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Thanks for the help... answered my question and then some.
Trying to become a better player,
BrianG
Is there any places that can go that offer deeper understanding other than Starter books?
The best way to learn is to just jump right in and play (keep a Powers and Abilities card handy when you're new though)... that may be a little difficult in this time of heroclix deadedness but that is the best way. So any opportunity you get to play with a more experienced player that knows their stuff, take it.
Forum Team Building Contest #2 and #3 Winner, & runner up for #1 and #4.
I have a question about this issue. What happens when a character moves inside hindering terrain, without getting in or out, it's his speed halved anyways or moves normally?
"Coming back from the death becomes easer every time you do it"
I have a question about this issue. What happens when a character moves inside hindering terrain, without getting in or out, it's his speed halved anyways or moves normally?
It is stilled halved. The exception being of course leap/climb, phasing, Ultimates TA and Superman allie TA.
It is stilled halved. The exception being of course leap/climb, phasing, Ultimates TA and Superman allie TA.
edit: Also fliers don't halve their movement.
Just to elaborate on this a bit more, whenever a figure (that doesn't ignore hindering terrain) starts their action in hindering terrain, their speed value is halved. It doesn't matter where the movement will end, only that it started in hindering terrain. Also, you still follow all other movement rules during the action.
For example:
H-O---
H is a figure with 10 speed standing in hindering terrain. H is not a flier, giant nor does H have any powers showing on the dial.
- is a square of clear terrain.
O is an object or another piece of hindering terrain.
H is given a move action. Because H is starting the action in hindering terrain, the speed value is now 5. H moves in a striaght line as shown on the diagram. Although H has 5 speed, it can only move onto square O because it has left hinderin terrain, into clear terrain and back into hindering terrain. And because H has no way of ignoring hindering terrain, once it enters it must end its movement.
HSS says "It automatically breaks away and can move through squares adjacent to opposing characters."
I always thought that they can go through opposing character squares to get to where they were going. What restrictions do the grounded have compared to a Flier?????
I always thought that they can go through opposing character squares to get to where they were going. What restrictions do the grounded have compared to a Flier?????
Elevation has nothing to do with it. Fliers are allowed to move through opposing figures' squares. Non-fliers are not. This is true for elevated fliers, grounded fliers, grounded non-fliers, and elevated non-fliers.
Quote : Originally Posted by Page 2
Moving Your Character
When you give a character a move action in the Basics, its speed value is the maximum number of squares you can move it. Characters can move in any direction (even diagonally) and through squares occupied by other friendly characters, though you can’t end the character’s movement in the same square as another character. You don’t have to move the character its full speed value, but you must stop moving the character when it enters a square next to an opposing character.
This is the basic rule which applies to everyone.
More explicitly...
Quote : Originally Posted by Page 7
A character can move through a square occupied by a friendly character, but it can’t move through a square occupied by an opposing character.
By default, nobody can move through enemies.
Quote : Originally Posted by Page 17
FLIGHT
This character ignores the effects of hindering terrain on movement, and can move onto and off of elevated terrain and over outdoor blocking terrain. A character with this ability can move through squares adjacent to and occupied by opposing characters. A flying character is at the same elevation as the square its base occupies. A flying character on elevated terrain is not dealt knock back damage if its knock back path crosses the boundary of elevated terrain.
Flying characters have an exception spelled out in their rules. Non-fliers have no such exception and must follow the default rule. Nothing in the HSS power overrides that. Nothing about elevation changes it either.
Yes: Hypersonic Speed allows you to break away automatically from C, and it also allows you to move through squares adjacent to opposing characters.
In fact, any figure could move from 3 to 2 (provided it succeeded its break away roll from C).
Though a line of fire drawn from 3 to 2 would be blocked (because it would go between a wall and a character), this path is clear for movement purpose.
Thanks for the answer. I know that you are right, but I don't find it very consistent since you can't move through a square containing a figure or piece of blocking terrain (or a wall).
If you have this scenario of four squares where B is blocking terrain:
B 1
2 B
My logic tells me the reason that a figure can't move from 2 to 1 is because you move through any of blocking squares, but if one of the blocking squares was a figure that logic would be right since you could move from 2 to 1. So once again I have learned that what is right in heroclix does not have to be logic or realistic.
Thanks for the answer. I know that you are right, but I don't find it very consistent since you can't move through a square containing a figure or piece of blocking terrain (or a wall).
If you have this scenario of four squares where B is blocking terrain:
B 1
2 B
My logic tells me the reason that a figure can't move from 2 to 1 is because you move through any of blocking squares, but if one of the blocking squares was a figure that logic would be right since you could move from 2 to 1. So once again I have learned that what is right in heroclix does not have to be logic or realistic.
Thanks for the link. It showed me even more stuff that I didn't knew. I think that the rules need to be more simple when it comes to this. The game play doesn't change dramaticly, by having same rules for line of sight and movment, but by not having it about 90% of most player would just be confused.
An inprovment of the rules would be like this. My changes are italic.
X B 2 X X X X X X
X 1 B 4 X X X X X
X X 3 F 6 X X X X
X X X 5 F 8 X X X
X X X X 7 H U X X
X V X X X 9 H Z X
X X X X X X Y B X
B = Blocking Terrain
H = Hindering Terrain
F = Figure
1-2: Movement blocked, LOF blocked
3-4: Movement blocked, LOF blocked
5-6: Movement blocked, LOF blocked
7-8: Movement stops from hindering terrain, LOF hindering terrain modifier (HTM)
9-U: Movement stops from hindering terrain, LOF HTM
Y-Z: stops from hindering terrain, LOF HTM
Am I the only one who thinks that this would make the game easier with out changing the gameplay dramticly.
Thanks for the link. It showed me even more stuff that I didn't knew. I think that the rules need to be more simple when it comes to this. The game play doesn't change dramaticly, by having same rules for line of sight and movment, but by not having it about 90% of most player would just be confused.
An inprovment of the rules would be like this. My changes are italic.
X B 2 X X X X X X
X 1 B 4 X X X X X
X X 3 F 6 X X X X
X X X 5 F 8 X X X
X X X X 7 H U X X
X V X X X 9 H Z X
X X X X X X Y B X
B = Blocking Terrain
H = Hindering Terrain
F = Figure
1-2: Movement blocked, LOF blocked
3-4: Movement blocked, LOF blocked
5-6: Movement blocked, LOF blocked
7-8: Movement stops from hindering terrain, LOF hindering terrain modifier (HTM)
9-U: Movement stops from hindering terrain, LOF HTM
Y-Z: stops from hindering terrain, LOF HTM
Am I the only one who thinks that this would make the game easier with out changing the gameplay dramticly.
You probably aren't the only one, but I don't think that you are in the majority.
"...but by not having it about 90% of most player would just be confused..." I'm not sure how you've come up with this. We don't have it, and 90% of the people aren't confused.