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Hey All,
I've heard this term thrown around a lot, but would like someone to explain it in detail; how it works, who are good clix to use, and an example or two if possible. To start, I assume that after a figure is TK'ed, it could take an action right after, not like if they were carried, right?
Usually it is done with a Hypersonic figure that has Range.
Figures like: Icons V Superman, V Hyperion, U Count Nefaria etc. Since they changed the rules for Hypersonic ranged attacks, it is less of a problem, but when Superman had 10 range, 13 attack, 13 movement and the ability to see through Stealth, that was a problem. (For some)
Basically you TK the figure out, he goes out and smashes someone for 4-6 Damage, then runs back to the TKer.
Hope that helps
Trade to Canada. We're friendly, and we love Beavers..........
Getting the first strike in heroclix has always been a useful advantage. This is a bit less true now Seth designing consistant dials, but usually if you hit a character first their ability to hurt you back is lessened.
The Tk yoyo is simply a way of getting first strike and avoiding being hit back. In it's most simple form it uses a cheap character with TK and a dangerous character with hypersonic speed.
step one; Tk dangerous character out to somewhere where he can attack you opponant
step two: attack using hypersonic speed and any range you have and run away back to your support pieces using the ability of HSS to allow you to move after the attack.
Repeat until all your enemies have been crushed.
Ranged HSS pieces with high damage work well, so people like superman often find themselves thrown out to attack, but smaller pieces with HSS and armour piercing can also be effective.
A more complex way to use this tactic is with a pit crew.....support pieces that can heal you if you push, outwit your opponant's defences and use perplex to boost your attack and damage.
It's quite an effective tactic but does fall into that group of things that work but won't win you many friends.
so, just so I understand, there are no restrictions on the tk'ed person; ie - superman could be tk'ed by cosmic boy and could attack all in the same turn, right?
so, just so I understand, there are no restrictions on the tk'ed person; ie - superman could be tk'ed by cosmic boy and could attack all in the same turn, right?
Correct, a character who has been moved by TK can act as normal that same turn. A character who has been carried by a flyer or a transporter can only use free actions like outwit or perplex.
For this make of the MOE Yo-Yo, it has a twist, while you keep attacking with a tk'd quicksilverThe Masters of evil team copied from Beetle will allow pete to keep TKing while Damage heals him and then uses his pulse wave range combat attack after being tk'd to fight one person.
Wiccan is the ultimate taxi. You use him to bring Pete and the Quicksilvers up, While speed demon, Kang and midnite move up on their own. Kang has an interesting dial with phasing near the end to bring him back for healing while the silvers mow down any opposition with a constant barrage. Speed demon will provide a nice annoyance factor by hunting down an opponents medic and acting as another yo-yo in case a QS dies. I'm not entirely sure how I would have to play Kang, but I think this team packs all the nessecities into one convenient package.
I love the idea of using Quicksilvers as sling shots... xD... nice team.. looks awesomely balanced with support, hss, range, tk, some stealth and some other useful abilities.
I'll Definatly Need Armor Pierceing on Flash, And I think I should Add the Hood to act as a distraction and Put Streak Of Luck on Flash. Hitting that 19 defense will be tough, and it will help when or IF he misses. so the team would look like...
R- (MM2) High Evolutionary = 143
UC- (JL) Flash + Armor Pierceing + Streak of Luck = 129
C- (MM2) The Hood = 28
=== 300