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CheddarLimbo
October 31st, 2007, 07:15 PM
I was sort of wondering about this...

I've only been playing HS for about 4 months at this point. Basically, what my friends and I are finding is that range seems way overpowered in the game. Is that just a misconception on our part? Or is that pretty much the understanding of the community and everyone eventually comes to know this about the game?

I'm beginning to wonder if maybe we're just "doing it wrong" tactically, and that we aren't responding to the threat of ranged units appropriately in our games. On small maps, ranged units seem great on larger maps, ranged units are great...when are they not the answer to everything?

For example, we recently played a game on a small map that was split down the middle by a taller, icy glacial ridge. In a 1 vs. 1 game, I watched in horror from the sides as a squad of Krav Maga Agents literally killed every unit in the opponent's 500 point army.

Now, you may be thinking "Okay, clearly the guy on the other end is a bonehead", but he really wasn't. I was watching and he wasn't making any clearly stupid maneuvers.

So, what gives? Is range really so powerful? Or am I doing it wrong?

Nooblar
October 31st, 2007, 08:09 PM
Yes, range has become the dominant force in the game. However, there are ways to counter it, both with unit drafting (which might be useless to someone without a large collection) and with map design. If you give melee armies something to hide behind, then the range power is significantly reduced.

Basically, make ranged units work for that bonus. But then, sometimes range will just dominate, and it's all in the dice. It happens. Like the time I frenzied my Aubrien Archers six times in a row and completely destroyed my opponent in the first round. Freaky, but it happens.

Jexik
October 31st, 2007, 08:24 PM
If you really want melee to do better, I suggest playing with more roads and trees. The roads speed the melee up, and well-placed trees can wreak havoc on sight lines. Highways and Dieways is a good example of one map that does this well.

One thing that my friends and I have started doing is playing 'Slugfests,' which basically means that we take the same rules that they used at the event from GenCon- no army cards with active ranged offensive abilities are allowed, but auras like Acolarh, Raelin, Taelord, and Hatamoto Taro are legit.

Taeblewalker
October 31st, 2007, 08:35 PM
I find the best counter to range is threat range. Figures that can fly 8 or even run that far can close the distance.

Krug is toast.

soberman
October 31st, 2007, 09:10 PM
Other range counters include the Thorian glyph, the upcoming jungle plants, Gurei-Oni and whoever else may have ranged counterstrike, house rules for fog or nightfall and the resulting reduced visibility, and the good old-fashioned height and/or defense glyph. )THough these last two are just good attack counters in general.)

_________
now playing: Leonard Cohen 10 New Songs

Elstree
October 31st, 2007, 09:17 PM
Basically, what my friends and I are finding is that range seems way overpowered in the game. Is that just a misconception on our part?

You know what they say: Those that live by the sword, die by the bullet.

I'm beginning to wonder if maybe we're just "doing it wrong" tactically, and that we aren't responding to the threat of ranged units appropriately in our games.

There are some tricks to help counter range, but you're right that for the most part range dominates. Here are some things to try:

Send your ranged units in first to take out his ranged units. Don't send melee units in until the ranged threat has been reduced.

Use "sacrifice" units to lock down his ranged units while you move others up, since a ranged unit cannot make a ranged attack when engaged. (Deathreavers are excellent for this.)

When you do finally move up your melee units, go for the gusto. It's not the time to spread your order markers out.

And yes, someone who lost 500 points entirely to the Krav was doing something wrong.

killercactus
October 31st, 2007, 09:45 PM
Range is very powerful, but there are ways to combat it. Most of those ways have been presented above. Here are some melee units that can be effective against range:

Cyprien Esenwein - he isn't ranged, but he's just so darn fast! He can usually get to ranged units quickly enough to wreak a lot of havoc.

Iskra Esenwein - It's a bit of a gamble to hit the Rechet summon, but when you go, Iskra basically has a threat range of 18 (6 for her move, 6 for placing the Rechets, and 6 for the Rechets move). Thats enough to strike fear into any ranged unit.

Drake Alexander - Thorian speed - enough said. Doesn't work against specials, but he wrecks units like the Krav.

Elite Onyx Vipers - These guys are rare, but if you can get them (or repaint some venocs) they're excellent against range. A threat range of 8 (10 with Mittens), Slither, and 10 defense dice against ranged attacks.

