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...except he can swap into sentry/void too, so once he gets past click 2, swap out into either of those two, and attack (with sentry) or heal with void.
once that figure is ko'd, back comes SaV
even better, once he's got no tokens on him, he can multi attack to make an attack/move/whichever, and then use the second action to switch (since he still has no tokens on him) once positioned
the more i talk it through, the more bad### i realize he is...
I'd WELCOME my opponent changing into Sentry or Void. Makes my job a lot easier. If S/V is 300, they should be like 220, tops.
and, a fun one that I wanna try out in 300 pts:
GG rare Dr Strange 196
IG 40
4 Astral Dr Strange 014b (for the willpower)
First turn, free move the Astrals, and pump one more out w/ strange. Take click of damage to keep dial on top click
S/V willprobably kill one Astral, maybe two.
Strange's next turn:
Free move astrals, and then move action them to attempt to get adjacent. By this point I'm sure you guys see the plan...
I wrote out this big post explaining how S/V would just kill Astrals all game, locking Strange down with tokens, then blast him at the end and get a tone of points. Then I figured out what your strategy actually was: The Astrals have the mobility to make sure there's always one next to S/V, so the real Dr. can always PsyBlast him.
So ok, points for creativity. But what happens if S/V switches to Void first turn? If Strange does PsyBlast him, next turn Void pops up next to him, does 1 damage that won't cause Mystics...and from that point, there's really no way that Strange can stay away long enough to get even one more shot off, trading close combat attacks is going to favor Void, and even if Strange manages to KO Void, S/V comes back, regens, maybe turns back into Void, maybe just wallops on Strange. GFG.
Last edited by dontcare; 07/11/2012 at 23:13..
"Things which might lack clarity now will be sure to reflect those intentions."
--nbperp
I wrote out this big post explaining how S/V would just kill Astrals all game, locking Strange down with tokens, then blast him at the end and get a tone of points. Then I figured out what your strategy actually was: The Astrals have the mobility to make sure there's always one next to S/V, so the real Dr. can always PsyBlast him.
So ok, points for creativity. But what happens if S/V switches to Void first turn? If Strange does PsyBlast him, next turn Void pops up next to him, does 1 damage that won't cause Mystics...and from that point, there's really no way that Strange can stay away long enough to get even one more shot off, trading close combat attacks is going to favor Void, and even if Strange manages to KO Void, S/V comes back, regens, maybe turns back into Void, maybe just wallops on Strange. GFG.
if he switches to the void, just dont hit him. maybe have the astrals incap him (or if strange gets incap through the IG, that too) just to slow him down a bit as you keep taking actions to spin the gauntlet. once you get to apothiosis, or godhood do the little pulsewave through astrals trick, and if he moves adjacent, pw him again. and if he transforms back, either pw again, or if you wanna be really baller, pick poison as your power before he can regen.
If you could get someone in range to MC, you force to turn into Sentry then outwit and tear him to shreds. Kill him on regen click when he pops back to chase.
Like I told my last wife, I says, "Honey, I never drive faster than I can see. Besides that, it's all in the reflexes."
Jack Burton
I wrote out this big post explaining how S/V would just kill Astrals all game, locking Strange down with tokens, then blast him at the end and get a tone of points. Then I figured out what your strategy actually was: The Astrals have the mobility to make sure there's always one next to S/V, so the real Dr. can always PsyBlast him.
So ok, points for creativity. But what happens if S/V switches to Void first turn? If Strange does PsyBlast him, next turn Void pops up next to him, does 1 damage that won't cause Mystics...and from that point, there's really no way that Strange can stay away long enough to get even one more shot off, trading close combat attacks is going to favor Void, and even if Strange manages to KO Void, S/V comes back, regens, maybe turns back into Void, maybe just wallops on Strange. GFG.
Yeah, if that happens there could be trouble. But it's all hypotheticals.
And for the record, the opponent would be stupid to switch to Void right out of the box. You're basically eliminating the entire reason you chose to use S/V. Switching to Void or Sentry should be done later in the dial, where Voids stats are better than S/Vs.
I'd play Strange in this build like GSX Professor X-stay in the starting area, preferably indoors with lots of walls to neuter S/Vs high movement potential. And Strange has stats in line with S/V for 100 pts less, and has built-in support powers.
Like I said, I just wanted to try it for fun. And I believe I could pull it off (maybe not game one, though).
Not perfect but wait until you can tk Supes out, HSS in, then mc, switch, outwit 2 powers. Pretty sure this dies to swarms, bomb, and Ross...
Are you tking superman out with Xavier? If so then Superman can attack once with HSS but you will have to wait until next turn to MC. Plus you can only switch if there is no action tokens on Ventry.
if he switches to the void, just dont hit him. maybe have the astrals incap him (or if strange gets incap through the IG, that too) just to slow him down a bit as you keep taking actions to spin the gauntlet. once you get to apothiosis, or godhood do the little pulsewave through astrals trick, and if he moves adjacent, pw him again. and if he transforms back, either pw again, or if you wanna be really baller, pick poison as your power before he can regen.
Dr. Strange has to pulse wave in range of an opponent. You can't use the astrals to Pulse wave through. Because you have to have an opposing character within range to use pulse wave.
Dr. Strange has to pulse wave in range of an opponent. You can't use the astrals to Pulse wave through. Because you have to have an opposing character within range to use pulse wave.
the power specificly says "at least one character must have line of fire drawn to it." I think. targeting =/= drawing line of fire i would think, but in the rules forum, last i checked it was totally possible. if noone within dr stranges range, and he has chosen a target for his concentrate power, he can still target that one opposing character, so the pulsewave still goes off.
I agree it seems to be wrong, but the community seems to say its legal.
the power specificly says "at least one character must have line of fire drawn to it." I think. targeting =/= drawing line of fire i would think, but in the rules forum, last i checked it was totally possible. if noone within dr stranges range, and he has chosen a target for his concentrate power, he can still target that one opposing character, so the pulsewave still goes off.
I agree it seems to be wrong, but the community seems to say its legal.
Are you tking superman out with Xavier? If so then Superman can attack once with HSS but you will have to wait until next turn to MC. Plus you can only switch if there is no action tokens on Ventry.
if you have someone tk supes out can xavier use supes to tk supes 8 spaces from there? i've wondered that
I just got done playing a S/V for the first time, and Mystics and high Ds are hell on him. GG Strange does very well in certain combos.
He beats up my Supergirl Beast Boy team though. She came close but never beat him. She's been the queen of the local meta for a couple of weeks (and, I think, would still be the best modern age team if S/V weren't out there.