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There are enough powers out there to cancel TA's that it's not a terrible trait. I also imagine, because it's entirely situational, that it added very little to Ultraman's cost.
I dunno about that. I'd put it more that there are a handful of them, and the likelihood that you'll run into them enough times to make that trait really worth it is slim. Sure, there will be that one game that saves your bacon, but unless you know that someone is bringing the game piece that cancels TAs (I can think of three of the top of my head, and that's not a lot), it seems like a waste of ink.
No battle plan survives contact with the enemy. - Helmuth von Moltke the Elder
He's a good foil against the Super-Rare Martian Manhunter. With such a high attack, precision strike, improved targeting: ignores hindering, and probability control, he has a very good chance to getting through MM's top click. All he's have to worry about is the Shape Change. And that's without figuring out who his extra 50 points of support is gonna be.
He's a good foil against the Super-Rare Martian Manhunter. With such a high attack, precision strike, improved targeting: ignores hindering, and probability control, he has a very good chance to getting through MM's top click. All he's have to worry about is the Shape Change. And that's without figuring out who his extra 50 points of support is gonna be.
I would use Turtle for the other 50. Manhunter would be slow and have to decide if he wants to target ultraman first or Turtle To get rid of his trait. Either way, odds are good that MM will be damaged by round 3
Win/Loss: 5-3 Ultraman is one of the few high-point figures worthy of fronting an entire team. Precision Strike up top means he will hurt someone regardless of their defensive power and his high stats with PC ensures the hit. A great mix of powers down his dial and long life makes Ultraman tough to put down. The stop-click special can really save your bacon if done correctly. I like to place my objects in the center / where the fight often is so if he gets hit to the end dial he can keep bouncing back. A meta-worthy piece as well even at 300 Modern.
Visible Dials and Pushing Damage need to be optional. This is the way.
I dunno about that. I'd put it more that there are a handful of them, and the likelihood that you'll run into them enough times to make that trait really worth it is slim. Sure, there will be that one game that saves your bacon, but unless you know that someone is bringing the game piece that cancels TAs (I can think of three of the top of my head, and that's not a lot), it seems like a waste of ink.
You can always add 2 bystand tokens in your force and make them use The probs ( without destroying the theme of the team..)
8 points with willpower so you can use them two turns in a row if you need to.
I was under the impression that since bystander tokens didn't have the keyword, they couldn't use theme team probe. Was I misinformed? Because if so, that's gonna change a lot of strategy for me.
No battle plan survives contact with the enemy. - Helmuth von Moltke the Elder
I was under the impression that since bystander tokens didn't have the keyword, they couldn't use theme team probe. Was I misinformed? Because if so, that's gonna change a lot of strategy for me.
They can't use TTPBC but they can take a token for the CSA team ability.
They can't use TTPBC but they can take a token for the CSA team ability.
Okay, gotcha. Yeah, that one I knew. I was talking about his trait, though, which is pretty useless since if he's part of a theme team, they can all use probability control from their TA, and therefore can't use TTPC.
No battle plan survives contact with the enemy. - Helmuth von Moltke the Elder
masterprotoss wrote:
If a player creates a Crime Syndicate Theme Team using any combination of characters and the Fast Forces Ultraman,can they use TTPC if they have the Crime Syndicate TA?
Yes. The player may choose to either use the effects of the Crime Syndicate team ability or TTPC. This does bypass the normal restrictions for TTPC and specifically applies only to the Crime Syndicate TA when used on a Crime Syndicate keyworded Themed Team.
What a useless trait, what it should have been was "When Ultraman is part of a Crime Syndicate themed team, you may remove one use of Themed Team Probability Control from your pool each time a friendly character uses CSA team ability Probability Control. If you do no action token is given for this use of Probability Control." Why Wizkids doesn't consult me on these matters first I'll never know.
masterprotoss wrote:
If a player creates a Crime Syndicate Theme Team using any combination of characters and the Fast Forces Ultraman,can they use TTPC if they have the Crime Syndicate TA?
Yes. The player may choose to either use the effects of the Crime Syndicate team ability or TTPC. This does bypass the normal restrictions for TTPC and specifically applies only to the Crime Syndicate TA when used on a Crime Syndicate keyworded Themed Team.
I'm surprised no-one has posted this on here yet