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10-ish Rounds: The Superman Revenge Squad

In one of the earliest versions of Heroclix, each player made a 200-point team, and the game lasted for only 10 rounds (10 turns each). After 5 rounds, if one player was down by 50% of his starting point total, the game ended and that player lost.

With the way that Heroclix has evolved in the past decade, such a format wouldn't work. However, I did start to wonder what the impact of a 10-round limit would have on my own solo wargaming rules for Heroclix, so I decided to give it a try.

I only needed the 10-round limit, not the 50% rule as I already had a "rout" rule that addresses the same mechanic. I also didn't need to use the totality of the solo rules I had developed, just the following:

Roll 2d6 before the beginning of each force’s turn. Using the die with the higher value (or either in the case of doubles), consult the Deployment Orders chart to determine how the friendly force will be used. Add +1 to the value for each friendly character on the battlefield with Leadership as a standard or special power currently showing on the dial (to a maximum of +3).



The 300-point teams:

The Superman Revenge Squad
Livewire (75), Toyman (50), Lex Luthor (50), Parasite (125)


Metropolis Heroes
Supergirl (100), Superman (150), Steel (50)


The Battlefield: "The Farm" Map (an attack on Smallville!)


SRS Turn 1: 5,2 Frontline Firepower
Parasite and Livewire move toward the farmhouse. Toyman gives Lex a lift to the crops.

MH Turn 1: 4,1 Frontline Finesse
Steel takes to the farmhouse roof, Supergirl makes a Hypersonic ranged attack against Livewire's 18 defense and hits! Superman follows with his own Hypersonic attack on Livewire and she takes more damage.

SRS Turn 2: 6,2 Unrestricted Operations
Toyman pushes and brings Lex to Livewire.

MH Turn 2: 5,2 Frontline Firepower
Steel pushes and charges Livewire, KO'ing her before she can use her Regeneration next turn.
SCORE: MH 75, SRS 0

SRS Turn 3: 6,4 Unrestricted Operations
Parasite moves behind a tractor and Outwits Superman's Hypersonic Speed. Lex attacks Steel, damaging him.


MH Turn 3: 4,1 Frontline Finesse
Supergirl fails to hit Parasite with a boulder, but Superman's heat vision attack succeeds. Steel Outwits Parasite's Power Drain special power.

SRS Turn 4: 6,1 Unrestricted Operations
Toyman's Giant Size pounds Steel with a Critical Hit, KO'ing him! Parasite gets his Power Drain back and he uses it to steal away Superman's Hypersonic Speed! Parasite pushes and speeds up to the roof to attack Supergirl, but he fails to hit her.
SCORE: MH 75, SRS 50

MH Turn 4: 6,6 Unrestricted Operations
Feeling confident, the heroes clear their action tokens and do nothing.

SRS Turn 5: 5,5 Frontline Firepower
Parasite uses Power Drain on Supergirl's Hypersonic Speed (Superman is out of range now), and then the villains clear their action tokens and cross their evil fingers.

MH Turn 5: 5,1 Frontline Firepower
Superman's Hypersonic attack on Parasite KO's him. Supergirl gets her Hypersonic Speed back and zips over to flatten Toyman. Only Lex remains on the villain's side.
SCORE: MH 250, SRS 50


And, ironically, I ended the game here, after exactly 5 rounds.

Perhaps the teams I chose weren't the right ones for this sort of test. Heroes with Hypersonic Speed dominate most battlefields. I suppose I expected more from Livewire and never anticipated that she'd get hit hard so very early in the game.

Also, without using my solo rules for reinforcements and rescues, there could be no real surprises. Had those rules (based on getting doubles when rolling Deployment Orders), Steel would have been rescued during Round 4, and the Superman Revenge Squad would have gotten a reinforcement during Round 5. As it was by Round 3, it was pretty clear that the villains would need a miracle to win. That was the biggest downer for me: I'm a solo player -- I NEED SURPRISES!

I still see some potential here. I must revisit this 10-round limit again...

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