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I'm new to Heroclix so I'm interested in learning some strategy, specifically beginning the battle. :D
And just a note: Let's say nobody had Charge, Running Shot, etc. or maybe even all of those abilities were outwitted somehow. Couldn't that result in a stalemate with all of the character running around trying to get the opponent to come to them? Because if you run up to the opponent, the opponent will get to attack first.
Lets expand on your lack of move and attack scenario. This is where I use something called a "Tie Up" figure. I move in a low point figure, just for a classic lets use the 1 point Lian Harper. Now I position other figures to shoot at you. Your options on your turn are now to hit the insignificant figure, try to break away from the insignificant figure, or simply do nothing and let me shoot at you.
You can also move in against pushed figures, or with a figure who has a favorable defense (say 19 defense vs 10 attack). There are still plenty of options even when all the move and attack options are removed from the game. The worst play in almost every situation is to sit and let your opponent set the pace. The only situation where this works is against an opponent who does not know how to approach a situation (I would say inexperienced, but it's really not the same thing).
There are plenty of strategies to take advantage of that don't all involve move and attack power/abilities. Don't neglect taking advantage of terrain, is there elevated? Put yourself up on it away from the edge for a time. Do you have to move in close? Find the nearest hindering to give you that bonus to Defense on Range. Pop Smoke Cloud at max range and move in behind it.
I'm new to Heroclix so I'm interested in learning some strategy, specifically beginning the battle. :D
And just a note: Let's say nobody had Charge, Running Shot, etc. or maybe even all of those abilities were outwitted somehow. Couldn't that result in a stalemate with all of the character running around trying to get the opponent to come to them? Because if you run up to the opponent, the opponent will get to attack first.
so ... correct, lesson one, don't just run up and get punched in the face, take your time to close range to the opponent.
lesson two: if your opponent is also circling around the map, at some point you may have zero or one token, he has two, you can get up to him, he'll have to clear, perhaps you can get an attack in while he's clearing ... watch the action/token count carefully and strike while he can't.
So, sometimes it's turn one, move a few spaces, turn two, clear. then on turn three, you may be out of sync with his tokens which may benefit you later in the game.
At the start of each game and after my opponent places his figures, I take a close look at what powers his figures have. I often look for Telekinesis, Hypersonic Speed, and Running Shot. Once I find figures with these powers, I count how many squares away their figure can attack me from. (For example, a figure with 8 movement running shot and 8 range can attack me 12 squares away). I then place a marker in that square.
When moving my force, I attempt to make sure all of my figures are behind that marker to prevent being attacked first.
Another option is to sacrifice a smaller figure to draw out my opponent's alpha strike, and let my team attack his main figure together.
Where you move on the first turn can win or lose you several games. Your ideal goal is to get the first attack in, but have your team close enough to back your attacker up.
Whatever you do, make sure the team stays fairly close together. Don't send up three different clumps of figs that can get taken out one at a time. Unless a sacrifice piece is built into your plan.
sometimes doing nothing at all can be an option. Though this only really works with certain strategies, and only against people less patient then you are. Or if you have some character you need to push/use actions to prep, such as Superior Spider Man.
There is some very good advice here. As you play a bit, you will discover your own play style. Figure out what is fun for you, and then figure out what team concepts will do that well. If you play with a few people consistently, you'll also figure out what their play styles are. For example, some people love to "turtle" -- to try to stay in their home area as much as possible and force you to come to them. Others are all about getting in the first big hit and having the hitter survive the counterstrike. Some people enjoy action denial or introducing a crazy number of board-control effects.
A simple strategy to execute and one that covers a multitude of sins is to have Telekinesis+Running Shot that can see through Stealth backed up by Probability Control and Outwit. The danger here is in leaving your primary attacker out to dry, and you need to figure out which of those support powers you can live without if necessary to stay under point budget.