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I'd say yes, since multi base figures can move through tight places like doorways and whatnot. I think they only require enough space to park in after they move.
Here's my problem with this theory. A duobased figure can not occupy one legal square and one illegal square. Both have to be legal for the duelbase to stop its movement. So wouldn't that suggest a duelbase cannot possibly charge through a portal token because it will have one side adjacent to an opponent and the other sitting in hindering somewhere. They can't occupy two elevations at the same time. Both sides must be on the same elevation. What if a portal token was on top a building and the other portal was in the starting area of an opponent on elevation one?
The same applies to a 2*4 and 2*6 colossal or teambase. All squares their base occupies must be legal. So can a large base occupy 3 squares on one side and 1 square on the other? The portal token has its own rules stating that each friendly treats both tokens as adjacent for movement purposes. But does this mean a colossal can base an opponent standing by portal #1 and simultaneously base another opponent across the board standing adjacent to portal #2?
Clarification obviously needs to happen. My guess is for balancing purposes, designers will restrict portal movement to single based figures. But until someone clarifies its all up to you're venues judge.
Here's my problem with this theory. A duobased figure can not occupy one legal square and one illegal square. Both have to be legal for the duelbase to stop its movement. So wouldn't that suggest a duelbase cannot possibly charge through a portal token because it will have one side adjacent to an opponent and the other sitting in hindering somewhere. They can't occupy two elevations at the same time. Both sides must be on the same elevation. What if a portal token was on top a building and the other portal was in the starting area of an opponent on elevation one?
The same applies to a 2*4 and 2*6 colossal or teambase. All squares their base occupies must be legal. So can a large base occupy 3 squares on one side and 1 square on the other? The portal token has its own rules stating that each friendly treats both tokens as adjacent for movement purposes. But does this mean a colossal can base an opponent standing by portal #1 and simultaneously base another opponent across the board standing adjacent to portal #2?
Clarification obviously needs to happen. My guess is for balancing purposes, designers will restrict portal movement to single based figures. But until someone clarifies its all up to you're venues judge.
You're not wrong, but the question I was answering was not whether they could occupy both portals at the same time, but merely if they could move through them. Multi base characters can move through the portal and other narrow walkways so long as they have enough room to occupy their size in squares when they end their move. Additionally, the gateways are only treated as adjacent for movement purposes, so regardless of the base size, they can in no way occupy both sides since Spiral's power doesn't allow them to treat them as adjacent for occupancy.
You're not wrong, but the question I was answering was not whether they could occupy both portals at the same time, but merely if they could move through them. Multi base characters can move through the portal and other narrow walkways so long as they have enough room to occupy their size in squares when they end their move. Additionally, the gateways are only treated as adjacent for movement purposes, so regardless of the base size, they can in no way occupy both sides since Spiral's power doesn't allow them to treat them as adjacent for occupancy.
Ah I see....so the point I was missing was that large based characters already have a rule provided based on movement through single square doorways and paths. You also kind of answered mine already as well. Rules of occupancy and what not. So considering there is already guidelines and rules based on situations like this, my guess was incorrect. There should be no reason to restrict the portals to single based figures. Thanks
Think of it as a giant toilet of death. Park a figure in the portal and clog it up like your nasty roommate does. You can't stop phasers, leap climbers or fliers, but you can stop the big turds and chargers from coming through and knocking your block off. You can stop the running shot figs that don't have improved movement or flight. You can't be targeted through the portal on the other end because it is only considered adjacent for movement. Sorry if someone already mentioned this, but I am too lazy to read all the posts on Spiral.
Think of it as a giant toilet of death. Park a figure in the portal and clog it up like your nasty roommate does. You can't stop phasers, leap climbers or fliers, but you can stop the big turds and chargers from coming through and knocking your block off. You can stop the running shot figs that don't have improved movement or flight. You can't be targeted through the portal on the other end because it is only considered adjacent for movement. Sorry if someone already mentioned this, but I am too lazy to read all the posts on Spiral.
I think plasticity stops even phasing. So you can ....errr ..."plug the toilet" with a big plasticity piece.
Although you're strategy is nice.....the problem is the opponent will give spiral the double power action during HIS turn...then proceed to alpha strike. That is what most players are pitching a fit about.
Ob an unrelated topic....I just defeated a spiral team with the four horsemen of apocalypse! My opponent of course stuck his token adjacent to famine and followed through with some alpha striking. Famine was based by blob, mystique, pyro and eventually spiral. Famine never had to attack...she just kept using her special to give out action tokens. The high maneuverability of the horsemen (war, pestilence and Archangel) ran circles around spiral and her tokens. Their traits and ATA basically cancel out the -2 modifier for their hypersonic speed lite! They easily killedthe GSX team but spiral was on her flurry/blades/claws/fangs clicks. She one shotted arangel dealing 9 damage. She did the same against war. In fact her physical abilities were ALOT more impressive then the portal tokens. Pestilence finished her off as she had no reducers, only combat reflexes. Spiral isn't broken......certain combinations with her are broken. Then again ALOT of pieces are broken with certain combos. (Sentroid/Sharon carter) Such a great battle!
She was my MVP, today. Used her on a 500-pt Brotherhood team. I made good use of her portal in the first round of play, but it was her single-target pulse wave that was really putting the hurt on the other teams. She came in especially handy when my opponent used a T-bolts team that was using the Mystic TA. She took out most of the team all by herself, allowing the rest of the team to avoid the Mystics feedback damage. Stellar piece, even without the portal coming into play!
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She was my MVP, today. Used her on a 500-pt Brotherhood team. I made good use of her portal in the first round of play, but it was her single-target pulse wave that was really putting the hurt on the other teams. She came in especially handy when my opponent used a T-bolts team that was using the Mystic TA. She took out most of the team all by herself, allowing the rest of the team to avoid the Mystics feedback damage. Stellar piece, even without the portal coming into play!
She played very well, but I think my dice (4 crit misses) had more to do with your win than she did. :)
She's not as broken as she seems. Heimdal makes those portals pretty useless. And once you move she has to push herself again. She's heavily powered but there are ways around it. Don't whine get creative people!
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She's not as broken as she seems. Heimdal makes those portals pretty useless. And once you move she has to push herself again. She's heavily powered but there are ways around it. Don't whine get creative people!
Aside from the point difference between Spiral and Heimdall as a potential counter, Heimdall cannot stop the alpha strike. Just because opponents have to stop when they go through doesn't mean they can't still ruin your day. Charge and Running shot don't particularly care if they stop, as they can still make their attack afterwards. Planting a portal right in the faces of an opposing team, even if they are clinging to Heimdall's apron strings, will still be devastating when opponents come through. Heimdall makes things a bit more difficult, but by no means is he a failsafe against Spiral.