Deathwalker 7000 - Stealth Dodge will protect him against any ranged attacks, and he can be used to pick off one ranged unit at a time if you play your markers correctly. If he gets swarmed and survives, just press the little red button...

Bloody the Marro Stinger
October 31st, 2007, 09:51 PM
Range is very powerful, but there are ways to combat it. Most of those ways have been presented above. Here are some melee units that can be effective against range:

Cyprien Esenwein - he isn't ranged, but he's just so darn fast! He can usually get to ranged units quickly enough to wreak a lot of havoc.

Iskra Esenwein - It's a bit of a gamble to hit the Rechet summon, but when you go, Iskra basically has a threat range of 18 (6 for her move, 6 for placing the Rechets, and 6 for the Rechets move). Thats enough to strike fear into any ranged unit.

Drake Alexander - Thorian speed - enough said. Doesn't work against specials, but he wrecks units like the Krav.

Elite Onyx Vipers - These guys are rare, but if you can get them (or repaint some venocs) they're excellent against range. A threat range of 8 (10 with Mittens), Slither, and 10 defense dice against ranged attacks.

Deathwalker 7000 - Stealth Dodge will protect him against any ranged attacks, and he can be used to pick off one ranged unit at a time if you play your markers correctly. If he gets swarmed and survives, just press the little red button...
You forgot about the Krav. They are a ranged anti range unit. How odd is that?

Clarissimus
October 31st, 2007, 10:01 PM
Clearly, I have lost. :(

Bloody the Marro Stinger
October 31st, 2007, 10:05 PM
Basically, what my friends and I are finding is that range seems way overpowered in the game. Is that just a misconception on our part?

You know what they say: Those that live by the sword, die by the bullet.

I'm beginning to wonder if maybe we're just "doing it wrong" tactically, and that we aren't responding to the threat of ranged units appropriately in our games.

There are some tricks to help counter range, but you're right that for the most part range dominates. Here are some things to try:

Send your ranged units in first to take out his ranged units. Don't send melee units in until the ranged threat has been reduced.

Use "sacrifice" units to lock down his ranged units while you move others up, since a ranged unit cannot make a ranged attack when engaged. (Deathreavers are excellent for this.)

When you do finally move up your melee units, go for the gusto. It's not the time to spread your order markers out.

And yes, someone who lost 500 points entirely to the Krav was doing something wrong.
Clarrisimus, you lose. :wink:

IAmBatman
October 31st, 2007, 10:15 PM
Clearly, I have lost. :(

Use "sacrifice" units to lock down his ranged units while you move others up, since a ranged unit cannot make a ranged attack when engaged. (Deathreavers are excellent for this.)

*cough*

edit: no fair changing your quote as I'm copying it! Looks like I got beaten to this one.

Jexik
November 1st, 2007, 01:59 AM
Clarissimus is a winner! He eats Q9 for breakfast. Just watch out for Braxas.

Curious as to what I'm talking about? http://heroscapers.com/community/showthread.php?t=13403

DeadZa
November 1st, 2007, 03:16 PM
People with guns and the like are always going to be more dangerous than someone with a sword. In HS the name of the game isn’t always range though. As people have already pointed out you can and should build maps with melee in mind. Put down trees (if you can) or just build up hills and such in a way that will provide good screening cover for melee units but may also allow a tactical advantage to both sides of the battle. Also melee units tend to be, but not always, cheaper than ranged units for a reason. But in short yes shooting people is better than trying to hit them face to face, but naturally it should be shouldn't it?

Metaknight
November 1st, 2007, 03:22 PM
I think range really is that powerful but melee can be too, if used right.

The Super Atheist
November 1st, 2007, 03:46 PM
This is why I love putting pop cans on my map for basically a forest of LOS blockers. They are considerably easier to find and cheaper than RttFF's, and single hexes fit on the tops.

I still want 2 RttFF's though to be able to build a symmetrical map.

paradox22
November 2nd, 2007, 12:59 AM
The game simply mimics reality. With the invention of firearms, melee weapons became secondary; Knights, samurai, etc. all fell to the bullet. It is far superior to kill your enemy from far away, where your safe than to engauge him in melee and put yourself in danger. Modern soldiers do not charge the battlefield with a sword held high...

As for counters... most have already been mentioned... fast moverers and cover are your best bet..

