Post by Zxqueb on Aug 24, 2007 17:56:07 GMT -5
A little background…
I went to Gencon with no interest in playing Halo Actionclix. While I am a worlds level Mechwarrior player and like collectible games, I have never played the Halo video game and have no attachment to the license. But after dropping from the Dreamblade 50k, I found myself with nothing to do. So I stood in the Halo pre-release standby line with some friends. Boy was I glad that I did! This game is a BLAST!
The Review
Halo actionclix (HAC) shares some similarities with other clix games (specifically Hero and Horrorclix). Players move pieces on a square grid and attack each other by rolling 2 dice and adding the result to the figure’s attack value. If the result is equal to the defense of the target, it hits and deals a specified number of clicks of damage. Generally this degrades the target’s stats. Colored circles on the models’ bases provide special equipment and effects while they show on the dial.
That’s where the similarity to the other clix games ends. HAC has some significant changes which affect game play. First, in addition to click specific powers, there are global effects for a figure’s weapon that don’t change as the character takes damage. All ranges for weapons are unlimited unless a weapon states otherwise. The maps have liberal use of blocking terrain so firefights tend to be fairly short ranged unless someone makes a mistake along the way.
Some of my pet peeves of other Wizkids games are addressed. Clicks are numbered to make for easy figure swapping, but that decision also helps combat under-clickers in major tournaments. There is also full click disclosure via the cards. Having that rewards play over memorization of dials.
Another nice thing about the game is how dynamic the board can be. There is no pushing damage as in other Wizkids games, so figures can act every turn if you want them to. Plus all figures can move and shoot (or shoot and take a 1 space step). This keeps figures constantly maneuvering to take or defend spawn portals, get off a shot or duck behind blocking terrain.
Spawn portals are very interesting. Each force lays tiles on the battlefield from which their team can spawn. As men die, they can be respawned from those portals unless an enemy is camping on them. Generally, you want to get to an enemy portal both to stop it from being used and to loot it (roll on a chart for healing, upgrades or goodies).
The standard game is 400 points / 5 models. You may have a sideboard with any number of figures with any point cost. I imagine that some sort of limit to the sideboard will be imposed if the game takes off with any approved play.
As the game progresses, you can gain upgrades which allow you to swap a current figure for one with a higher cost from your sideboard. You can also swap figures of the same cost during your turn if you don’t activate them. This mechanic can be used to get different weapons in play or replenish a figure’s supply of grenades.
There are a few minor flaws in HAC. At a first glance Grenades and Sniper Rifles are a bit overpowered. Also player one has a huge advantage if playing on a small board (as we did in the pre-release). Also, there are some bad color choices which can lead to confusion about which effect is showing on a dial.
On the other hand, these issues seem minor and easily fixed. This is a fast and loose system which has all the good qualities of a multiplayer videogame in a tactical miniature format. It rewards good tactics but is smooth enough to keep players from suffering too much analysis paralysis during gameplay.
There is quite a lot of to be had with a 2-3 booster buy in per player. It’s definitely worth checking out!
I went to Gencon with no interest in playing Halo Actionclix. While I am a worlds level Mechwarrior player and like collectible games, I have never played the Halo video game and have no attachment to the license. But after dropping from the Dreamblade 50k, I found myself with nothing to do. So I stood in the Halo pre-release standby line with some friends. Boy was I glad that I did! This game is a BLAST!
The Review
Halo actionclix (HAC) shares some similarities with other clix games (specifically Hero and Horrorclix). Players move pieces on a square grid and attack each other by rolling 2 dice and adding the result to the figure’s attack value. If the result is equal to the defense of the target, it hits and deals a specified number of clicks of damage. Generally this degrades the target’s stats. Colored circles on the models’ bases provide special equipment and effects while they show on the dial.
That’s where the similarity to the other clix games ends. HAC has some significant changes which affect game play. First, in addition to click specific powers, there are global effects for a figure’s weapon that don’t change as the character takes damage. All ranges for weapons are unlimited unless a weapon states otherwise. The maps have liberal use of blocking terrain so firefights tend to be fairly short ranged unless someone makes a mistake along the way.
Some of my pet peeves of other Wizkids games are addressed. Clicks are numbered to make for easy figure swapping, but that decision also helps combat under-clickers in major tournaments. There is also full click disclosure via the cards. Having that rewards play over memorization of dials.
Another nice thing about the game is how dynamic the board can be. There is no pushing damage as in other Wizkids games, so figures can act every turn if you want them to. Plus all figures can move and shoot (or shoot and take a 1 space step). This keeps figures constantly maneuvering to take or defend spawn portals, get off a shot or duck behind blocking terrain.
Spawn portals are very interesting. Each force lays tiles on the battlefield from which their team can spawn. As men die, they can be respawned from those portals unless an enemy is camping on them. Generally, you want to get to an enemy portal both to stop it from being used and to loot it (roll on a chart for healing, upgrades or goodies).
The standard game is 400 points / 5 models. You may have a sideboard with any number of figures with any point cost. I imagine that some sort of limit to the sideboard will be imposed if the game takes off with any approved play.
As the game progresses, you can gain upgrades which allow you to swap a current figure for one with a higher cost from your sideboard. You can also swap figures of the same cost during your turn if you don’t activate them. This mechanic can be used to get different weapons in play or replenish a figure’s supply of grenades.
There are a few minor flaws in HAC. At a first glance Grenades and Sniper Rifles are a bit overpowered. Also player one has a huge advantage if playing on a small board (as we did in the pre-release). Also, there are some bad color choices which can lead to confusion about which effect is showing on a dial.
On the other hand, these issues seem minor and easily fixed. This is a fast and loose system which has all the good qualities of a multiplayer videogame in a tactical miniature format. It rewards good tactics but is smooth enough to keep players from suffering too much analysis paralysis during gameplay.
There is quite a lot of to be had with a 2-3 booster buy in per player. It’s definitely worth checking out!