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When the character uses Leadership, on a result of 3–6 add an extra action to the other action granted by Leadership to your available actions for the turn. This extra action can be used only by a friendly character with the same team symbol as the character.
Yea, it's a pretty big mystery why it is 20 points. Heck, throwing a Vet Hydra Officer on your team is only 24 points...two Leadership rolls (assuming you already have one of course), no restrictions on who gets to use the action, the HO is a good character for his points with a usable TA...
Yea, it's a pretty big mystery why it is 20 points. Heck, throwing a Vet Hydra Officer on your team is only 24 points...two Leadership rolls (assuming you already have one of course), no restrictions on who gets to use the action, the HO is a good character for his points with a usable TA...
Thats really all it does....man I was really hoping I was missing something when I read it, to justify its 20 pt cost. Oh well, the other feats are cool and there always has to be a couple of duds in a set
Yea, it's a pretty big mystery why it is 20 points. Heck, throwing a Vet Hydra Officer on your team is only 24 points...two Leadership rolls (assuming you already have one of course), no restrictions on who gets to use the action, the HO is a good character for his points with a usable TA...
I was under the impression that no matter the number of leadership figures you could only add a total of 1 additional action. If I am correct in my interpretation, the reason this feat is so expensive is that it is granting 2 additional actions to your force (granted with some restrictions). This extra action could be game breaking, hence the high cost, but I agree 20 pts seems steep.
Originally Posted by JackAssterson: Best part is, when you're playing with yourself nobody's judging your performance, so there's no pressure.
Yea, it's a pretty big mystery why it is 20 points. Heck, throwing a Vet Hydra Officer on your team is only 24 points...two Leadership rolls (assuming you already have one of course), no restrictions on who gets to use the action, the HO is a good character for his points with a usable TA...
Well, this isn't the best example since you can normally only benefit from one Leadership roll (i.e. doesn't matter if you have 6 characters with Leadership, you can still only gain 1 extra action). So, the extra, extra action from Tactics could be useful... but it is 20 points and the second extra action only works on characters with the same TA as the Leadership character. If it was 10 points, I'd be feeling it, but not as it stands.
I was under the impression that no matter the number of leadership figures you could only add a total of 1 additional action. If I am correct in my interpretation, the reason this feat is so expensive is that it is granting 2 additional actions to your force (granted with some restrictions). This extra action could be game breaking, hence the high cost, but I agree 20 pts seems steep.
I think clixer11 was just trying to say that you could have two chances at the Leadership roll. Not that you could get +2 actions by having multiple Leadership pieces.
Well, this isn't the best example since you can normally only benefit from one Leadership roll (i.e. doesn't matter if you have 6 characters with Leadership, you can still only gain 1 extra action). So, the extra, extra action from Tactics could be useful... but it is 20 points and the second extra action only works on characters with the same TA as the Leadership character. If it was 10 points, I'd be feeling it, but not as it stands.
Yeah I would much rather play a figure that could use Brilliant Tactician or Inspiring command over a leadership piece equipped with this feat.
I was under the impression that no matter the number of leadership figures you could only add a total of 1 additional action. If I am correct in my interpretation, the reason this feat is so expensive is that it is granting 2 additional actions to your force (granted with some restrictions). This extra action could be game breaking, hence the high cost, but I agree 20 pts seems steep.
That is true, and I should have gone into it further. My murky point is that I'd rather have a 75% chance at getting one extra action by paying 24 points for the lucrative H.O. instead of the 66% chance to get two extra actions (and 33% to get none).
Not to mention that one Tactics Leadership figure gets a big fat target on it and a severe incentive not to push (off Leadership anyway)...
The only benefit I can see to this card is for swarm teams, where the number of actions available are at a premium. The problem is, as has already been pointed out, the cost. You can fit a combination of 18 vet Hand Ninjas on a 300 pt team (2 x 17 pt sword ninjas + 1 x 16 pt ranged per 100 pts). Sure, you can replace one 16 pt Ninja with Operative 128, but when you assign the card to O128, you must lose 2 more ninjas.
I can see its uses, but there's too many other feats and/or characters at the same cost I would rather use. I think I might try it once though, just to see how it performs in combat.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
You can fit a combination of 18 vet Hand Ninjas on a 300 pt team (2 x 17 pt sword ninjas + 1 x 16 pt ranged per 50 pts).
I know you've played this team before, but what I'm really really dying to know is if you have played a 300-point combo of Daredevil and Elektra that can stuff these ninjas in the trashcan a la Frank Miller.
Maybe Miller's Hand Ninjas were the Rookies? Saved the Vets for taking on Firelord, etc.
My ninjas took out a Nimrod team once... I'm very proud of that accomplishment. Unfortunately, I never built a D/E team to counter my team. It would have been a blast though. Now I don't have enough D/E figures to try.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
Though it has a hefty cost, this card will ROCK on SHIELD teams. Since their TA eats up actions for the damage bonus, gaining the possibility of TWO extra actions each turn will be awesome.
What's weird to me is the 3-6 thing. So, if you roll 1 or 2, no extras. If you roll 4, 5 or 6, you get two extra actions( sweet). But on a 3 result, it's just one extra action(none from 'regular' Leadership, but one from the feat)? Strange.:cross-eye