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He's good for his points but I wouldn't mind at least 4 range. That said, I know nothing of his relaunch power level so I'm sure it may be appropriate for him to have no range.
Heck, I don't think he ever got range on Smallville or at least didn't use it much.
Mr. Cranberry, I still say starting HSS is fine & even needed on a few versions of the character because he WOULD use it in save the scientist type missions like the ones that came with the 1st map packs. Not all but some versions SHOULD have it IMO.
He's good for his points but I wouldn't mind at least 4 range. That said, I know nothing of his relaunch power level so I'm sure it may be appropriate for him to have no range.
Heck, I don't think he ever got range on Smallville or at least didn't use it much.
Mr. Cranberry, I still say starting HSS is fine & even needed on a few versions of the character because he WOULD use it in save the scientist type missions like the ones that came with the 1st map packs. Not all but some versions SHOULD have it IMO.
Which we have plenty with starting HSS. We need the accurate starting Charge, or no more than starting RS. Also, I was so hyped about the rest of the dial I missed the zero range.
WizKids GamePlay, "You can only play our game if you buy the new stuff. Those old figures are dirty and obsolete."
Record vs VGA d1sc1pL3: W-3 L-0
whats with the special power? is he going to hit more than one person?
I think the "all hit characters" part is in case you charge+quake on click 5. Everyone hit gets knocked back because of quake, then knocked back 1 more after actions resolve.
I think the "all hit characters" part is in case you charge+quake on click 5. Everyone hit gets knocked back because of quake, then knocked back 1 more after actions resolve.
ooooh ok, so you could roll doubles or quake someone into a wall and hurt them more, then they get knocked again for even more damage
I actually really love this superman. Cheap enough to field with plenty of supporting cast and is a completely effective peice. If done right the Justice League (silver age) ata gives him 5 clicks with an 11 attack value and 2 with a 10! He fights just as i would envision superman fighting. Zipping around the battlefield early picking up objects to bash face with, hard (if not virtually impossible to tie down) And by the time he's out of objects to slap people with he picks up combat abilities that keep him bashing face. Exploit followed by either quake or close combat expert. Defensively he rocks indom and full dial of reducers.
Admittedly he wont be one man army as he really doesn't have much in the way of preventing him from getting locked down with outwit and pounded on and no reasonable way to recover if it happens, but for 125 points there is just so much room to bring other effective beaters to take some of the heat off him. I lament the lack of TA, but virtually unecessary on ol' boy blue here.
2nd Place Winner in ClixTheDial's Custom Dial Contest for my Swamp Thing!
I like this version quite a bit for the points. That charge ability is nice. It's kind of a poor man's hypersonic speed. I will field this dude frequently.
This has got to be the worst Superman since 75th, no range, no x-ray vision, nothing over a 10 attack, 7 clix of life and 2 damage half the dial. I had to pull the Superman sculpt off and glue on the Superboy (SM) because it is a much more fitting dial for him. I'm just glad we got a good Supes in the main set.