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On a more somber note, the Asgardians laid waste to the 1200 point Galactus last night.
Valkyrie did make 2 Super Senses rolls and Heimdall hit one of his too. Galactus only managed to take out 2 Warriors, Balder, Hogun, and Volstagg.
Super Senses is far and away the best defensive power against the scenario colossals for two reasons:
1) The colossals, more often than not, have Pyschic Blast or Exploit Weakness to cut through even the mightiest damage reducers... but have no counter for a good Super Senses roll.
2) Since the colossals retaliate when YOU attack them, and you roll Super Senses in response to that attack, that is your roll during your turn... in other words, this is one of those rare instances when you can use PC on a botched Super Senses roll.
Mastermind is a close runner up favorite defensive power, since scenario colossals are relatively limited in who they can attack (they must attack the character that triggered the retaliation and can theoretically attack a couple others, depending on how many they have, but they can't really focus on wiping out all the MM fodder first).
Galactus is beatable in scenario form; you just need to pile on the damage and somehow heal from the retaliation. Firelord with Nanobots worked nicely for me the last time I played it.
Spectre is horribly difficult to beat in scenario form, but that's because you usually end up fighting the Angry Spirits more than you do the Spectre! Next time I'll have to include some cheap Pulse Wave for Angry Spirit busting.
Galactus is beatable in scenario form; you just need to pile on the damage and somehow heal from the retaliation. Firelord with Nanobots worked nicely for me the last time I played it.
High natural damage and Master Mind or PW and Super Senses work the best against Galactus in my experience. Especially if you can place your PW characters so that Galactus is the only character in range.
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Spectre is horribly difficult to beat in scenario form, but that's because you usually end up fighting the Angry Spirits more than you do the Spectre! Next time I'll have to include some cheap Pulse Wave for Angry Spirit busting.
I hardly ever worry about the Spirits. Just hit Spectre hard and fast (similar strategy as for Galactus) and he won't have a chance to put very many out. It is harder to wrangle the single character PW with the Spirits, so I usually save that for an alpha strike (Perplex up Rachel Summers Pheonix to 6 damage and TK her out to land a devasting first hit) and then follow up with the big damage/MM characters.
Galactus is beatable in scenario form; you just need to pile on the damage and somehow heal from the retaliation. Firelord with Nanobots worked nicely for me the last time I played it.
The Valkyries are awesome. Even if they get EE or Pulse Waved, they can still Support with a 10AV.
I went by the old rules, since those were the ones I have printed out.
When I have more time this week, the Spectre is next.
We did the Spectre one night when one guy didn't show up. And since I hate three player battle royals, we just threw the Spectre on the table and went to town.
It was one nasty, very close game. We ended up actually working as a team to try to just take it out, regardless of who won.
Lots of fun.
Sometime I'll have to print out the dial for the new Galactus (the event part) and try the new scenario, since it has more stuff to it. That is unless I can grab one for the cheep somewhere.
Are you playing these as solo games, or with other players? The scenarios are actually pretty fun just to test out teams and such.
Sometime I'll have to print out the dial for the new Galactus (the event part) and try the new scenario, since it has more stuff to it. That is unless I can grab one for the cheep somewhere.
Are you playing these as solo games, or with other players? The scenarios are actually pretty fun just to test out teams and such.
My Galactus we put together from the Marvel Legends action figure line. We bought all 6 figures and the afixed Galactus to some cardboard and part of a map. Cool thing is, he's poseable. Then I saved all the dials to a word doc and print them out.
I'm playing solo, just at night after everyone else goes to bed.
Super Senses is far and away the best defensive power against the scenario colossals for two reasons:
1) The colossals, more often than not, have Pyschic Blast or Exploit Weakness to cut through even the mightiest damage reducers... but have no counter for a good Super Senses roll.
2) Since the colossals retaliate when YOU attack them, and you roll Super Senses in response to that attack, that is your roll during your turn... in other words, this is one of those rare instances when you can use PC on a botched Super Senses roll.
Mastermind is a close runner up favorite defensive power, since scenario colossals are relatively limited in who they can attack (they must attack the character that triggered the retaliation and can theoretically attack a couple others, depending on how many they have, but they can't really focus on wiping out all the MM fodder first).
Spectre, Foom, New Galactus & Starro all ignore Mastermind, so that won't work against them.
Trade to Canada. We're friendly, and we love Beavers..........
They only ignore it to the effects that it can't be masterminded onto them.
I beg to differ:
Powers and Abilities:
Fin Fang Foom ignores Charge and Running Shot on his combat dials.
Fin Fang Foom ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters.........
Powers and Abilities:
Galactus ignores the Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters..........
What would be the point of ignoring Mastermind of opposing characters then, since they can't MM anything onto him anyway? Also, whom would be MMing anything to a 600, 900, 1200, 1800 point figure?
From the glossary at the back of the FF Starter rulebook:
ignores: Is not affected by or treats the stated property or effect as if it didn’t exist or happen.
Since they ignore Mastermind on opposing characters, I'm sticking with what I said. It doesn't make sense any other way, and would be pointless to include if it worked the way you say it does.
Trade to Canada. We're friendly, and we love Beavers..........
Fin Fang Foom ignores Charge and Running Shot on his combat dials.
Fin Fang Foom ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters.........
Powers and Abilities:
Galactus ignores the Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters..........
What would be the point of ignoring Mastermind of opposing characters then, since they can't MM anything onto him anyway? Also, whom would be MMing anything to a 600, 900, 1200, 1800 point figure?
From the glossary at the back of the FF Starter rulebook:
ignores: Is not affected by or treats the stated property or effect as if it didn’t exist or happen.
Since they ignore Mastermind on opposing characters, I'm sticking with what I said. It doesn't make sense any other way, and would be pointless to include if it worked the way you say it does.
So you would say that people with Earthbound would be able to fly now?
You would say that you can not use support on figures on your own team?
It has been stated that the powers that do not affect him can still be used. He ignores them yes, but the people using them do not, and the people that are being MM to are not ignoring it either.