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Ok, I was looking at the card and drooling a bit at first, but I need some clarification. With this Repeating TSEMP, it sounds like all the card can do is just add more than one order token to a mech to shut it down; I also am curious, can this be used against multiple targets? IE, if you want to whack that VTOL sitting above hindering and shut down the nearby menace of a mech too, can you target the two units? Just wanting clarification on this, I want to know if this card is worth getting or not.
It should say in the text of the card whether or not it can be used on multiple targets. Usually will say something like "when this unit targets a single opposing unit" or something close to that. Haven't seen the card so I can't say if it can or can't.
It should say in the text of the card whether or not it can be used on multiple targets. Usually will say something like "when this unit targets a single opposing unit" or something close to that. Haven't seen the card so I can't say if it can or can't.
Looks like I was paying attention >_> It says that it follows the same rules as TSEMP, it just gives an extra order token to the unit. IE, this would be good against a cautious player who keeps their mechs clear of tokens (and sitting in hindering :tired: ) Hell-ooooooo Shutdown defense value :)
personally i dont think its so much better then regular tsemp *still since there s a risk it wont work. perhaps works better at vehicles wich had been pushed turn before. atleast they would receive a pushing damage right?
usually (in our case) 8 out of 10 times a mech has an order token so regular tsemp would do the trick (CNC Phx mkI are good for that 16" tsemp) it would ve been better to be able to use it in an Assault order (as the Gambit "arachne" pilot can when set in her own mech.
as Scooby said this card is good against turtles or opponent who field mechs that have very sensitive heatdials for wich they need to cool alott.
personally i dont think its so much better then regular tsemp *still since there s a risk it wont work. perhaps works better at vehicles wich had been pushed turn before. atleast they would receive a pushing damage right?
usually (in our case) 8 out of 10 times a mech has an order token so regular tsemp would do the trick (CNC Phx mkI are good for that 16" tsemp) it would ve been better to be able to use it in an Assault order (as the Gambit "arachne" pilot can when set in her own mech.
as Scooby said this card is good against turtles or opponent who field mechs that have very sensitive heatdials for wich they need to cool alott.
Had the same feeling about it. It definitely would be worth the 11 points against someone who turtles their mechs, striping them of their precious impossible-to-roll-against defense value. You can probably spare the 11 points and get some infantry in your army who might be more useful. Like you said Corlan, you can usually target a mech with an order token and knock them out for the turn with regular TSEMP. That's what makes that little CNC Phoenix Hawk so much fun ^^
The real use is to push other units. Opponent uses artillery? Fine, when it clears, thump it and it gets two tokens. It takes your DV + 1 for the push and can't pog the following turn.
Downside is that it can't be used on an assault...