Hex_Enduction_Hour
November 2nd, 2007, 01:45 AM
For example, we recently played a game on a small map that was split down the middle by a taller, icy glacial ridge. In a 1 vs. 1 game, I watched in horror from the sides as a squad of Krav Maga Agents literally killed every unit in the opponent's 500 point army.
I've been there! My valiant army mowed through an Viking Spirit-enhanced, 11-Charos army only to get decimated by the Kravs as Gilbert's Jandar's Dispatch sputtered out towards the endgame. The KoW were dead before they even made it to the Agents.

I find the best counter to range is threat range. Figures that can fly 8 or even run that far can close the distance.

Krug is toast.


Cyprien Esenwein - he isn't ranged, but he's just so darn fast! He can usually get to ranged units quickly enough to wreak a lot of havoc.


Gotta have those far-reaching melee units (Sujoah, we'll be together soon - heroes and squads, beware!!!). And it's doesn't hurt if they have disengage or Stealth Flying to avoid the frustrating Deathreavers.

Large, high maps with steep steps can be just as harmful to melee as the ranged units firing down on them.

Keep maps simple and small so melee has a chance to get to the action before they're shot to pieces. Although this doesn't sound like it would've made a difference in the match-up you witnessed.

Sherman Davies
November 2nd, 2007, 12:26 PM
So, what gives? Is range really so powerful? Or am I doing it wrong?

Something just occured to me - you're not letting units attack and then move, are you? That would explain a few things.

AgentX-127
November 2nd, 2007, 02:40 PM
Or am I doing it wrong?http://i111.photobucket.com/albums/n122/AquilaUng/DoingItWrong.jpg

Heh. Not really.
You are doing it right, mostly.

Range is King.
No doubt about it.

It is evident that from the composition of the first Master Set that range was meant to be a key factor of the game, countered by such abilities as Sgt. Drake's Thorian Speed, the Krav's Stealth Dodge.

As the game has developed, we have seen many new units and powers that counter ranged attacks, including the Samurai who can Charge, the Agents with Smoke Powder, the disappearing Ninjas, and the upcoming anti-range Jungle terrain set and Oni-Gurei.

You cannot create an army without thinking about how you will deal with ranged units. I always think in terms of what I would do against the Airborne Elite, Krav Maga, or a mass of 4rth Mass. You need a range-counter in every army, sometimes more than one. Good range counters are Deadeye Dan (Enhanced Ullar Special with a range of 10,) Drake, Deathreavers, Braxas, Nilfheim, DW8000... really, there are a lot of ways to defeat range, but a balance is maintained.

As others have said, you can mitigate the dominance of range by building your maps to favor melee units. LOS cover is important, and speed (roads) for your melee units helps. Don't create convenient sniper perches. Protect starting zones with LOS blocking features.

But, in the end, you can take a bunch of Knights and Human Champions, and the Krav Maga will be able to run circles around them putting holes in their tin cans, and there's not much they can do about it. That is why a successful army will include some ranged support, or anti-range powers.

CheddarLimbo
November 7th, 2007, 10:45 PM
So, what gives? Is range really so powerful? Or am I doing it wrong?

Something just occured to me - you're not letting units attack and then move, are you? That would explain a few things.

No. The only way in which this was not a standard, by-the-books match was that the players were not using order markers. Instead, each turn they could select which army to mobilize (this is a house rule we adopted early on and have kept for a while now).

NecroBlade
November 7th, 2007, 10:47 PM
http://content.pyzam.com/funnypics/misc/DoingItWrong6.jpg

Sherman Davies
November 8th, 2007, 12:34 AM
The only way in which this was not a standard, by-the-books match was that the players were not using order markers. Instead, each turn they could select which army to mobilize (this is a house rule we adopted early on and have kept for a while now).

Try using order markers - that might help. Because otherwise, you're doing it wrong. :wink:

RoninValentina
November 8th, 2007, 01:58 AM
Being able to catch a ranged unit with its pants down definately can make all the difference.

Kris
November 8th, 2007, 09:51 AM
The only way in which this was not a standard, by-the-books match was that the players were not using order markers. Instead, each turn they could select which army to mobilize (this is a house rule we adopted early on and have kept for a while now).
IMHO this favours range units.
In the end, with your rule, you play one card each in turn, like when playing with the markers. So far, so good. What the official rules (with markers) do, essentially, is force you to plan your next three turns every three turns.
So, when you play without markers, you cannot "surprise" a unit : if you send a brawler toward a shooter, the shooter can always, well, shoot.
But with markers, there is actually a game of wits : you can put markers on a brawler, and then make him move toward units with no markers, while keeping off range of shooters with markers. These units will have to forfeit their attack or leave their secure position.

