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Just had a thought, and I was interested in what you guys thought of the value of the following tactical manouver:
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You will need:
A nice stealthed sniper-type fig. I've got a V Domino (I like the E better, but hey...you gotta go with what you've got). We'll call her the bait.
A brute-nasty beatstick with some chargetastic love (take your pick).
A taxi.
Some high-quality movable terrain.
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The plan:
1. Stick that sniper/bait in some convienent hindering terrain and start picking off whatever your opponent brings nearby.
2. Move your brute within range of a useable charge using your movable terrain to block line of site to ensure that nice little charge click stays put.
3. When your opponent decides he's had enough of your sniper, he's going to have to move in to take her out. (Way to take the bait!)
4. Swoop in with your flier to pull out your sniper (A quick rules aside....and I'm sure that this has been answered 1000 times before, but if a flier picks up a based figure, do you have to roll for breakaway for the based sniper in this case? Eg: E=enemy, S = sniper, F = flyer, does S have to roll for breakaway if F wants to pick her up and run away?)
X E
X S
X F
5. Use your powerhouse's charge to deal a (hopefully) nasty blow to the baddies.
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I'm sure it's nothing new, and it's not a gamebreaker, but any thoughts on the viablity of such a move?
A quick rules aside....and I'm sure that this has been answered 1000 times before, but if a flier picks up a based figure, do you have to roll for breakaway for the based sniper in this case?
The Taxi that is given the move is the only person that needs to make a break-away, and that is only if she is adjacent to an opponent. If the taxi is not adjacent to an opponent, then she can move normally and take the sniper with her (the sniper, who is next to an opponent, never needs to make a break-away in this scenario).
I have a question about this now that I've stopped and thought about it.
I may be being stupid, but I totally don't understand step 2. I don't get how you have moveable terrain to keep Charge intact. Please help me understand.
My bait piece... V Ravager... Ok so they don't want to base the blades, she can still damage anyone on the field. Base 3 damage and a 10 attack, plus stealth and Super senses.... winning combo in my book, plus they come in to hit you and miss, well next turn, crank up the blades! I also like this strategy by using Deathstroke, any version, because he can be stealth ,outwit and still fend for himself, makes him a prime candidate for a lure.
I may be being stupid, but I totally don't understand step 2. I don't get how you have moveable terrain to keep Charge intact. Please help me understand.
Not a stupid question.
The idea is to use your moveable terrian to block LOS to your charger.
Since the charge ability forces you to halve your movement, you are likely going to have to be a little 'too close for comfort' for a turn or two. The moveable terrain provides you with some additional flexablity. It's not a surefire plan (as the enemy could just kill your moveable terrain), but you're hedging on the fact that he will determine that your sinper is a more important target worth basing.
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On another note, I was reading the last of the 'aggressive strategy' articles yesterday and it mentioned that '90% of the readership here would be able to sniff out a sniper trap'.
While I think that the author is probably correct, does the fact that your opponent knows what you are up to necessarily negate the use of a strategy?
It would seem to me that any effective strategy should rely on something more than your ability to obfuscate your plans.
Barrier works well for blocking terrain also, but in a restricted invironment would be harder to field. Have you thought of using a V Skullbuster from MM? Sweet little piece for all those people that don't have a LE Roy or like R Taskmaster. She has a 10 attack and 3 damage for her first two clix and toughness most if not all the way down her dial. She's a great bait piece because she:
1) can take a hit
2) is pushable
3) is expendable
4) dangerous at range and up-close
another option is a bait-and-swich:
Have a sniper out there and when they are attacked extract them like in you example and replace them with a cheap (V Mockingbird fits the bill in more ways than one) mobile attacker. Now they have to deal with a 17 with CR or a 17 in hindering, most of the time if they fight her she's more trouble that she's worth and if they run she's got a 9 MV with L/C and a free move TA. In her case T-Bolt isn't ALWAYS the best option.
Barrier works well for blocking terrain also, but in a restricted invironment would be harder to field. Have you thought of using a V Skullbuster from MM? Sweet little piece for all those people that don't have a LE Roy or like R Taskmaster. She has a 10 attack and 3 damage for her first two clix and toughness most if not all the way down her dial. She's a great bait piece because she:
1) can take a hit
2) is pushable
3) is expendable
4) dangerous at range and up-close
Wow...that Skullbuster is a darn fine piece of plastic weaponry. You missed the fact that at 39 points, she's a steal, you could even field a pair if you had them. Her only drawback is she's a bit slow, but that's moot so long as you pair her up with a flier worth a dang.
a good blocker is Lockjaw, he can also carry your bruiser. He takes up two squares, so that's a good block. Long dial, so he's not going to go out like a punk real quick...
Contrary to popular belief, I do know what I'm doing
a good blocker is Lockjaw, he can also carry your bruiser. He takes up two squares, so that's a good block. Long dial, so he's not going to go out like a punk real quick...
Definitely like Lockjaw for this. Plus, you can charge right through the big puppy.
Hey, Duane, do you know where the pre-release will be for Supernova??
It is better to die on your feet
than to live on your knees
-Emiliano Zapata
A lie told often enough becomes the truth.
-Vladimir Ilyich Lenin