn because you took a move action.
If you're playing Modern Age games, it does make things simpler.
We play a different scenario every week at our tournaments; I'll ask the judge if we can fit something like this in.
One possible modification (which will help to keep track of actions used per turn, for one thing): "At the end of your turn, you may also clear characters who have only taken move actions that turn".
With this modification, you still place action tokens when declaring the move action (thus helping you to track how many actions were taken), and you may still be subject to pushing damage at times, but you'll never be forced to wait out an entire turn because you took a move action.
I don't know how well it would work, but a simple abacus system on the side would be the easiest way to keep track of your action pool. If you get 6 actions a turn, then just set 6 action tokens from your pile on the side, and pull them from one line to another whenever you make an action.
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to
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for example. Simple fix, and no extra parts needed.
I still vote for full speed charge or just -2 . But not a bad idea. I hate how range heavy the game is.
That complaint is several years old. The game is now balanced between close and ranged combat, I think.
It is because of this that I am against this change as it makes close combat overpowered against ranged because it's so easy to close the distance. Just because Range dominated the game from 2003-2005 doesn't mean close combat needs to dominate the game for any period of time.
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my daughter and i play a modified game without pushing. essentially, you either move or attack and you can take a turn each round. powers still work the same, for instance charge counts as an attack. surprisingly, it doesnt change the pace of play....
goldpony's opinion is obviously something that we should take seriously-hail_eris
my daughter and i play a modified game without pushing. essentially, you either move or attack and you can take a turn each round. powers still work the same, for instance charge counts as an attack. surprisingly, it doesnt change the pace of play....
It seems to me - off the top of my head - that this would restrict the action advantage that small build teams have. If I build a team of 50 pt characters I do it with the idea that I have more activations with which to defeat my probably more substantial opponents. limiting that makes higher point characters even better it would seem.
and Of course there's the issue of the huge cost of masters of evil - which would be a useless TA instead of an awesome one. and of course indomitable/willpower/powercosmic would all then be hugely overpriced.
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Move actions don't give the moving character an action token.
Discuss.
I think this would break too many powers, Charge, Running Shot, and Willpower at the very top of the list.
However, I do see your point. My friends and I have a house-rule that we usually only implement when we want the game to go more quickly and play more aggressively: All characters have both Charge and Running Shot, and those that actually possess those powers on their dials can move their entire distance, rather than halving. The only characters that mess up this format are Transporters and the Thing figure from the FF Starter. We deal with these issues with long-winded debates and lots of hand-waving. Beer helps.
Could we maybe please get a Negative Man figure, if it isn't too much trouble?
It seems to me - off the top of my head - that this would restrict the action advantage that small build teams have. If I build a team of 50 pt characters I do it with the idea that I have more activations with which to defeat my probably more substantial opponents. limiting that makes higher point characters even better it would seem.
and Of course there's the issue of the huge cost of masters of evil - which would be a useless TA instead of an awesome one. and of course indomitable/willpower/powercosmic would all then be hugely overpriced.
dials designed to be pushed to their better clicks would take a real hit as well. I think pushing is integral to the design of the heroclix game, which is why I like the idea of leaving action tokens in play, but freeing up more options after moving.
Quote : Originally Posted by HH2011003
I think this would break too many powers, Charge, Running Shot, and Willpower at the very top of the list.
However, I do see your point. My friends and I have a house-rule that we usually only implement when we want the game to go more quickly and play more aggressively: All characters have both Charge and Running Shot, and those that actually possess those powers on their dials can move their entire distance, rather than halving.
Moving still eats up that character's action for the turn, so charge and running shot aren't broken by it. It still takes away from your action pool, so free move team abilities still grant a boon.
Movement in this game has just never felt quite like a comic book battle should. It bogs down too much like a tabletop war game, and that kind of kills a measure of spontaniety in the gameplay.
I tried out the "moving doesn't give tokens" approach in a few mock battles the other night, and specifically included figures on both side with powers that might break the idea. Specifically, Running Shot, Charge, HSS, and especially Willpower.
The gameplay still favored range, since moving AWAY was just as token-free as moving in, but catching someone didn't leave the close combat characters nearly as vulnerable.
HSS did get a boost, with the moving away to clear aspect. It felt a bit like these characters were going around the map at a faster clip than the rest of the figures on the map, but catching up to them was actually easier than my previous experiences with HSS-running-away tactics. It was tough to turtle up with HSS hit and move, which used to be a gamebreaking strategy.
Willpower played much more smoothly with this, since moving didn't eat up the actions. a character with Willpower could act just about as frequently as one with HSS, which provided a very nice balance on the teams I constructed. (batman and robin had no problem tracking down the Professor Zoom)
The thing I liked most about the mock game, was the willingness to throw into the fray. Without the threat of putting tokens on my whole team just to move them into the fight, characters engaged each other with a lot more frequency. There wasn't a lot of jockeying for position, to land one swooping team strike to gain an advantageous opening attack. But that could just be the style I like to play.
Has anyone else tried this out with a few mid sized teams. I ran a 400 point game to test it out and it works fine by me.
If this is a minor tweak then what is a major rules change? You said yourself that this is supposed to change how the game plays and feels. If it does both of those things then a change is nowhere near minor.
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