As a side note, I think the game without markers is more brain burning (a bit chess like) and the game with markers is more gut wrenching. Try it, it's obviously worth, adds new tactical considerations in your games, and I think contributes to correct the "problem with range" (plus some units are unplayable without markers).

Cheers !

hakysak
November 8th, 2007, 06:59 PM
I think range really is that powerful but melee can be too, if used right.

I frequently use a heavily melee based army backed up by ranged figures. For instance, on a 500 point game I'll usually get no more than 150 points of ranged characters.I've never found range to dominate the game, except on maps designed for ranged to rule it; like the castle expansion. On a well balanced map then its anyone's game.

straw-hatt
November 12th, 2007, 10:09 AM
my usual ullar army consists of range for cover but then fast units like venocs to get to my opponents range asap before damage can be down to my melee troops that i favor

Aldin
November 12th, 2007, 01:33 PM
Welcome to the boards, Kris!

On behalf of our international and far ranging community I extend to you a laurel and a hearty handshake.

As a new member, you can begin your journey on the path to the fellowship, praise and respect of your Heroscapers peers by checking out this announcement: http://heroscapers.com/community/showthread.php?t=6970

~Aldin, markered man

ultrajoebot
November 12th, 2007, 04:36 PM
I agree that playing without order markers definitely favors ranged armies. Paying attention to your opponent's order markers is one of the best ways to counter range. If it looks like that ranged squad is sleeping, send in your knights or werewolves or vikings, because given enough time to get across the map, they will have a much better chance at taking down ranged figures.

Kris
November 14th, 2007, 04:20 AM
Welcome to the boards, Kris!

On behalf of our international and far ranging community I extend to you a laurel and a hearty handshake.
Thank you Aldin. Been a long time lurker, explored the forum, and used a lot of its brilliant resources !

Soul Shackle
January 22nd, 2008, 05:30 PM
This is what makes Q9 seem too powerful sometimes. He's got the Range of 8, 6 with SA, and the def of 7, making him a melee murderer. It is true though that getting units in quickly and locking up a ranged figure will give your units time to get to him/her. One problem is that if your opponent has other ranged figures, he will just put the hurtin on your figures that have the first figure locked up with range.

I have thought myself that range seems a little too powerful in the game. My teammate and I were almost through with the draft one time and realized we had NO range (who hasn't this happened to?). We were excited about the great characters we were getting, then realized we were toast. And that was the way of things, utter domination.

Just be aware during the draft that you NEED range. Everyone has a fair shot at ranged figures, do NOT go into battle without them.

gamjuven
January 22nd, 2008, 06:15 PM
It's probably because ranged figures don't recieve a penalty for being in melee combat. Sure a lot of their defense is low so that if they get up close they can be killed, but mostly they are similar to the melee guys attacking them. Q9 is as good at ranged attacks as he is at melee, the same is for defense. Perhaps they should make some figures that have a penalty for getting into close quarter combat, but have more defense at range. Obviously this unit would have to have a melee attack or else they would never get into combat.

killercactus
January 23rd, 2008, 09:34 AM
It's probably because ranged figures don't recieve a penalty for being in melee combat. Sure a lot of their defense is low so that if they get up close they can be killed, but mostly they are similar to the melee guys attacking them. Q9 is as good at ranged attacks as he is at melee, the same is for defense. Perhaps they should make some figures that have a penalty for getting into close quarter combat, but have more defense at range. Obviously this unit would have to have a melee attack or else they would never get into combat.

Heck, there are some ranged figures that receive BONUSES for being in melee combat, like Agent Carr, Warden 816, Kaemon Awa, Tagawa Samurai Archers, etc...

rdhight
January 23rd, 2008, 07:52 PM
It's probably because ranged figures don't recieve a penalty for being in melee combat. Sure a lot of their defense is low so that if they get up close they can be killed, but mostly they are similar to the melee guys attacking them. Q9 is as good at ranged attacks as he is at melee, the same is for defense. Perhaps they should make some figures that have a penalty for getting into close quarter combat, but have more defense at range. Obviously this unit would have to have a melee attack or else they would never get into combat.

