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Score: 45% -- If this piece were about 7 points cheaper, I'd be giving him a 90% score and constantly playing huge 1000pt Darkseid teams. As it is, he's only "keyword-good", not generally good.
But apart from Apokolips keywords and cheap Will taxiing, what can this guy do? For 33 points, there are some great generics out there. Compared to Doombots, Fire Demons and even Larry & Mike... Parademon's not worth it.
Quote : Originally Posted by BrunoHarm
"Man these ribs are good, Hey can I see that guys card?"
These guys can be brutal with a couple Drill Sergeants around. They can fly, charge and get bonuses to attack, speed and damage if next to a Sergeant. By themselves they're not as good, but you should never play them outside of their team.
Eh... Short dial and bad defense almost makes me want to pass up on the cheap Willpower taxi, Charge, and good attack for the cost. I still usually bring a few along on Apokolips teams, but often regret it as they all get sniped before getting into anybody's range. They're crucial for increasing the number of theme team rerolls Darkseid gets to make sure his drill sergeant-boosted attacks hit, and for taking the tokens for those rerolls.
Quote : Originally Posted by Haven13
If I was the kinda guy who put things like this in his sig, I'd put these things in my sig.
I love minions, and these guys are made to be with each other. they work so well off their rank system. i play a 400 point game with Darksied and his parademons. the grunts did almost all the work and won me half of the amount of point from that match. Darksied barely had to lift a finger till the fodder was dead. outside of a darksied team i would not use them. inside one is a must.
The Grunt is an interesting piece. Their life is too short to do a whole lot but they make great Apokoliptic taxis for Parademon Warriors (waaay back in Cosmic Justice). They are great at positioning pieces and then pushing to Charge in and overwhelm, they work better in swarms. Still not an easy piece to pull off with their limited damage, probably best for Average and Experienced players.
Visible Dials and Pushing Damage need to be optional. This is the way.
Does his minion ability stack? I'd think if you had him on a team with multiple Apokolips characters, wouldn't his attack and speed be modified by up to +3?
Does his minion ability stack? I'd think if you had him on a team with multiple Apokolips characters, wouldn't his attack and speed be modified by up to +3?
These guys do very nice work when partnered with the new SoD Superman. You pick a target and charge with SoD Superman first. If the attack does damage (with exploit weakness it should) the target now has -1 defense and damage dealt to him is increased by +1, thanks to SoD Superman's trait. So now you charge with your Parademon grunts, who have +1 speed and +1 attack thanks to their minion ability, to attack the the target who has -1 defense and +1 damage dealt to him. So all your grunts attack as if they had 9 speed, 11 attack, and 3 damage. Next turn, if you so choose, push everyone to do it again; SoD Superman will take a click but that's it. Use the Bizarro map to take your opponent by surprise and get the jump on him/her.
Can you please explain why "it would not stack"? There isn't a restriction provided in the wording. "Unless already modified by this effect"
Seems to me they can be modified up to a +3.
Can you please explain why "it would not stack"? There isn't a restriction provided in the wording. "Unless already modified by this effect"
Seems to me they can be modified up to a +3.
It doesn't say "For each friendly character with the Apokolips keyword and a higher point value within 8 squares." Instead, the text specifies a condition - if the condition is met (friendly character with the Apokolips keyword and a higher point value within 8), Parademon here gets the bonus.