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Now, that's precious, hatter, sparking out for Baron NECA! I expected the reflexive sheltering sooner, honestly. FYI, I used to post under phoenixgamesus (clarifications, rulings, etc.) but since that company went out of business, I no longer represent them.
So, no need to get all defensive, seriously. Lose the Chihuahua routine. I'm the LAST person to be starstruck by my old job. It was just a job. But, it DID give me insight into the industry, and this year's Clix turnout at cons was heartbreaking compared to the WizKids days. You likely weren't there then, so please don't be so combative in your assumptions. It's....rather silly. Not hard to tell where the troll traits actually are, no?
Last post from me off-topic, I promise. Please forgive me for digressing. I started out talking Spiral and strayed. For further PLEASANT discussion, let's take it to the forums (PM me and I'll join the talk) ;-] b Now, back to our regularly scheduled figure reviews........Spiral, though apparently poorly play-tested, was nowhere near the pox on the game that the incessantly mutating rules are. It's a DICE game. She moves people in -- wow. A couple cruddy rolls and now they're sitting ducks. I've SEEN it happen; I'm not hypothesizing or conjecturing. My group still plays her as printed straight off the card.
I think the change to her trait is fair and provides a hassle-free game.
I agree. She's still incredibly good for the points. Her speed is tremendous, her stats are very solid, and her 8-click dial is jammed packed with useful powers.
I don't know what the new rules for Spiral are and really don't care since my venue plays the pieces as they were originally printed to play. And you know what, we never had any problems playing against Spiral because 1) If you build a team that can't stand up to a threat of an Alpha strike to begin with, you're going to have a hard time regardless if they can port in or come in traditionally. 2)The thing with Sprial that it is a 2 way street, sure they can get to your figures fast, but then they are stuck right were your team is when your turn starts and that's assuming they actually successfully role the alpha strike attacks. and 3) the way to deal with the portals was always about positioning. When you see you have that piece across from you at the start of the game, Position your figures to be ready for a counter on turn one (since you're immune anyway), or if you go first, move your pieces into position preparing for the strike (ideally into hindering to get defense bonuses). Once the portal is on the field, as someone suggestd, you could simply park a figure on the portal, making coming through it impossible, since on movement you have to at the least occupy the portal square before going through, automatically making you adjacent, or surround the darn thing making it only possible for one figure to come through at any given time. All the complaining I see in the comments just shows a vast lack of imagination on how to deal with special abilities (except for the MJ pog guy, that was actually creative. Forgot about that thing).
New Rules (if I understand correctly)
1 - she doesn't clear portal markers other than her team's markers
2 - portals useable only on the next turn after they were made
3 - friendlies can only pass through them by using a free action instead of just moving through previously
From Players Guide: #041 Spiral
Change Dimensional Portal to read: “Give Spiral a double power
action, remove all of her Gateway markers from the map and place 2
Gateway markers on the map. Place one in an adjacent square and the
other may be placed in any square on the map. Starting with your
next turn, give a friendly character occupying the square of a
Gateway marker a free action and place it in the square of the other
Gateway marker. ”
"You can have the truth without love, but you cannot have love without the truth. Truth is foundational.” - me
Could Spiral and her teleporting discs move Supreme Intelligence? Like if you put one of the special markers under SI, and than another somewhere else?