Heck, there are some ranged figures that receive BONUSES for being in melee combat, like Agent Carr, Warden 816, Kaemon Awa, Tagawa Samurai Archers, etc...

I love those kind of units.

It's probably because ranged figures don't recieve a penalty for being in melee combat.

You're very wrong. They lose their ability to choose their targets. Yes, they're still rolling the same number of skulls, but against the target the enemy wants (i.e. probably a rat).

Soul Shackle
January 26th, 2008, 10:41 AM
It's probably because ranged figures don't recieve a penalty for being in melee combat.

You're very wrong. They lose their ability to choose their targets. Yes, they're still rolling the same number of skulls, but against the target the enemy wants (i.e. probably a rat).

That's true, but in many ways it simply brings that ranged figure down to the melee units level, not below it. A lot of range units have an attack of 3, a lot of melee units have an attack of 3. When locked up, the field is even, not in the melee's favor.

killercactus
January 26th, 2008, 10:57 AM
It's probably because ranged figures don't recieve a penalty for being in melee combat.

You're very wrong. They lose their ability to choose their targets. Yes, they're still rolling the same number of skulls, but against the target the enemy wants (i.e. probably a rat).

That's true, but in many ways it simply brings that ranged figure down to the melee units level, not below it. A lot of range units have an attack of 3, a lot of melee units have an attack of 3. When locked up, the field is even, not in the melee's favor.

That's true, but you're only taking attack dice into account. Most melee figures have better defense (for their point cost) than ranged figures do (I'm mainly talking about squads - I realize that Q9 and the Deathwalkers have big defense).

Soul Shackle
January 26th, 2008, 11:12 AM
Oh that's right, I was starting to forget what shields looked like. :whocares:

BRUNAK
January 26th, 2008, 01:22 PM
If you want to negate range you Drake from RotV if someone posted this,srry i didn't want to read the whole thread.

Su_Nan
January 26th, 2008, 01:44 PM
A good house rule to negate ranged characters being on the same level as melee guys up close is to give a +1 attack and defense bonus when a figure with range 1 attacks an adjacent figure with range greater than 1. This however has to also be modified when you attack lets say Agent Carr.

So you would say that if the figure has a special attack or power that uses a range of 1 your figure wouldn't get a bonus. This would also give Agent Carr a bonus too since he is immune to that house rule.

Soul Shackle
January 26th, 2008, 02:57 PM
If you want to negate range you Drake from RotV if someone posted this,srry i didn't want to read the whole thread.

Only works against normal attacks. :rtfc:
Sorry, I never got to use that emote b4

BRUNAK
January 26th, 2008, 02:59 PM
Soul, I know it works with Normal attacks but he is asking about range so I gave him an answer! :evil: :x

Soul Shackle
January 26th, 2008, 03:05 PM
Soul, I know it works with Normal attacks but he is asking about range so I gave him an answer! :evil: :x
:lol: Sorry guy, just wanted to use that emote :wink:

BRUNAK
January 26th, 2008, 03:07 PM
:x

BRUNAK
January 26th, 2008, 03:08 PM
:wink: :rtfc:

Soul Shackle
January 26th, 2008, 03:10 PM
:hijacked:

Hey I got to use another one! :lol:

EDIT: Post 100 baby!

BRUNAK
January 26th, 2008, 03:15 PM
Nice! 738 Baby! 738= No signifecance.+I can't speel.

Soul Shackle
January 26th, 2008, 03:19 PM
If you want to negate range you Drake from RotV if someone posted this,srry i didn't want to read the whole thread.

Back on topic, Drake from SotM also has Thorian Speed (negates normal non-adjacent attacks).

BRUNAK
January 26th, 2008, 03:21 PM
And if you have an army and you still have a lot of points,get him. He is worth your while.

Soul Shackle
January 26th, 2008, 03:29 PM
Yep, that grapple arm can be invaluable.

Thanks for removing the former arm for us, Cyprien. :thumbsup:

pixlepix
February 9th, 2009, 07:26 AM
I underestimated range too. Untill my army of well over 1,000 points got sniped out by a savarus with range + 4. He never took a single wound!

SuperflyTNT
February 9th, 2009, 07:39 AM
Microcorps, Krav, Q9/10 sitting pretty next to Laglor and Taelord is about as nasty as they come. Having Laglor sit on that glyph is just...nasty.

