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Post by Remrafian on Nov 23, 2014 13:39:45 GMT
Cool, I'm in.
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Cthulhu-Boy
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Post by Cthulhu-Boy on Nov 23, 2014 19:32:16 GMT
I've been going over Heroclix Colossal and Giant rules and comparing them to Horrorclix Giant rules with a fine toothed comb and I got to admit that I'm concerned that Horrorclix Colossal figures would lose more than they would benefit from a modification of the Heroclix colossal rules. Already they have the majority of powers granted within Colossal Stamina and Great Size (they lack the auto breakaway and ranged attacks while adjacent as well as the whole 2 action token thing which is a moot point in Horrorclix).
They would lose carry. They'd also lose reach. Not a good trade in my book...
Ultimately, I leave it to the consensus of the group.
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Post by godzilla on Nov 23, 2014 23:22:17 GMT
AAARRGGHH, I see your point I been looking at my giants and some need some power but not and other need other powers if we put all under 1 power that may very un balance something. For example the Dunwich Horror vs Godzilla should not be a even toe to toe fight maybe Godzilla and Slash Fang?
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Post by Cthulhu-Boy on Nov 24, 2014 4:26:34 GMT
I just think that the colossal rules for heroclix are redundant to the Horrorclix giant rules. And brother 'Zilla, before this started in earnest I too felt colossal rules were needed. But after actually comparing them, I think WizKids did the right thing by combining the Heroclix Giant and colossal rules for Horrorclix. It keeps it simpler, but also makes Horrorclix giant monsters far more effective than just the Heroclix giants or colossals.
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Post by godzilla on Nov 24, 2014 13:50:23 GMT
I follow. Are there any special rules for Cthulu for his size?
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Post by Remrafian on Nov 24, 2014 14:17:43 GMT
Since then, the rulings have changed. Here's the rules: Colossal Stamina: This character automatically breaks away and may make a ranged combat attack against any opposing character within range and line of fire, even if that character is in an adjacent square.. When this character has two action tokens, it can be given a non-free action. If you do, after actions resolve deal it 1 unavoidable damage and do not clear action tokens from it at the end of the turn. This ability can’t be countered. Great Size: This character ignores opposing character’s Plasticity (TRAP), ignores elevated, hindering and outdoor blocking terrain, may move through squares adjacent to or occupied by opposing characters, but still needs to break away normally (nullified by Colossal Stamina's auto break away),and can’t be knocked back. When this character makes a close combat attack, it may target characters on higher elevations. This character may draw lines of fire (and have lines of fire drawn to it) as if the character occupied the elevation equal to or greater than the elevation it occupies, using the elevation level with the least restrictive line of fire. This ability can’t be countered. For comparison, here's Horrorclix Giant rules: A monster with the damage symbol is a giant monster. Giant monsters loom over the battlefield, and they have a much longer reach than other monsters do. A giant monster is adjacent to standard monsters (those which occupy only 1 space and do not have the damage symbol) and other giant monsters when those monsters are up to 2 spaces away for close combat purposes, regardless of the other monster's flight mode. A standard monster must be within 1 space of a giant monster to make a close combat attack against it. Monsters 2 spaces away from a giant monster are not considered adjacent for ranged combat purposes. To determine if a monster 2 spaces away is adjacent to a giant monster, use any straight edge or draw an imaginary line from the center of the giant monster's space to the center of the target's space. If the line crosses a wall or blocking terrain, the monsters are not adjacent. Otherwise, they are adjacent. Giant monsters ignore hindering terrain, outdoor blocking terrain and standard monsters for movement purposes, though they must still end their movement on an unoccupied space and must roll to break away when applicable. Giant monsters ignore other monsters' Shove and Trap powers. Standard monsters do not block line of fire to or from a giant monster. Hindering terrain and blocking terrain affect line of fire to a giant monster as normal. A giant monster and a soaring monster draw lines of fire and attack each other as if they were both soaring. All giant monsters have the following power: Carry - If there is a friendly standard monster adjacent to this monster, when this monster ends its movement, you can place that monster in an unoccupied space adjacent to this monster. If you do, mark this monster with action tokens so that it becomes vulnerable. As far as colossal figures carrying others, in heroclix only figures with flight or the carry ability can carry other figures. The big issue is the bases which are never truly addressed in Horrorclix. In heroclix, it is considered a single base (standard base) for movement, but must end in a legal spot. Essentially movement rules for large bases are no different than for peanut bases. This is why I don't see a need for specific colossal rulings as everything in Colossal Stamina (except adjacent shooting) and Great Size is already granted by giant rules (Heroclix giants do not have all of these benefits). In fact, colossal would lose the ability to carry and would only be able to perform a close combat action if bases to base adjacency exists. Outside of movement clarification, I don't think we should create colossal rules. The monsters lose too much that is granted by being a giant.
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Post by Remrafian on Nov 24, 2014 14:19:05 GMT
^A reply Cthulhu-Boy sent to me. He's absolutely correct. Little needs to be done for colossal to work...well nothing actually.
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Post by godzilla on Nov 24, 2014 16:31:10 GMT
I think you guys are right
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Post by Cthulhu-Boy on Nov 24, 2014 16:55:01 GMT
Yay! We saved work!
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Post by Remrafian on Nov 24, 2014 17:19:57 GMT
We so ghetto!
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Post by Cthulhu-Boy on Nov 25, 2014 0:09:08 GMT
Yup! And proud of it!
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Post by Remrafian on Nov 25, 2014 5:59:14 GMT
It does make life easier for me, especially since I have some large figs upcoming and wasn't really sure what to class them as.
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Post by Cthulhu-Boy on Nov 25, 2014 14:17:03 GMT
Yeah, with my ongoing effort to revitalize my old sets, it's handy!
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Post by Remrafian on Nov 25, 2014 14:59:58 GMT
I have an Alien queen (or maybe 2) extra. might feel the need to de-base them.
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Post by Cthulhu-Boy on Nov 25, 2014 15:23:26 GMT
No! You may consider looking at old mage knight colossal figures though. You can often find them pretty cheap. Heck I found a case of a certain giant on ebay for a really reasonable price. I was sorely tempted...
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Post by Remrafian on Nov 25, 2014 15:57:52 GMT
I shall look into that....now actually
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Post by godzilla on Nov 25, 2014 16:59:49 GMT
I going 2 set of MageKnight Siege weapons set I might get another one soon too
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Post by Cthulhu-Boy on Nov 26, 2014 2:45:17 GMT
Good call!
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Post by Cthulhu-Boy on Nov 26, 2014 2:46:44 GMT
Also, I had 2 large bases from the old crimson skies game. They are 2" x2" - enough for 18 clicks! That is what my two massive Lovecraftian pieces are on.
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Post by godzilla on Nov 26, 2014 14:27:30 GMT
I'm not a bad fan of them that don't fix right for me on a normal map.
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