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SM001 Superman is the best Superman from a gameplay perspective. Lucky WK went in another direction with this piece. Near full dial charge with knockback gives this Superman great mobility. The missing Supes TA is only slightly bothersome thanks to the dropped range. This is a great Superman for modding into "Action Comics" Superman. I also liked the idea of swapping dials with SM017 Superboy. I'm looking forward to finally using Justice League in point games lower than 600.
This dial feel like how he started wayyyyyyy back in Action COmics #1 back in the 1930's when he was not much more than a bulletproof strongman. just take away flight and add a Leap/Climb trait and that would have nailed it.
Question about the SP: how/ why would he "break away?" I doesn't say that he can continue the rest of his movement, therefore I don't understand how this equates to a "poor-mans" hypersonic speed... I mean to me it does sound like he can continue the rest of his movement if he "breaks away," but my question is why wouldn't they include "and may continue the rest of his movement" I think I'm confused. Any help out there?
@wolver1ine...He can't continue the rest of his movement, the auto break away is for the start of the action. Say he's based with the guy he hit the previous turn, or the opponent has based him to tie him up, Superman can break way, then use charge to target a bigger threat. Just means you can't tie him up as he zips around the battlefield ramming into enemies. To me, he seems like the angry Superman of the first issue of JL52 Justice League, when he was royally p'ed off and just recklessly charging around.
Question about the SP: how/ why would he "break away?" I doesn't say that he can continue the rest of his movement, therefore I don't understand how this equates to a "poor-mans" hypersonic speed... I mean to me it does sound like he can continue the rest of his movement if he "breaks away," but my question is why wouldn't they include "and may continue the rest of his movement" I think I'm confused. Any help out there?
when something says" breaks away auto" it means they dont have to roll for it the movement that may follow is all up to the character so with this supe he would use his replaced value to charge after breaking away and he will ignore other characters for move cuz he flies
I never meant to cause confusion with the "poor man's hypersonic speed" remark. I just meant that he could break away automatically, which is an INCREDIBLY useful attribute. It keeps him mobile, which I like a lot.
I've seen this piece KO'd by one attack from Sabretooth after he had just smashed Sabretooth for 4 damage. Any figure can ko another if you get lucky, although bcf and ew don't hurt ;)
Another great Superman. This guy is just great. You can't really tie him up. And if I want to play a cheap version of Superman for Justice league teams. He's my guy. Played him a few time with Wonder Woman FF and Batman. And they just destroyed. This has been a really great set.
For 1 point, the new JL ATA gives him +1 DV vs. :m-wing: :a-sharpshooter: :d-indomitable: and :g-giant: A 19 D with Impervious is insane at that point value!