Agent Minivann
February 9th, 2009, 09:46 AM
I underestimated range too. Untill my army of well over 1,000 points got sniped out by a savarus with range + 4. He never took a single wound!
That range glyph really should be used with caution. If it is on a nice sniper nest, it is broken. Putting it on level 1 (or 0) with plenty of LOS blockers and no inherent tactical advantage (apart from the glyph itself) is about the only way to use it. Even better is to put it on a lava field.

ABOMINATION
February 9th, 2009, 12:59 PM
I underestimated range too. Untill my army of well over 1,000 points got sniped out by a savarus with range + 4. He never took a single wound!
That range glyph really should be used with caution. If it is on a nice sniper nest, it is broken. Putting it on level 1 (or 0) with plenty of LOS blockers and no inherent tactical advantage (apart from the glyph itself) is about the only way to use it. Even better is to put it on a lava field.
....or not use glyphs at all. IMO the game is much more enjoyable without glyphs, but that's just me.

nyys
February 9th, 2009, 01:06 PM
I'm the opposite, I prefer glyphs... though I don't like them all.

The B.I.V.
February 9th, 2009, 01:10 PM
If you don't use glyphs, then both sides can set up out of range of each other and just sit and wait for the other side to make a move (unless you inject some other objective into the scenario). Glyphs tend to break up stalemates like that...

Brandon

ABOMINATION
February 9th, 2009, 01:10 PM
I'm the opposite, I prefer glyphs... though I don't like them all.
Well, I used to play with them but eventually it got very boring just going after them all the time so I took them out, and now I focus more on gaining strategic outposts. I'm sure glyphs teach you how to play strategically in a way, but I've always have preferred not to play with them.

A_Train
February 9th, 2009, 01:10 PM
I'm still undecided on whether or not I enjoy glyphs in my games. I play without them about 90% of the time, however when I do play with them (Usually only the Attack and Defense +1 glyphs, occasionally adding the initiative and move +4) they help the games include more movement strategy, instead of just walking straight towards the enemy and attacking. This isn't a huge deal on small maps, but on large ones, it helps your massive battlefields not have huge areas of wasted, never used space. Put some glyphs around to encourage players to explore all corners.

jschild
February 9th, 2009, 01:50 PM
I like using only the positive ones. I tend to put them on the highest or lowest parts on the map. This tends to force you out or lose advantage to other players.

J4Jandar
February 9th, 2009, 01:55 PM
I'm still undecided on whether or not I enjoy glyphs in my games. I play without them about 90% of the time, however when I do play with them (Usually only the Attack and Defense +1 glyphs, occasionally adding the initiative and move +4) they help the games include more movement strategy, instead of just walking straight towards the enemy and attacking. This isn't a huge deal on small maps, but on large ones, it helps your massive battlefields not have huge areas of wasted, never used space. Put some glyphs around to encourage players to explore all corners.
I almost never play with glyphs. The only exception is when my son asks to and we each choose one. We roll the twenty sider to see who goes first. If he has fliers I usually choose Ranvieg due to my predominantly knight armies.

chispito
February 9th, 2009, 03:07 PM
I try to avoid placing glyphs, unless they are one-time use glyphs or map objectives. The standard attack, defense, move and range glyphs only seem to maximize the advantages that one side already had over the other.

There's nothing worse than a pile of rats on and around a defense glyph, or the KMA on just about any glyph, for that matter. No matter where you put a glyph, controlling it not only makes the rest of the game easier for you, it makes it easier to retain control of the glyph.

Back on the topic of the thread, I wish ranged units weren't so dominant, but it seems to have been an early design decision. Hopefully we will see more units that tip the scales back toward melee, somehow (like a common melee squad with stealth dodge, for instance).

A_Train
February 9th, 2009, 03:13 PM
Or maybe a hero with a Raelin like aura that grants Stealth Dodge,l that could be fun.

Edit: The thought of such a figure granting Stealth Dodge to Q9 makes me shudder. Perhaps it could only grant stealth dog to units with a range of 1. That's a little better. A custom I may work on...

Sweetcurse
February 10th, 2009, 03:29 PM
Here are some ideas to try and use in your home games. They may help you reduce the dominance of range:

To play within the rules:


1- Play smaller maps with lots of cover.

2- Agree to limit the amount of ranged units drafted on each team.

3- Place glyphs strategically.


For house rules:

1- Allow “running.” Figures may give up their attack phase to move double their movement number. To make it even harder on range, units with a range grater than 1 may run but never attack at the end of the run. Units with range of 1 or less, may roll one attack die at the end of the run if adjacent to an enemy.

