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OK so I have vet Transporter Hawkeye with Elite Sniper applied and he is also T-Bolted to GLC. I have 8 figs he would be carrying into combat. Since Sharpshooters cannot shoot through friendly fig bases this poses a problem. What about if I move-and-attack and target an opposing fig with a ranged combat action? Since the carried figs are "considered to be off the board" during the action, they wouldn't be there to block my line of sight till the action is complete. Right? Is my logic/rules memory out of date? This look legal to you Mr. Rules Deputies? Help!?!?
I'm not a judge, a deputy, or even a Fife, but I'm pretty sure you have to drop off the carried characters before you can proceed to any attack action.
When super villains want to scare each other, they tell Joker stories-Trickster
OK so I have vet Transporter Hawkeye with Elite Sniper applied and he is also T-Bolted to GLC. I have 8 figs he would be carrying into combat. Since Sharpshooters cannot shoot through friendly fig bases this poses a problem. What about if I move-and-attack and target an opposing fig with a ranged combat action? Since the carried figs are "considered to be off the board" during the action, they wouldn't be there to block my line of sight till the action is complete. Right? Is my logic/rules memory out of date? This look legal to you Mr. Rules Deputies? Help!?!?
If you use the Move & Attack, the figures are indeed not on he board during the attack. (The rub is that you must be making the attack from a square where the figure could end its movement. In other words, there needs to be {at least} 8 squares available in which to put the carried figures.)
If you use the Running Shot, though, they are placed prior to the attack.
If you use the Move & Attack, the figures are indeed not on he board during the attack. (The rub is that you must be making the attack from a square where the figure could end its movement. In other words, there needs to be {at least} 8 squares available in which to put the carried figures.)
If you use the Running Shot, though, they are placed prior to the attack.
Thats the way I remember. So you see no problems with using Sharpshooter as long as the LOS is clear OR Hawkeye uses Move-and-attack (and makes sure all 8 passengers have a square to stand in at the point of attack)?
Thats the way I remember. So you see no problems with using Sharpshooter as long as the LOS is clear OR Hawkeye uses Move-and-attack (and makes sure all 8 passengers have a square to stand in at the point of attack)?
Well, here's a thought: isn't the Fantastic Forces Hawkeye a double-based figure? That means there's more than eight adjacent squares to put down your team-mates. This leaves at least one square open to shoot through to your target. So, even though his movement would still be lowered by two, he can still use Running Shot with normal attack/defense values, rather than the Transporter M&A replacement values (opposing figure +2 Def I believe, right?).
Not only that, but if you've got Enhancement or SHIELD figures being carried, with Running Shot, you can use their free abilities to modify your own attack/damage values by placing them before the attack is made.
Yes, it does leave Hawkeye open to retaliation from the same line-of-fire he just used. But depending on the outcome of his initial attack, that may not be much of a worry, right?
Another idea is to slap Coordination on him. Okay, so he gets pretty Feat-heavy at this point. But if carrying other Avengers-TAs, he can shoot through them without penalty. (I just re-thought that: if Hawkeye's T-bolted to the GLC, what are these other Avengers doing? Still, it's a neat idea.)
You don't want to use coordination if you are trying to block LoS to Hawkeye, because coordination works both ways. You can see through your people, but they can see you through your people, too. I got burned putting that on Professor X once ...
Well, here's a thought: isn't the Fantastic Forces Hawkeye a double-based figure? That means there's more than eight adjacent squares to put down your team-mates. This leaves at least one square open to shoot through to your target.
Terrain is a factor.
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So, even though his movement would still be lowered by two, he can still use Running Shot with normal attack/defense values, rather than the Transporter M&A replacement values (opposing figure +2 Def I believe, right?).
M&A, he has an effective range of 18 squares while carrying. RS is only 13.
The modifier is -2 to his own attack.
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Not only that, but if you've got Enhancement or SHIELD figures being carried, with Running Shot, you can use their free abilities to modify your own attack/damage values by placing them before the attack is made.
Neither of those can modify attack.
The SHIELD bonus could only affect range.