You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
So I have been thinking on something for a while and I figured I would open it up to the forum for thoughts...
It seems like there is no good way to get a piece with no range and no move and attack/charge into the fight without opening them up to being attacked first. Is the smart money on waiting for enemies to come to you, only moving in on characters that already have tokens, or am I just not thinking of something.
I know this is a pretty general question, but it is one I have had a hard time coming up with an answer to.
I also like using mind control on friendly figures. (The Leader, Loki, and Brother Voodoo don't take damage) just my thoughts
You can't mind control your own figures unless the text specifically says so, i.e. mole man:
MOLE MAN'S MONSTERS: Mole Man can use Mind Control only to target characters with the Monster keyword, including friendly ones. When using this Mind Control, Mole Man is not dealt unavoidable damage and modifies his attack value by +3.
It can be tricky getting those "flat-footed" characters into the mix before they take damage. As mentioned above, Telekinesis is a great way to fix that. If you don't have that as an option. Try to tie up the ranged threats to your team. Liberal use of Smoke Cloud and Barrier can give them cover as the make their approach too. Was there any one figure in particular you were looking for help with?
Not necessarily thinking of any particular fig, but the 93 point Daredevil 031 from IH is a perfect example of this. He's a great piece, but it can be hard to get him into the battle without taking damage. (I know he has Mystics, but still...)
Not necessarily thinking of any particular fig, but the 93 point Daredevil 031 from IH is a perfect example of this. He's a great piece, but it can be hard to get him into the battle without taking damage. (I know he has Mystics, but still...)
Well, using this particular piece for the discussion, map choice can help him. Use blocking terrain and Hand Ninjas (or something else that keywords with him) to ensure he can't be reached. Barrier is another great (and under-utilized) tactic.
Quote : Originally Posted by Dragon
Oh thank god. If it is you, then I'll go for it. It must be someone who is trust worthy. Thankfully you fit that bill perfectly!
Quote : Originally Posted by th3foot
There's competent, and incompetent, and then there's WizKompetent.
Well, using this particular piece for the discussion, map choice can help him. Use blocking terrain and Hand Ninjas (or something else that keywords with him) to ensure he can't be reached. Barrier is another great (and under-utilized) tactic.
I'm all on board for more use of Barrier! I've seen my opponents best laid plans go to complete crap because they lose their line of sight from Barrier.
Barrier is a great foil for the super popular Brother Voodoo too!
Yep, using the terrain on the map to protect your approaching figures is important. (Which is why winning map choice is so important, and leads to many players to build keyword themed teams.)
No one has mentioned taxiing yet... have your characters that can taxi place your non move-and-attack figures into position. Don't want them to get punched before they can punch? Have your flyer place your figure next to an opposing figure that is pushed or has one action token, especially if it is on a click that you suspect your oppnent doesn't want to push off. (If you're coming into adjacency with an opposing figure that is cleared, you deserved to get punched.)
Incap allows you to limit your opponent's options and allows you to maneuver your ground-pounders into position without a retaliatory punch in the face.
Barrier and Smoke Cloud, already mentioned, provide cover and concealment for the approach battle.
Tie-up figures that CAN get into the fight quickly can also provide cover for your ground-pounders maneuvering into position. Get a lower-cost or more-survivable figure into adjacency with the opposing figures, and have your ground-pounder run up to them from behind. The timing of when you introduce your figures into the battle area influences this as well.
Giving your opponent more targets to shoot at than he has shooters can also protect your ground-pounders. Presenting a more dangerous target in the face of limited actions per turn for your opponent can protect your ground-pounders.
Picking figures that can survive a punch in the face and be as effective, or more effective, accepts the ground-pounder reality and seeks to capitalize from it.
Feats can help this as well. The Pounce Feat, Lunge Feat, and Sidestep Feat all allow movement around the normal rules.
Giant-sized figures provide some interesting options. Being able to close combat attack from two squares away can catch some opponents off guard. Giants can also Carry, so they can bring a figure up, plop it down next to an opponent, and then punch over the top of the figure which attacks next turn.
A liberal application of Outwit can take away your opponent's ability to move and attack as well and even the playing field. Outwit -- it's not just for Defenses any more!
Amusingly enough, those walls you're hitting in the thread title are perfect for helping your less mobile figures get into position. Your opponent can't get the first shot if you're moving around behind walls and can't be seen!
A perfect map example is the realm of death from GG with the Blue area of the moon on reverse. Try and get a GL team member that can phase. They aren't just taxis, its a freakin Party Bus! (if you're not building a theme)
It's a bit situational, but the Flash Grenades and the Batarangs should be able to help with that, giving out tokens and stopping lines of fire for a turn. If you can apply three of each or some combination that makes you feel comfortable you can use those to tie up pieces while you move your flat footed (that is a great descriptor by the by) piece into position.