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1. Character Prep time's onto belt click 13 (The one with +2 and flurry)
2. Character is carried around until they are in charge range.
3. Character charges, hits with the first attack and deals damage +2.
4. Character attacks with the second attack, dealing damage +2.
5. Character turns the bat belt.
Surely, since actions must resolve before the second attack can be made, the bat belt would be turned?
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Flurry: Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action. If this character loses Flurry before it makes the second attack, it can’t make the second attack.
1. Character Prep time's onto belt click 13 (The one with +2 and flurry)
2. Character is carried around until they are in charge range.
3. Character charges, hits with the first attack and deals damage +2.
4. Character attacks with the second attack, dealing damage +2.
5. Character turns the bat belt.
Surely, since actions must resolve before the second attack can be made, the bat belt would be turned?
The second attack is one of the actions which must be resolved. Actions only can resolve after it takes place.
Turning the Dial - At the end of your turn, if the assigned character was given a non-free action, roll a d6 that can't be rerolled and turn the Utility Belt to the right that many times. If a special power is revealed while turning the dial, immediately stop turning the dial.
Its a moot point what effects of Flurry must be resolved.
You don't turn the Utility Belt until the end of the turn you gave the assigned character a non-free action, not at the end of the actual action.
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Turning the Dial: At the end of your turn, if the assigned character was given a non-free action, roll a d6 that can't be rerolled and turn the Utility Belt to the right that many times. If a special power is revealed while turning the dial, immediately stop turning the dial.
Turning the Dial - At the end of your turn, if the assigned character was given a non-free action, roll a d6 that can't be rerolled and turn the Utility Belt to the right that many times. If a special power is revealed while turning the dial, immediately stop turning the dial.
Its a moot point what effects of Flurry must be resolved.
This. So it doesn't matter. If it did matter however, attacks are different than actions. Things that apply immediately like mystics or steal energy would happen after the first attack and before the second, things like pushing damage which comes at the end of the action would happen after the second attack, because it is part of the same action.
If you build an alpha strike team, the UB is superior to the Gauntlet for the fact that you can choose where you start on it. +2 and Flurry makes this a fairly insane addition to the team and all for as little as 8 points.
They groaned, they stirred, they all uprose, Nor spake, nor moved their eyes; It had been strange, even in a dream, To have seen those dead men rise.
If you build an alpha strike team, the UB is superior to the Gauntlet for the fact that you can choose where you start on it. +2 and Flurry makes this a fairly insane addition to the team and all for as little as 8 points.
Alpha Strike Team:
Barda with the Belt 148 + 13
Wonder Woman FF 100
Oracle 50
Constatine 59
Add other Justice League Characters to fill in.
Barda and Wonderwoman and Awesome one two punch, no probs for you opponent thanks to constantine and free movement to get into position with oracle and push her to perplex so the damage is maxed at + 3.
Alpha Strike Team:
Barda with the Belt 148 + 13
Wonder Woman FF 100
Oracle 50
Constatine 59
Add other Justice League Characters to fill in.
Barda and Wonderwoman and Awesome one two punch, no probs for you opponent thanks to constantine and free movement to get into position with oracle and push her to perplex so the damage is maxed at + 3.
Give the belt to Wonder Woman. Doing this will spread you out a bit but also make you more mobile and will result in more damage over two turns.
Basically, prep WW to +2/Flurry. Then use Oracle to give Barda a free move and have Barda carry WW.
After that have Barda do a regular move and carry WW some more.
Clear on the second turn.
On the third turn use Oracle for another free move and carry with Barda. At this point you'll either be in Charge range for both Barda and WW or you can use Boom Tube to put both of them pretty much anywhere on the map. Now Barda gets her attack (she should be holding on to Heavy object at this point) as either a regular 6 damage or a 4 damage P/PB to get past damage reduction and have WW flurry for 5 damage each attack.
Then on the fourth turn you can have WW attack again at probably 4 damage as well as Barda again if you didn't use Boom Tube the previous turn.
If you give the belt to Barda, yes you will hit for 1 damage more on the two Flurry attacks but then you'll miss out on all the movement to position yourself before hand as well as missing out on the extra attacks on the 4th turn since WW doesn't have Indom or Willpower and Barda most likely will have two tokens from Boom Tube. Also, if they manage to take out Barda, you're losing a lot more power as you also lose the belt. But a belt on WW will mean you'll still have one strong character in case the other is killed.
They groaned, they stirred, they all uprose, Nor spake, nor moved their eyes; It had been strange, even in a dream, To have seen those dead men rise.
Give the belt to Wonder Woman. Doing this will spread you out a bit but also make you more mobile and will result in more damage over two turns.
Basically, prep WW to +2/Flurry. Then use Oracle to give Barda a free move and have Barda carry WW.
After that have Barda do a regular move and carry WW some more.
Clear on the second turn.
On the third turn use Oracle for another free move and carry with Barda. At this point you'll either be in Charge range for both Barda and WW or you can use Boom Tube to put both of them pretty much anywhere on the map. Now Barda gets her attack (she should be holding on to Heavy object at this point) as either a regular 6 damage or a 4 damage P/PB to get past damage reduction and have WW flurry for 5 damage each attack.
Then on the fourth turn you can have WW attack again at probably 4 damage as well as Barda again if you didn't use Boom Tube the previous turn.
If you give the belt to Barda, yes you will hit for 1 damage more on the two Flurry attacks but then you'll miss out on all the movement to position yourself before hand as well as missing out on the extra attacks on the 4th turn since WW doesn't have Indom or Willpower and Barda most likely will have two tokens from Boom Tube. Also, if they manage to take out Barda, you're losing a lot more power as you also lose the belt. But a belt on WW will mean you'll still have one strong character in case the other is killed.