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The Book of Casual Rule: Knockback

Re: The Book of Knockback Optional Rules

KB is a pretty efficient way to wound or kill Iron Man and such.
 
Re: The Book of Knockback Optional Rules

KB is a pretty efficient way to wound or kill Iron Man and such.

Out of curiosity, have you played with it or are you just theoryscaping? In my experience with it, it's not a very efficient way to do any damage unless you put your unit it a pretty exploitable situation adjacent to an enemy figure with superstrength and a big attack. The only place it's particularly nasty is on a lava map, but so is Jotun's throw.
 
Re: The Book of Knockback Optional Rules

I agree Bats. I have played with knockback on lots of lava maps and it really changes your strategy, because one wrong move and your dead.
 
Re: The Book of Knockback Optional Rules

KB is a pretty efficient way to wound or kill Iron Man and such.

Out of curiosity, have you played with it or are you just theoryscaping? In my experience with it, it's not a very efficient way to do any damage unless you put your unit it a pretty exploitable situation adjacent to an enemy figure with superstrength and a big attack. The only place it's particularly nasty is on a lava map, but so is Jotun's throw.

I've only played with it once, so I am theoryscaping. It seems in close quarters or in a crowd, it gives the attacker another way to wound a figure it couldn't wound for want of skulls exceeding shields. I was just picturing having a 4 Life hero roll all shields vs. 2 skulls, when the figure is two spaces from an ally, and the defending player say, "Oh no!" ;)
 
Re: The Book of Knockback Optional Rules

Yeah, I find that most of the time when you have an attack roll strong enough to knock someone back a significant amount the attack roll actually out and out kills that unit instead. :p But there are the rare instances of some significant KB. I think the most I've seen is four spaces. So if you happen to have a strong defensive figure that's subject to one of those attacks and blocks it, that defensive figure might move a few spaces back in a straight line. And then if that straight line happens to hold another of your figures on it close enough to be affected by the move, you've got a 50% chance on each of them to receive a wound.
So it has the potential to affect the game, but I really find it to be about as light a touch as engagement rules - you have to be careful about how you position your figures during engagement to avoid leaving engagement attacks and passing swipes and sometimes you can get burned by carelessness or bad luck, but most of the time your wounds still come from the attack itself and the rule only affects your movement strategy.
 
Re: The Book of Knockback Optional Rules

It can definitely be a nice bonus for super strong heroes, though. I've just never seen it used to kill a squad member, for instance, because any time a squad member would be knocked back when I was playing with these rules, he died instead. :)
 
Re: The Book of Knockback Optional Rules

One kill is as good as another. :)
 
Re: The Book of Knockback Optional Rules

On page 2, I would like an addition to be made. The line in the KNOCKBACK MOVEMENT: section says "If you are unable to move the defending figure due to another figure, a special power, a glyph, a destructible object, an obstacle, or change in elevation, roll for Knockback Damage (KD)." I would like the highlighted addition to be added to that line so that when a figure cannot finish its Knockback Movement due to Stuck, Cyberclaw, Psionic Grip, future trapping Glyphs, etc., the figure must still roll for Knockback Damage.
 
Re: The Book of Knockback Optional Rules

Works for me!
 
Re: The Book of Knockback Optional Rules

I'll make the change as soon as I'm feeling better. I've been at home fighting strep throat for 3 days now... :(
 
Re: The Book of Knockback Optional Rules

That sucks, GO. Sorry to hear that, dude.
 
Re: The Book of Knockback Optional Rules

On page 2, I would like an addition to be made. The line in the KNOCKBACK MOVEMENT: section says "If you are unable to move the defending figure due to another figure, a special power, a glyph, a destructible object, an obstacle, or change in elevation, roll for Knockback Damage (KD)." I would like the highlighted addition to be added to that line so that when a figure cannot finish its Knockback Movement due to Stuck, Cyberclaw, Psionic Grip, future trapping Glyphs, etc., the figure must still roll for Knockback Damage.

As if the Gladiatrons weren't already powerful enough.

Shouldn't the Glads roll for damage too? Their claws are being strained at the seams.
 
Re: The Book of Knockback Optional Rules

Updated, both in the main World's Finest Rulebook and the standalone Knockback Rulebook.
 
Re: The Book of Knockback Optional Rules

Not yet...hopefully tomorrow, though.
 
Re: The Book of Knockback Optional Rules

Somebody rep this guy, please! :) You're awesome as always, GO!
 
Re: The Book of Knockback Optional Rules

Okay, I guess the Stuck/Cyberclaw issue has been addressed for KB. I guess I should have listened to the "follow this thread Here" posted on Blob's book before commenting on it over there.

So basically, now Blob can cause KB damage against a figure Stuck to him. Also, a figure attacking another figure caught in Cyberclaw can cause KB damage even if that figure can't move from Cyberclaw. Okay, got it. :D
 
Re: The Book of Knockback Optional Rules

I know I may be a lone cry in the woods, but it seems that using Glads (less so Blob due to his cost) is a really cheap way of getting extra knockback damage against otherwise very tough to hurt heroes. I'm just theoryscaping, but that's what I'm afraid of.
 
Re: The Book of Knockback Optional Rules

If Glads had Super Strength it might have been an issue.

I believe that if someone goe through the trouble to buy Gladitrons, engages them with a hero, and then engages and attacks with another hero, and manages to roll more skulls than the defender, before the Gladitrons get smashed to bits, that's just good game play.

It does make Blob a bit more useful, which I'm glad about. I hadn't found Blob very appealing, maybe now I'll use him more.
 
Re: The Book of Knockback Optional Rules

It's just a fun quirk of Knockback. Were Knockback an official inclusion in the game, I'd be more worried. But it's optional. If Blob seems like he'd abuse the system too much, just don't use Blob and Knockback together. :)
 
Re: The Book of Knockback Optional Rules

I thought I would post something about the new "official" version of Knockback. The new D2 wave has a Fire Giant Shurrak who now has a power called Knockback 14. The new version is very different from the this optional rule version. So I was wondering should a new " optional rule be developed based more on the new official version? I always liked using a "Knockback Rule" in my games and have tried out some of the different versions people proposed.
 
Re: The Book of Knockback Optional Rules

Shurrak's version isn't a rule that can be applied to all figures though, it's just a special power for that specific figure.
 
Re: The Book of Knockback Optional Rules

That's what mean should a newer version of the rule be developed to reflect a official version that is a power. It seems weird to have a optional rule called Knockback that is completely different from a official power version. And I am not anal retentive at all.
 
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