2- Give +1 defense when the defending figure is not 100% visible to the shooter. This one is hard to implement, but with cool easy going friends it can work.
3- A unit who attacks from a range greater then 1 with a normal attack, may only roll 1 attack die (or one less depending on how harsh you want to be) if that figure or any figure on that squad moved this turn. Or you may only force the moving figure to take the penalty.
4- Figures with abilities or powers, including special abilities, that can be used at a range greater than 1, may not use those powers or abilities against an adjacent enemy.


That’s all I got for now. Try them, and see if they help. I really like the sound of these house rules, but I also believe that anything in HS can be countered with careful drafting, movement and map construction. Still, if you are not having fun, change it! :) Though most people find themselves returning to the regular rules most of the time thanks to their simplicity. Still, these rules should give your melee units a shot in the arm.

kpotassiumk19
February 10th, 2009, 03:46 PM
Units with range of 1 or less, may roll one attack die at the end of the run if adjacent to an enemy.

How do you get less than one range???:?

Sweetcurse
February 10th, 2009, 03:51 PM
I just put that in there for any unforseen circumstances or developments. It's a failsafe, no harm done if no one ever gets less than 1.

kpotassiumk19
February 10th, 2009, 03:59 PM
So basically if some glyph or figure comes out that negates attack?:?

Sweetcurse
February 10th, 2009, 04:03 PM
So basically if some glyph or figure comes out that negates attack?:?


Just something I didn't think of basically. When I wrote it I couldn't think of any circumstance where anyone would have range 0, but as I'm quite fallible I assumed I could be wrong about that and just wrote it there "just in case" I missed something. but in the end you are right, off the top of my head, I can't think of a single instance. :D:shock::confused:

Still, you like?

Superm9
February 10th, 2009, 04:03 PM
He's just trying to cover all the bases guys... :roll:

What if's must be covered in an ever-evolving game like Heroscape! :)

padlock
February 10th, 2009, 04:19 PM
I like using only the positive ones. I tend to put them on the highest or lowest parts on the map. This tends to force you out or lose advantage to other players.


I like to place a negative Glyph (like pit trap) power side up on the highest point on the board. If you want the height advantage, you're going to have to pay for it.

The B.I.V.
February 10th, 2009, 04:28 PM
Well in that case I'll just hafta settle for the second highest point on the board!:lol:

Brandon

Simpsons Scaper
February 11th, 2009, 05:08 PM
Or send up 2 figures to grab hight.

padlock
February 11th, 2009, 05:21 PM
Or send up 2 figures to grab hight.

Yes, but when you kill the one adjacent to the glyph holder (ie. the one at the highest point), the glyph holder is then stuck.

I just like the risk versus reward idea. Sometimes, I believe it's worth it for the height, other times, I don't. It's all very situational.

Sweetcurse
February 17th, 2009, 01:50 PM
Here are some ideas to try and use in your home games. They may help you reduce the dominance of range:

To play within the rules:


1- Play smaller maps with lots of cover.

2- Agree to limit the amount of ranged units drafted on each team.

3- Place glyphs strategically.


For house rules:

1- Allow “running.” Figures may give up their attack phase to move double their movement number. To make it even harder on range, units with a range grater than 1 may run but never attack at the end of the run. Units with range of 1 or less, may roll one attack die at the end of the run if adjacent to an enemy.

2- Give +1 defense when the defending figure is not 100% visible to the shooter. This one is hard to implement, but with cool easy going friends it can work.
3- A unit who attacks from a range greater then 1 with a normal attack, may only roll 1 attack die (or one less depending on how harsh you want to be) if that figure or any figure on that squad moved this turn. Or you may only force the moving figure to take the penalty.
4- Figures with abilities or powers, including special abilities, that can be used at a range greater than 1, may not use those powers or abilities against an adjacent enemy.


That’s all I got for now. Try them, and see if they help. I really like the sound of these house rules, but I also believe that anything in HS can be countered with careful drafting, movement and map construction. Still, if you are not having fun, change it! :) Though most people find themselves returning to the regular rules most of the time thanks to their simplicity. Still, these rules should give your melee units a shot in the arm.

Also:

-Try prohibiting units from shooting at enemies engaged with other figures you control.

-As per Jexik'x recommendation, play "Heat of Battle."