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Willpower on the first turn can be instrumental for TTPC (re-rolling Leadership or some d6 effect); a stat bump can help in the event that you are the Second Player and your opponent would be within strike range of your starting area on your first turn.
It blows my mind that people are so obsessed with his ability to use Willpower. Yes, it is a flawed trait, but it doesn't make this Moon Knight unplayable. There are several characters in the same point range without the option at all. People need to unlearn their preconceived notions about how the dials are designed. Without Willpower, this is a stellar piece. If he finds himself on a turn where he can use it, even better. Make no mistake though, this is a great Moon Knight.
Turn one you literally do nothing with him. That's just it. Don't carry him, don't TK, just have him sit in the starting zone and do nothing. Turn two move him into forward stealth with NO TOKEN, he's given his action, and ends his turn. On turn three apply moon token to give him willpower/state bonus and than your pacing is set to start knocking skulls. Is it the best trait, no. Is this a sure proof plan to play him, and dose it guarantee anything, no. Still, it's how I'll run him. Adding the heroes for hire ATA will just be icing on the cake on turns when he's tokened down but holding the moon.
Thanks, Ponchocobo! I didn't realized that calling in ID cards didn't end the beginning of the turn. I always played as though giving an action token for any reason ended the beginning of the turn phase.
Last edited by jjfeltner; 07/10/2016 at 09:01..
Reason: Chose the wrong post to quote.
7 click dial, mobility on 6 clicks for only 75 points.
10 attack for 4 clicks, 9 for 2 clicks, perfectly respectable attack values for a 75 pointer.
3 clicks of 17 defense with toughness. 3 with 16 and Combat Reflexes. Should be up close and personal by that point. Click 7 has regen.
2 damage for 6 clicks, ability to do penetrating or modify damage stats on those same clicks.
None of this factors in the trait. The trait is good, not great, because it's accurate. Moon Knight never really had any control over the power he gained. Moony even questioned if they were real, and not random miracles later on in his stories. Even his "resurrection" was called into question.
Moon Knight has always been a brawler with a few tricks up his sleeve, a badass Jewish boxer with a few extra toys that a millionaire like himself might have. Without the trait, he is a perfect, standard Moon Knight. With the trait, he has the potential to be REALLY good for his points. If anyone is questioning why Moon Knight only lives up to his max potential half the time, I would direct you to any Moon Knight story ever.
I know it's passé to say it, but I plan on throw Black Hand on this dude as Khonshu, and eliminate worrying about the trait entirely. Almost all of Hand's powers could be justified in some way or another, and I plan on running Moon Knight as the lead on my teams for awhile.
In today's post Uncanny X-Men design environment, this guy is kind of a throwback. These days, Improved Movement and applications of Indomitable/permanent Willpower are much more limited, and dials are shorter. This guy has the Imp. Movement, half-of-the-time Willpower, and 7 clicks at 75 points (even if the last one isn't really a fighting click.) Definitely a solid, solid dial.
I've found this piece to be really useful. With his Improved
movement, Charge/Running Shot versatility, and possibility to break damage reducers on most of his dial, he plays very well. I honestly don't plan too much around the CYCLES OF THE MOON trait. I just look at it as a convenient bonus when it works out. :)
I'm not understanding the 3 clicks of opening Stealth. I thought that he chose the color white, for his costume, specifically to draw attention to himself.
This feels like a perfect Moon Knight dial thematically. Ability to crack reducers each click (except the last one), a wide power selection, with all of them feeling accurate. I like that he has improved movement and stealth. Almost full dial mobility and good stats on his own.
I don’t mind the trait, sure it’s hard to get consistent use out of it, but that also feels right for the character. Willpower when it comes up is useful, but I don’t really plan on using it. I just try to time attacks when he has +1 to stats. Willpower also allows for an attack and them prob in the same turn so that’s nice.
There are better dials for Marc, but this is my favourite. The flavour text also makes a lot of reference to his skill set and storied past. I also really like the “regular guy” click at the end as he begs for Khonsu to empower him again.