Hero Clix

sfgiants

First Post
Has anyone played this yet? How is it as a game? I have never played MageKnight, how does it work? Do characters gain as they experience (as in warhammer etc)? How are the miniatures? Any input would be great:)
 

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I have a bunch of them and i hope to play soon, the rules seem pretty simple and the mini's aren't that expencive It's kinda like a cross between warhammer and Magic, but with Marvel superheros.
 

Haven't played...thinking of learning..

I got to say that MOST (not all) of the figures look really bad...I'm pretty sure that blind monkeys did the paint jobs on them...
 

Really Hellblazer? I have to say that these are a vast improvement over the Mage Knight miniatures - those were truly awful.

My FLGS has about 60 of these on display and the main reason i plan on collecting them is that the paint jobs are decent. Not museum quality to be sure but aside from a little shading the colours are bright, not slopped from one detail to the next (ie on Capt America the white and red stripes are clean). I find it easy to tell what hero it is by the paint jobs. If you are expecting perfect quaility paint jobs you will be disappointed but they are a big step towards 'good' IMO.

That being said I haven't got the main rule book so I can't help out on that front - I am mainly collecting them to use as miniatures in superhero RPGing (now which one? Godlike?, Hero's 5th? Mutants and MAsterminds? so many choices....)
 

I played it. It was alright. There are a couple of rules that seem at first needlessly complex, then just needless.

First, my main problem with MK is obviously still present in Hero-Cliques. The clicky-base is all gimmick with no function. Having to pick your mini up every time it takes a point of damage is silly and Not A Good Idea. Secondly, having the mini's special abilities on the base means constantly picking it up, also Not A Good Idea. Thirdly, because of the obsession with the functionless clicky-base, the special abilities aren't *printed* on the base, of course, there's no room. Instead there's a color printed on each of the four different stats. Each color represents a special ability. So you constantly have to pick up your mini, check out what its colors are, and look those up on a chart.

Of course, there are 9 or 10 colors for each ability. So you'll often look up what Red Damage is when you should have been looking up what Red Attack is. Oops. And your abilities change with damage. Many of your abilities will change before you get used to using them, so you're always looking things up over and over again because last click, half your abilities changed, but you can't remember which.

Having to constantly pick up your mini is dumb for a couple of reasons. The obvious one is that you often forget precisely where it was. Secondly, the minis only look good from about 4 feet away. Up close, they look like they were painted by a 12 year old (and probably were.) Picking them up and looking at them only reinforces how bad they look.

All these points are MK points, not really Hero-Clix points. Hero-Klicks does a good job of representing the different powers of the heroes. But there are some weird rules. Ground characters can only attack soaring characters with ranged attacks (makes sense) but soaring characters can only attack other soaring characters.

There were a *lot* of rules that were clearly game-balance issues that made little sense in context. You can field as many dudes as you want, but no character can act twice on consecutive turns. So let's say you field one dude and I field three.

Turn One
you activate your dude
I activate one of mine

Turn Two
You sit there. You can't activate your only dude twice in a row.
I activate one of mine

Turn three
You activate one of yours
I activate one of mine.

So I'm always activating someone, you're only going every other turn.

But you can PUSH. Pushing seems like it means going twice in a row, but it's slightly different. It means your guy can give himself a point of damage to act on Turn Two up there in my example. He still gets to go on turn three, as normal.

The weird thing about this is that you can't push twice in a row. This means, in case you've missed it, that you can't push *every fourth turn.* Keeping track of things like this four turns in advance seemed pretty odd for an otherwise simple game.

I wondered—and still wonder—what would happen if you just said 'you activate one of your dudes, I activate one of mine, and we keep going until everyone's been activated once, then start over.' And I wonder what would happen if you just removed the pushing rule. I think the game would be faster and more sensible. But I think I know why the designer limited activation the way he did.

There's no representation of Power in the game. If I hit you, I damage you. There's no base mechanic that compares how tough you are to how tough I am. And since there are critical hits, it's always possible to hit someone. There are special abilities that reduce damage, but there are special abilities that increase damage so these can be subtracted from the equation. Net result, someone fielding a lot of minis would have a slight advantage over someone fielding few minis. So the smaller army, in aggregate, gets to act *more often* to compensate for this. In my example above, your entire army has gone twice by the time mine's gone once. Make of this what you will.

All in all, these games don't fill any void in my life. Hero-Clicks has some neat points, some points that make me scratch my head, and generally makes me want to go play VOR.
 


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