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i dont think so one you have no feats on anybody so swingline on nightcrwaler or armor peircing? i think a good team could pick off ech character one at a time while not having to worry about the others.
The team I'm going after is around 444-474 when nightcrawler was leading the team and the other main four were pyslocke, bishop, cannonball, and rachel. I can't remember the issue but the one where the Shiar killed the whole grey family. and in response to webheadman, I have found that while swingline can be useful on nightcrawler it's nowhere near necessary, 14 speed is enough to get around most hindering and then hide, at least in my experience, which is a lot considering I use Nightcrawler almost any chance I get.
the only problem is that alot of the new maps and this has been said to me many times is that with the new mas like the junk yard and stuff it's easy to make a line of hindreing to stop grounded hss and rs so unless you dont really ever play on those maps there's also the fact of he cant touch invul without a crit.
We only use the larger maps at my venue, and with bishop's outwit he can hit invul characters, not reliably but that's not what I find myself using him for most often, I usually have him hit the smaller characters while the big guns lower the other players pieces to a low enough point where kurt can finish them off with option 2.
There are three advantages to using Swingline on Nightcrawler:
1.) Obviously, a 15 Movement is better than a 14
2.) It allows him to ignore any Hindering Terrain while moving to attack your enemy; therefore, it not only give him +1 Movement, it also lets him take the "shortest distance between two points" and in doing so save perhaps a space or two of Movement.
3.) Swingline allows 'Crawler to start/end his Movement from/on Hindering Terrain, forcing your opponent to have to add +1 to his already great 18 Defense if they want to attack him from Range--this is quite difficult to connect with, and then he still has the ability to Super Sense out of any Damage.
I do like the theme team, though I would probably downgrade Cannonball to Rookie status in order to Feat-Up 'Crawler and perhaps upgrade Bishop.
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Using Trickshot on Pheonix, and downgrading Psylocke to the older V (45pts) can be worthwhile. Psylocke's enhancement will help Phoenix tear apart the enemy from behind her allies for big damage, and her stealth will protect Pheonix as she blasts away. Your opponent will have to deal with them, which opens them up for shot from Psylocke's 8 range or her BCF.
Swapping out Psylocke for her older V and trickshot also gives you 10 more points for feats.
The best part is they tend to ignore bishop and the rest to handle the big damage, surgical threat. It can really help you control the board and pick your spots. If they do wound bishop, he is a nice clix trader to keep Pheonix shooting as much as possible because of the regen.
I've won alot of games riding Pheonix as a devastating trick shooter.
Cannonball is your weakest link. I would use him to tie up the enemy as much as possible to buy time for Pheonix to take over the game. If they start to break through, use psylocke as a stop gap to base any bull rushers.
Try to whittle down the ones that can reach her or threaten her first. Nightcrawler can be great for that.
Here's one of my favorite X-Men lineups, that has done very well for me. It uses a similar strategy with V Psylocke and Cyclops, who isn't as good as pheonix. They have the benefit of a little more stealth wall, double perplex on top of the enhancement, some good bull rushers, and a dedicated clix trading regen battery in wolvie:
X-Men Blue Team:
E Cyclops with Trickshot 88
V Rogue 95
V Beast 80
V Gambit 51
V Psylocke 45
E Wolverine 41
It'll be interesting to see what Jubilee & some extra feats will bring to the table on a 500 pt team.
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