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This is a list for which BFCs are good to play if you plan on ignoring your own BFCs. I hope this list helps you choose BFCs for tounraments. I've only done BFCs in constructed because I couldn't find nbperp's rulings on the retired ones. If anyone has a link to them I will do the other BFCs too. One thing to keep in mind when you are planning to ignore your own BFCs is that you may want to ignore your opponent's BFC more, so try to pick BFCs that don't hurt your team if you choose not to ignore them. This list can also be used (with caution) to determine whether or not to ignore a BFC that an opponent plays.
Useful for almost any theme team:
Armor Wars
Atlantis Rising
Blood Curse
Communication Breakdown
Exhaustion
Poor Teamwork
Rushed Assault
Useful for many theme teams:
Inertial Interference Field
Isolation
Resistance
TK Strain
Useful only sometimes:
Damage Control
Debris
Extraordinary Day
Ground Zero
Inferno
Loyalty
Ordinary Day
Proximity Mines
Wasteland
Almost never useful for any theme team:
Alpha Strike
Assembled
Back Alley Brawl
Critical Strike
Defiance
Fearless Assault
Mistrust
Protect the Innocent
BLOOD CURSE: For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
People have hounded me with the question"What do you want to be when you grow up?" And now I can successfully answer them. I wanna be...A Krogan Battle Master.
Correct me if I am wrong about the usage of these BFCs, the "Ignore" thing is still bouncing around my brain.
For Hydra, Police or other grounded teams, how about Earthquake? Having a chance to deal 3 damage to all grounded enemies every opponent's turn would help make up for not having Taxis. Although, in these sorts of all grounded large teams, Poor Teamwork or Crosswinds may end up more effective overall.
In contrast, a flying theme like Green Lantern Corps or Herald can get great use out of Ignoring Crosswinds to really get the edge on mobility. Ironically, Poor Teamwork seems to be a great choice here as well, in order to even up the enemies carrying.
Wasteland appears to be very powerful, as with the theme bonus you could choose a map with heavy amounts of blocking (like the Prison or Lab). The Theme team would gain a huge mobility and action advantage as they could shoot through the wreckage while the other player has to manually destroy the blocking terrain. This would be especially powerful with an Ultimates theme. Other themes that could use it well would be Scientist (Ultimate Iron Man), Spy (Iron Widow), or Mutant (Ultimate Wasp with Mutant Wild-Cards).
Non-ultimate ranged attack based teams could definately use Inferno. This would help out especially stealthy Gotham, Detective or Spy theme teams that have difficulty dealing with enemy stealth or high defense from hindering.
Inertial Interference Field is extremely powerful in conjunction with a Hypersonic Speeder of your own. Mutant, JLA, Justice League, Justice League of America, and Future are all themes that have Hypersonic people who can use their power with impunity while escaping retaliation. And to be honest Inertial Interference Field severely damages most teams in the first place.
Power Dampening Field gives Brute, Warrior and Monster Keywords an edge. With Invunerability and a 3 damage cap, your team will be hard to take down without penetration or Outwit. This is especially powerful against Tent-pole teams who rely on a high-damage character.
Theme teams that utilize Tent-poles themselves (Mutant, Justice League, Teen) can do well with White Noise to allow them to support thier own team while defending their Pole against enemy Outwit or gang-Perplex.
Earthquake and Power Dampening Field also stood out in my mind as great for self ignoring... but I'm waiting for the official ruling.
I don't think ignoring Wasteland is all that useful. Sure your opponent has to hit you from range with your +1 defense. But you have to maneuver around or destroy walls in the mean time. In general this will give the advantage to your opponent.
Now that object add to damage value, I love playing Communication Breakdown, choosing Damage as the non-modifier, and then choose to ignore it myself. PDF works the same, but I really am only concerned with restricted at this time.
As far as earthquake is concerned, isn't it only half as likely to go off though? If I have a theme team and ignore it, doesn't that mean that I don't even make an earthquake roll during my turn? Still, it is good to not suffer the effects of it if you have a mainly non-flier team.
As far as earthquake is concerned, isn't it only half as likely to go off though? If I have a theme team and ignore it, doesn't that mean that I don't even make an earthquake roll during my turn? Still, it is good to not suffer the effects of it if you have a mainly non-flier team.
Yeah you'd ignore the damage and it would be only half as likely to go off. That's my opinion. I don't think that nbperp has made an official ruling on it.