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The entire squad can move in one turn (with the variant slowing down for more defense).
The Shade does Shade Things. The “posse” of Mancatchers forms a swarm that can move without being hit by F/L, and they should attempt to surround enemies that have already taken an action. Either way, the swarmed target can fight back (and risk capture) or try to run away - potentially into the waiting arms of Vladd!
Since OoV has no first strike capability, attaching to tired units is his ideal outcome. Aside from stalking the action and preying on anything that flees, Vladd can also act as a “giant Imp” by flying around and threatening to bully support figures (drawing most of your opponent’s attention).
Finally, the Wyvern operates individually as a supplemental threat. Similar to the Mancatchers, Venom incentivizes breakaways - creating more opportunities for the rest of the team to pounce on tired units.
If you’re into 1.0 collecting and discussion, check out the burgeoning Old School Mage Knight (1.0) Discord here: