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so we get some fun new cardboard for the crisis set revealed, and i need to make sure we can exploit it properly...lol
1. because we needed to make common batman better =_= if we use the vault/maneuvers combination w flurry; i make a successful attack and move you, then me. i make a 2nd attack and move us again? 4 squares? then for fun ive also added fallback and roll doubles on the last attack and he uses fallback too? and of course our opponent ends near a wall, takes 3 damage and bats moves 3 more squares away from the target...2 attacks and i drag my opponent 4 squares away, deal 3 damage and end my action out of arms reach by 3 squares, moving 7 squares total. who else has flurry/combat reflexes... =O
2. i put fallback on transpidey and ex photon/vet pulsar and (lol) stardust. i transporter attack or hypersonic speed ranged attack and knock my self away and then finish my movement, effectively increasing my movement by 2-3 on a roll of 5-6. hmmm...spidey hits 15 squares away and is still 9 squares away (6 range+3 kb, and probably around a corner) at the end of the action. stardust hits 12 squares away, lands 8 squares away (8 range cut in 1/2=4+4kb, again corner). i think i prefer ex photon though. she hits 19 squares away, ends 7 squares away (8 range cut in 1/2=4+3kb, again corner) and t-bolts to the crusade team power so she knocksback on every roll of doubles.
3. lastly, what about adding oppurtunist to the gl/warbound team? i running shot and give the token to someone else, end w/out tokens and add tokens to the opportunist card? really?
these are my theories. look at the text/rules and let me know if im right? thanky
thwipp
Last edited by peeterparkker; 01/24/2008 at 08:57..
My god, what a compact text mass... I will do my best to try to decipher it though, but I may not understand exactly what you are asking.
Quote : Originally Posted by peeterparkker
if we use the vault/maneuvers combination w flurry; i make a successful attack and move you, then me. i make a 2nd attack and move us again? 4 squares?
As I understand it, you want to know if a figure with Flurry/Combat Reflexes and the Vault and Maneuver feats can perform the following move:
1. Make Flurry attack 1
2. Reposition using Vault
3. Move opponent with Maneuver
4. Make Flurry attack 2
5. Reposition using Vault
6. Move opponent with Maneuver
If that is what you are asking then no, it does not work - you can only move with Vault after the entire action is resolved, meaning after you have performed both attacks. However, Maneuver activates after a close combat attack, so it is legal to reposition the target twice - so its very possible to use the first Flurry attack to move the target to a better position, then perform the second attack, Vault over the opponent and then Maneuver them.
Quote : Originally Posted by peeterparkker
then for fun ive also added fallback and roll doubles on the last attack and he uses fallback too? and of course our opponent ends near a wall, takes 3 damage and bats moves 3 more squares away from the target...2 attacks and i drag my opponent 4 squares away, deal 3 damage and end my action out of arms reach by 3 squares, moving 7 squares total. who else has flurry/combat reflexes... =O
I can't see a real question in here. Just remember that fallback basically lets the attacker take the knockback instead of the target, so I do not really understand how this makes the situation any better.
Quote : Originally Posted by peeterparkker
2. i put fallback on transpidey and ex photon/vet pulsar and (lol) stardust. i transporter attack or hypersonic speed ranged attack and knock my self away and then finish my movement, effectively increasing my movement by 2-3 on a roll of 5-6. hmmm...spidey hits 15 squares away and is still 9 squares away (6 range+3 kb, and probably around a corner) at the end of the action. stardust hits 12 squares away, lands 8 squares away (8 range cut in 1/2=4+4kb, again corner). i think i prefer ex photon though. she hits 19 squares away, ends 7 squares away (8 range cut in 1/2=4+3kb, again corner) and t-bolts to the crusade team power so she knocksback on every roll of doubles.
Fallback only works on close combat attacks, so most of this post is moot. I suppose it could work with 0 range HSSers/transporters though.
Quote : Originally Posted by peeterparkker
3. lastly, what about adding oppurtunist to the gl/warbound team? i running shot and give the token to someone else, end w/out tokens and add tokens to the opportunist card? really?
My god, what a compact text mass... I will do my best to try to decipher it though, but I may not understand exactly what you are asking.
As I understand it, you want to know if a figure with Flurry/Combat Reflexes and the Vault and Maneuver feats can perform the following move:
1. Make Flurry attack 1
2. Reposition using Vault
3. Move opponent with Maneuver
4. Make Flurry attack 2
5. Reposition using Vault
6. Move opponent with Maneuver
If that is what you are asking then no, it does not work - you can only move with Vault after the entire action is resolved, meaning after you have performed both attacks. However, Maneuver activates after a close combat attack, so it is legal to reposition the target twice - so its very possible to use the first Flurry attack to move the target to a better position, then perform the second attack, Vault over the opponent and then Maneuver them.
ah. action vs attack. still could come in handy. could use it to pull the opponent closer to me...
[quote=QuebbsterFallback only works on close combat attacks, so most of this post is moot. I suppose it could work with 0 range HSSers/transporters though.[/QUOTE]
ok then i basically might increase my range by my damage value. i fly in my full speed and knock myself away and out of arms reach. again still useful. just wish photon could use stunning blow w hss lol...