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Official Rules & FAQ's Compilation and discussion of official HeroScape Rules and Frequently Asked Questions. **Special attacks never receive any bonuses.** |
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#1
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Hypothetical rules..
Here is our problem we are having. Our normal playing board is a 6ft across hex. Most characters take too long or never even make it across the board in a game. We have decided to double the move and range of characters. This is working out well for our board. The question comes up again and again should we double the range of auras? I want to get popular opinion here and see what everyone else would do under this situation and a brief why you would do so.
Thanks Bill |
#3
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Re: Hypothetical rules..
I don't think you should. I'm basing my opinion on on the "special attacks are never modified" rule. Also, defense +2 for everybody within 8 spaces? I don't think so, if you were to double the points, then it might work out .
I love birdies and butterflies and rainbows and unicorns and glitter. |
#4
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Re: Hypothetical rules..
I would suggest that this thread go in the Other Customization & HS Additions subforum, rather than the Official Rules subforum.
And, yeah, what Nadom said. |
#5
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Re: Hypothetical rules..
if your saying they can't reach the enemy in 12 rounds, than double or forget the rounds.
Do the Dew |
#6
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Re: Hypothetical rules..
My immediate reactions were
*For those who don't know: Heat of Battle-There are no starting zones; players take turns placing one cards worth of units anywhere on the battlefield, except on glyphs, until all figures are placed. |
#8
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Re: Hypothetical rules..
Quote:
Last edited by Bonecrusher; August 4th, 2009 at 09:11 PM. |
#9
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Re: Hypothetical rules..
Smaller Map?? We have 8 master sets + at least 2 of every expansion.. We like big boards with high point teams. We just thought it would be a little easier going with double move double range. it's too hard for someone to have a team of minions and pin someone down on a board that size.
Thanks for everyones input. and YES sorry I should have posted this under the mods section. Was not thinking at the time. |
#10
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Re: Hypothetical rules..
Quote:
Your best bet would then be to assign split start zones across the entire map so Round 1 would be the equivalent of Round 5 or 6 as far as movement goes. |
#11
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Re: Hypothetical rules..
We have tried placing 1 army card on the board anywhere. The next person places theirs where ever they wish. The only rule is you can't start adjacent to any opponent. This makes for VERY fast games and really screws up peoples "game plan" If you have not tried it. I would recommend at least giving it a shot. The split starting zones are good to start off. It's once you get down to only a few chars on the board. Then you spend round after round just moving.
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#12
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Re: Hypothetical rules..
Quote:
The other option is to start with 2 start zones....melee units go in the front start zone...ranged units start in the back start zone. The melee start zone is X number of spaces in front of the ranged one. |
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