You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
I hardly see how any figure that can charge squares 4 and close combat a target 2 squares away can ever totally suck. This also helps out both the giant and the opposing charactor because either one can be TK'ed with no break away roll.
Big whoop. As you said, it helps the other guy. As far as "helping" the giant goes, he's in combat, so I most likely wouldn't want to leave, if he wanted to, he breaks away very easily.
The other guy isn't tied up as he would have been before.
If they wanted to make it so that Atlas doesn't need to stop because he sees Ant Man, fine, but that is where it should have stopped. I felt that was a good balance for the benefits.
That's about the only thing good about them now and even that is just a sucky version of Carry, but for a taxi, I'll take a 25 point Lightspeed over an overpriced chunk of uselessness, thanks.
That's about the only thing good about them now and even that is just a sucky version of Carry, but for a taxi, I'll take a 25 point Lightspeed over an overpriced chunk of uselessness, thanks.
I have actually had a lot of fun and success with Avengers Giant Man. He was pretty effective at charging over a roof top and through the water to kock OotS Batman down a peg or two from 2 squares away. With a small perplex and PC help he was fine.
I then brought Janet in to tie down 3 pieces while Giant Man was free to move up and down the lines choosing appropriate targets.
Meanwhile, Iron Man was able to snipe targets and control the opposition from the roof top while Cappy covered his flank.
Vet Atlas conceivably got better as he can now maximize his quake (as did Yellowjacket and Steel).
Devil Dino is also reputed to be good.
Dragon Man however got the shaft.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
The "original" giants were mostly glorified "classic bricks": over-priced, ground-pounders that had the extra weakness of being able to be outwitted/sniped by almost everybody on the playing field.
Once we got some giants with ranged attacks (Yellowjacket!) or Team-Abilities that could use tricks like Batman Ally or Superman Enemy (again, Yellowjacket!) they became tremendously more useful.
And when we finally got budget-priced giants (Toyman! Rita Farr!) things were looking good. The creme of the crop was SR Spectre, who with a couple SWP tweaks plus tricks like massive range and flight was a very good piece, even with his extra close-combat tricks.
Unfortunately, the new inability to tie up from a square away is a real loser IMO.
At least you can still use Chemo in restricted format so he can benefit from it in restrict formats. It is not like other times, where rules are change to help a possible good character out and at the same time the character gets retired when the changes to the rules offically take effect.
Salu Digby as LeVIathan in clix!
“I used to be a heroclix player like you, then I took an arrow in the knee.”