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Maybeit's me, but I've always felt that TK is a must on any team. The ability to have a character be moved and also be able to do another action afterwards is a huge deal. However, when you lack TK what do you do? Hardly ever playing without TK, I wouldn't be sure, but common sense tells me it helps to have.....
Hypersonic Speed
Charge
Run Shot
Taxis
Thats really all I got though. Are there any other strategies to have when you lack TK?
Thanks.
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LAMP doesn't need TK, and a transporter doesn't need TK (in fact, except for Spider-Man, none of them CAN be TK'ed).
Both Ghost Rider and Hawkeye have nice big ranged attacks, so they're great in a TK-less environment. Also, Transporter hit-and-run isn't affected by IIF.
Or maybe slow the game down a bit, barrier to control the feild (hear that inspiring command is a great choose to add some willpower) double incapacitate to hold off the bricks. The rest would be a mix of support and attack pieces. No need for TK.
I generally don't play with TK. That first strike is of course very appealing, and I used to make it mandatory, but as time went on it just dropped off my required list.
Reasons why:
1. I don't like figures that just do one thing, so would always avoid the jean grey/mandroid types.
2. I found that while I did indeed get the first strike while TKing out a charge/RS type figure, the fact that I required 2 actions to do so meant that it was unlikely for his backup to arrive in time to save him.
3. Since my tker now has an extra token, he wasn't going to join the fight for at least 3 more rounds. I got the first strike, but was then outnumbered for the first few rounds.
4. Just wasn't fun. Got tired of the first strike mentality, and started having a lot more fun making teams that could take a hit and keep fighting back. If my points are evenly distributed, then there's no one point for the tk to strike that will cripple me. I then make sure that whoever is TKed against me will die before his team catches up.
TK is great, and such a threat for the early game. But once I started playing without, I found myself begrudging the hindrance it placed on my teams.
Willpower helps out when you have no TK; being able to move your fig and then attack next turn can compensate for having no move-and-attack powers, at least a little bit.
"Blowing up the moon was a plot point. Blowing up the earth was a tempter tantrum" -- Keith Giffen
LAMP doesn't need TK, and a transporter doesn't need TK (in fact, except for Spider-Man, none of them CAN be TK'ed).
Both Ghost Rider and Hawkeye have nice big ranged attacks, so they're great in a TK-less environment. Also, Transporter hit-and-run isn't affected by IIF.
Ahhh... Sam Guthrie LE can also be TK'ed. He should have been FAQd to a Transporter.
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As zakiszak mentioned, TK will leave your attacker in enemy territory without any help. Plus, whoever you hit with yout TK'ed attacker will probably be close to the team's medic. What's the point of first strike if the opponent just erases the damage and now had you out of position?
I will say that TK is very helpful if you build a tentpole team. But if your team is well balanced, it's much better to position every member to be able to attack at once rather than throwing one of them out there and counting on them to fend for themselves.
Have somebody carry somebody else ? Throw up a barrier ? Play protected/willpower. Shoot through a wall. Sacrifice a cheap piece ?
Play stealth figs! Seriously, they go into a bush, run out into another one, and so on. If they don't have a fig who can shoot you in stealth, it's a great strategy. It will take a lot of turns, but if you have two or three figs with stealth, you can easily surround your oppenent!
Cheep or expensive bait. I'm a big fan of Lockjaw, and he's one of the few non-generics I have no qualms about using duplicates of. Mainly because I get impatient to mix things up and he can get me right into someone's comfort zone very fast. Give him a Poison figure with Protected and Armor Piercing and send them along while the rest of your team foot-slogs up the map.