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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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#25
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Re: Common Squad Limit or Cap for Competitive Play
I do not support any type of restricted list. So far the designers have been good about developing a counter to various tactics/units. As well as revamping older units with new ones. If one unit is too dominating I have faith that the designers will counter it somehow with new units. As for squadscape starting zones are the best way in my opinion to limit common squads.
1/2ltfightr and ltfightr are a married couple. We have used ltfightr for 11 years. We have always shared that but for some reason she will not share scape and what does she mean her EOV she found 12-15-06 are hers not ours! ....! |
#26
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Re: Common Squad Limit or Cap for Competitive Play
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Circumcision? HIS body, HIS decision. A person should have the right to their own body. "Sometimes you're right but you're always an asshole." - Anonymous neg rep |
#27
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Re: Common Squad Limit or Cap for Competitive Play
Ok so the more I think of my 12 figs limit the more I like it. It really works for limiting squads like the 4th Mass and the Reavers without taking away their value. It also lets you use the swarming squads like drones and zombies without overly penalizing them either.
I think if a limit were to be set this would be the way to go. Any thoughts? HeroScape is back Baby! Whoo Hoo!!!
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#28
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Re: Common Squad Limit or Cap for Competitive Play
I still don't see the need for limits. Although it may be frustrating to face a team with 20 rats swarming at you, that is part of the game as designed, and I'm happy with the design. I guess I'm in the "it ain't broke" school of thought. (Obviously, I may well be biased, since I used a competitive army with four squads of 4th Massachusetts Line in it; so take what I've said cum granu salis.)
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#29
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Re: Common Squad Limit or Cap for Competitive Play
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#30
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Re: Common Squad Limit or Cap for Competitive Play
I'm mostly in the 'don't interfere with the game' camp. I suggested restricting 4th Mass and Deathreavers, simply because I think that'd be preferable to a blanket reduction on common squads. If having an army with 6x 4th Mass is a balance issue, deal with that without eliminating the opportunity to play 6x Venoc Vipers or Aubrien Archers. Having a 24 hex limit (or lower) is the best way to make extreme less powerful and desired.
I usually like to say that I see tons of variety despite the grab for power units, but at the last tournament I went to, I played against the exact same army (and lost) three times. The thing is, no one had played an army similar to that at the two tournaments I went to before that, so I think simple changes to point values, maps, and glyph selection are enough to spice the game up. Also, that army that I lost to three times only had 3 sets of 4th Mass, (and 2x KoW and Gilbert), so a flat reduction in squad usage probably would have made that army even more popular than it already was. And as I said about the 'no more than 2 common squad' rule, I'm not sure if cutting out the B+ and above units will make the armies that much more varied. Cut out the Orcs, AE, 4th Mass, etc, and maybe Aubriens+WoA+Raelin (SotM) and Tagawa Samurai+Sam Archers+Raelin become the new "good" armies, and everyone will play those instead. It also makes the tournament less open to word of mouth inclusion. "Sorry sir, that army includes Theracus, who is a B+: find something new. Sgt Drake Alexander (SotM)? Overpowered!" |
#31
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Re: Common Squad Limit or Cap for Competitive Play
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#32
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Re: Common Squad Limit or Cap for Competitive Play
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I agree. When marvel first came out I viewed it as merely another expansion pack to Heroscape. The designers stated that it was compatible. I played with Marvel a few times, and then after seeing so many tournaments with "no Marvel" restrictions, it has lessened their appeal to me. I know that they do not have to be tourney allowed in order to be fun to play, and the game is all about fun, but it takes away the fun for me to play with figures and determine strategies, etc, that I know I won't be able to use in more competitive gameplay (Which is the reason I do not play with customs either). I guess I am the type of player who wants to test armies and run statistics, and determine the strongest synergies, and that is the most fun for me. Erase the hate! Marvel are Heroscape people too! Please keep signatures short. |
#33
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Re: Common Squad Limit or Cap for Competitive Play
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I don't feel a need to limit squads either but in this discussion indeviduals explored and asked for ideas for ways to limit squads that made sense. A number of people expressed a desire to find a simple way to limit squads that would work for a variety of squads with different needs. I suggested this as a way of doing so. Seems like that's pretty simple. Nobody seems to have a problem with limiting the starting zone as a means of limiting squads and yet the effect is virtually the same, and has nothing to do with the game design either. Again, I feel no need to limit the number of squads allowed in an army. I also like having a fairly standard startzone size and like the number 24 as a way of limiting the number of figs in a given army thus giving a little more weight to uniques. I was just offering up a suggestion to those who wished to further limit particular squads. HeroScape is back Baby! Whoo Hoo!!!
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#34
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Re: Common Squad Limit or Cap for Competitive Play
I personally think that it is good to add some variety to the game/tournament scene by having restrictions on team builds. This breaks things up so that you do not see the same cheese teams plus or minus a hero/squad because it wins.
I learned from the tournament that players will not look to fill hexes with additional squads but play bigger heroes when faced with a squad restriction. The August tourney will not have a squad restriction. Besides, how much cheese can you fit in 24 hexes? |
#35
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Re: Common Squad Limit or Cap for Competitive Play
I don't think limits accomplish what they set out to do. If you don't want people playing a squad because, 'it's too powerful', then, if it really is that game altering, banning it would be the far more appropriate thing to do. No squad, I think, has reached that level of power; not even the rats or 4th mass. Banning should be reserved for extremely rare cases where the designers admittedly botched up; either they missed something in development and it drastically altered the way the unit was played or they created a unit too close to the edge and it went over the top of the high end of the power curve. As annoying as the rats are to play against and as good as the 4th mass are it's ok to have some squads like this. After all, how do you know how far from the bottom the top is if you don't have something sitting at the top?
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#36
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Re: Common Squad Limit or Cap for Competitive Play
I've just discovered that your can paste stuff into the rep comments bar (everyone else younger knew this already, I know.) But I gave positive rep to Tyrnix for this sentence: "After all, how do you know how far from the bottom the top is if you don't have something sitting at the top?"
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