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On the other hand, not Outsidering before FBS and then using UXM TA means an effective -1 AV, so you may as well Outsider him and save Wolvie's UXM declaration for next turn, when you push Wolvie to do another BCF/Flurry attack.
Point. Although why wait for another turn when I can put a Mind Controller on my team and Compel him to Flurry/BCF again?
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Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
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I really hope none of the guys at my venue are planning this sort of thing, I have no idea how I would fight it, and I don't have the figs to pull it off :-P
I really hope none of the guys at my venue are planning this sort of thing, I have no idea how I would fight it, and I don't have the figs to pull it off :-P
MC dude. I did it tonight. Just be a bit more aggressive with your MC piece and use that Wolverine to attack Colossus before he can FS. Though in the case of our game it was dual Echos instead of Wolverine.
WizKids GamePlay, "You can only play our game if you buy the new stuff. Those old figures are dirty and obsolete."
Record vs VGA d1sc1pL3: W-3 L-0
Outsiders ability is actually more powerful than a lot of people give it credit for. It makes ALL of a characters stats un-modifiable. One hit from Katana with Outsiders will make both AV and Damage unable to be bumped or dumped for the entire turn.
It works on powers and team abilities.
Special powers are powers, so they are affected as well, at least until we get an errata/clarification stating that only standard and named powers are affected (which I think is unlikely).
MC dude. I did it tonight. Just be a bit more aggressive with your MC piece and use that Wolverine to attack Colossus before he can FS. Though in the case of our game it was dual Echos instead of Wolverine.
Bwa ha ha, the word is out!
She's the best! THE BEST I SAY!!
Once at the beginning of your turn, as a free action, an OUTSIDERS team member on your
force may choose a target friendly or opposing character. The team member must be within 10 squares of
the target and have a clear line of fire to the target. Until the beginning of your next turn, the target’s
combat values cannot be modified by powers or team abilities. This team ability cannot be copied by wild
card team abilities.
If you are friendly to yourself then yes. If not then I am wrong.
A couple other good fastballs are wildcat (especealy the rookie) from DC Origins and Black King from Armor Wars. Yes, and don't forget the compel, very evil indeed. Really want to try it.
I pulled off a FBS last Friday night, using Colossus and Shatterstar.
Shatterstar is a great fig to do that with -- his second click has a 17 Def with CR... so he's suddenly a 19 Def to the person he's based with.
I hit a Dazzler with him, and his B/C/F attack smoked her after she took the 2 damage from the initial throw.
Her Def was low enough on her third click (14 with ESD) that I didn't even worry about the -2 to Attack. With a 7, attacking a 14, he still only needed a 7 or better. Which he hit, and then the B/C/F damage roll was for 5.
My friends and I have given Karnak our thimbs up as best fastball throwee. 11 attack and 4 dmg w/ Exploit weakness on his second click. The Outsidering trick is awesome though! I hope none of my people read this before this weekend...
When super villains want to scare each other, they tell Joker stories-Trickster
It's hard for me to comprehend why all this effort is going into making Colossus' special power functional. It's TK with a few penalties.
Sure you can deal 2 damage to an opposing figure, but how much does it cost you.
-2 damage, -2 attack, and a click for it. You can spend points on outsiders to deal with the -2's, but you're still taking a click, to deal (a potential) 2.
Why not invest some into a couple cheap tk's and more balls to start up an actual pitching machine.