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This thing is just not even fair if you use if with a bunch of mastermind fodder.
Or you can run it by itself cause it has the gift that keeps on giving! Just drop the White King off the base behind them and you can dump damage on him. He'll likely get knocked to his regen clicks or worse, but the beauty is he keeps coming back for more!
Using the Black Queen healing ability, this base (and a Solo-ing Black King) almost single-handedly demolished my 500 point Skrull team led by Skrull Wolverine.
I just didn't have the Outwit and PC needed to tackle this thing.
Brutal.
I phase in with a single 60 point space phantom and outwit their impervious. I now have ONE space phantom tying down the hellfire teambase, black king (solo adventure ) three guards, Trevor Fitzroy and harry Leland. Mathematically the space phantom SHOULD'VE died in one turn with over 8 attacks against him. He effectively tied up and prevented movement from the teambase for over three rounds!
That sounds great! Apart from the fact that team bases ignore characters for movement.
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That sounds great! Apart from the fact that team bases ignore characters for movement.
The 60 point space phantom was tying down black king, hellfire guards, Fitzroy etc.....the teambase had nowhere to go. Even if it did ignore characters it still has to half its speed value out of hindering. Since he was highly reliant on hindering for stealth it would've been counter productive for him to walk away from a space phantom only to be obliterated by Kang and immortus. So no matter how you look at it....a SINGLE 60 point space phantom hindered that teambase for about three consecutive turns.....
Also....the controller of that teambase should've been more familiar with his own piece. Its not my responsibility to tell him about his abilities.
Last edited by Department H; 09/14/2013 at 04:27..
That sounds great! Apart from the fact that team bases ignore characters for movement.
Hmmm...now I know the xmen gold teambase ignores characters apon movement...but I don't see anywhere where it states that the Hellfire club can't be tied up...I think you may have been mistaken.
Hmmm...now I know the xmen gold teambase ignores characters apon movement...but I don't see anywhere where it states that the Hellfire club can't be tied up...I think you may have been mistaken.
The team combat symbol grants Improved Movement: Elevation and Characters.
The 60 point space phantom was tying down black king, hellfire guards, Fitzroy etc.....the teambase had nowhere to go. Even if it did ignore characters it still has to half its speed value out of hindering. Since he was highly reliant on hindering for stealth it would've been counter productive for him to walk away from a space phantom only to be obliterated by Kang and immortus. So no matter how you look at it....a SINGLE 60 point space phantom hindered that teambase for about three consecutive turns.....
Also....the controller of that teambase should've been more familiar with his own piece. Its not my responsibility to tell him about his abilities.
Also I forgot to ask how you managed to outwit anything on the base when it was in hindering? Mastermind + Stealth are a pretty potent combo and I certainly think this base is seriously underrated.
The biggest selection of heroclix in the UK www.blueratgames.com
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Also I forgot to ask how you managed to outwit anything on the base when it was in hindering? Mastermind + Stealth are a pretty potent combo and I certainly think this base is seriously underrated.
If you read my original post I had mentioned that both kang and immortus outranged the hellfire base. So although they were safe and snugly from my ranged dominance while in hindering, in order to even try and attack my pieces my opponent was forced to use working together to move then attack. In other words we were stuck in an interesting stalemate for awhile. He had to move out of hindering to shoot me, I then pushed a phantom to phase in and outwit their stealth just in case they tried hiding again. It was an interesting battle! But like I said....had I not been forced to deal with the gold base on the other side of the board ...I think immortus could've defeated this base. Especially since the base couldn't even reach me without giving up stealth......as previously mentioned it did one shot my 151 point Kang.....so that was scary.
If you read my original post I had mentioned that both kang and immortus outranged the hellfire base. So although they were safe and snugly from my ranged dominance while in hindering, in order to even try and attack my pieces my opponent was forced to use working together to move then attack. In other words we were stuck in an interesting stalemate for awhile. He had to move out of hindering to shoot me, I then pushed a phantom to phase in and outwit their stealth just in case they tried hiding again. It was an interesting battle! But like I said....had I not been forced to deal with the gold base on the other side of the board ...I think immortus could've defeated this base. Especially since the base couldn't even reach me without giving up stealth......as previously mentioned it did one shot my 151 point Kang.....so that was scary.
How did you outwit the Stealth? Can you outwit the asset dial?
Jesus guys.....anything else? Are you quite finished attempting to pick apart my post? Im just telling you what happened and im quite aware of what the standard rules are. I even gave the teambase credit by mentioning how it OBLITERATED kang with 'workingthe together'. However Immortus was a different obstacle for the base altogether, as he couldn't be damaged with so many space phantoms acting as mastermind fodder. His two bolts allowed him to attack both the gold base and hellfire base, outwit and probability control at ten range and enough mastermind fodder to survive a couple turns worth of teambase attacks. My point was made and really doesn't need to be dissected any further. Immortus is a great figure....especially backed with space phantoms.
I was the one playing that Teambase against InfinityWatchReturns and while he did get incap off one time after outwitting Indom on the Base...that was the only thing done to the Team Base they took 1 damage the entire game. {Which sucked cause I didn't get to use all the niffty specials on the dial} Anyways I had GSX Hellfire Guards and Black King that were taking any kind of damage dealt to the base along with the old rookie Guards. Everytime Black King even got close to dying I would just put him right back on the base the next turn negating any damage. The only figures that died the entire game on my team were 2 rookie Hellfire Guards from mastermind fodder...as for the figure that supposedly tied down 7 figures for 3 turns this statement is incorrect it moved next to Fitzroy, and the Base itself. I think I only had 4 guards to begin with and 2 of them had died already...then eventually Black King after I charged and missed or super senses was rolled or something. Also when It moved next to the base they had 2 action tokens already from his previous statement about incaping them. So Black King and Trevor missed the Phantom base rest then next turn with Black King attacking again and 3 attacks from the Base he died so he did do it for 2 turns atleast! As for the not moving the base and it being 'tied down' It was fine where it was at because all lines of fire were blocked from it by my figures and the Phantom piece that was moved up to it. In the end the GSX Guards were the key to them or any other Hellfire club member not being taken down. On a different note can't wait to try the figures without the base they look pretty cool!
"Now play the insolent. Now, plunder the God's privileges and give them to creatures of a day. What drop of suffering can mortals spare you?"
Jesus guys.....anything else? Are you quite finished attempting to pick apart my post?
You posted a lengthy post in the unit section about a game you had. Some of the information on that post sounded dubious like how you tied down a team base with a space phantom. So we are checking that you actually know the rules and were playing against a competent player. Plenty of people post about how easy team bases are to beat but check out most of the top level tournaments and team bases are an ever present.
The biggest selection of heroclix in the UK www.blueratgames.com
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