You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
K back, and even with the saddening ruling on MC I can STILL make a beast BL team with greed. Point of order, he's useful to lantern teams in one of four ways (for me at least, varies with access to rings and chases)[using Black Lantern Corps for examples, c+p your own favorites]:
-Greed with Black Ring, Black Hand as piece, totals at 273. Plenty of room for Battery, Ring, and two or three constructs at 300; more points, more allies and constructs, more power.
-Greed with Black Ring, Black Hand possessing someone else, totals at 98+. If you use a Black Ring, that's two solid characters each getting stat modifiers and constructs, and Black Lantern Greed in particular gets a whole lot tougher when dying opponents heals him up. Probably my favorite method, since you can give Black Hand to "I, Vampire" at 125 (for instance) and suddenly you have two really powerful figs and a Battery powering them up for under 300, each has willpower, at least one has Mystics, and they pretty much come down like a hammer. More points means more support pieces (Lyssa Drak comes to mind readily) and bigger Possessed figures (Hello SLOSH 350 Darkseid!), as well as more constructs (because you can't have too many, right?).
-Greed with Black Hand and (random relic), totals at 92-100. I actually prefer Ophidion for this option, due to 3-point Omega Drive and Outwit combo, but it's still a perfectly viable combo no matter how you throw it down. Give him access to powers beyond the scope of the lantern corps, or make him a twofer piece (Black and Red/Orange/Yellow/Blue/White come to mind as potent combinations). This one is notable for being really low cost, meaning you can double up with a good resource and a MEAN beatstick, or group of jerks, or however. That said, it still falls short of pure silliness in comparison to...
-Greed with Black Hand and Black Ring. +1 to all but Damage right away, you can equip Running Shot and Modify Range to give you MC with a 12 attack and a swing of 13, said Running Shot can render opposing ranged figs completely useless; OR you can add one to damage, take Invuln, and Charge a sucker at 12 for 3. All for 98 points, which means in a 300 point game you add a full battery and Lyssa to suddenly Be The Overpowered Tiny Guy. How you ask? Simple: +2. To All Stats. Except Damage. Running Shot Swing of 15, 13 attack MC, 19-20 defense. Worried about getting tanked? Switch strategies, take Invuln, Charge at 6 for 13 Attack and either Mind Control or 3 damage (possibly penetrating depending on choice of construct; Shape Change is also a good choice).
TL;DR This guy basically IS the lantern corps, if you have the right pieces. >:D
Can I assign the greed relic to himself ? is it free or not ? thx
You can't and it costs.
Quote
Sinful Influence: When you build your force, you may assign the JLTW #S104 Greed relic to a friendly character without the Seven Deadly Sins keywordby paying its cost. This object doesn't count towards your force.
If you meant with this trait
Quote
More Than One Needs: When you build your force, you may assign a relic of 8 points or less to Greed by paying its cost. This object doesn't count towards your force.
I think you could assign greed to him with that one. You still need to pay the cost.
I love how the embodiment of Greed itself is Orange! He's just dying to join my Orange lantern team.
Great chase figure...love his "more than one needs" trait. However he is a bit useless otherwise. Flurry with steal energy is awesome! Flurry with steal energy and a measly 1 damage is the Pitts.
I love how the embodiment of Greed itself is Orange! He's just dying to join my Orange lantern team.
Great chase figure...love his "more than one needs" trait. However he is a bit useless otherwise. Flurry with steal energy is awesome! Flurry with steal energy and a measly 1 damage is the Pitts.
Envy, Greed and Gluttony are all in my Orange Lantern Corps
K back, and even with the saddening ruling on MC I can STILL make a beast BL team with greed. Point of order, he's useful to lantern teams in one of four ways (for me at least, varies with access to rings and chases)[using Black Lantern Corps for examples, c+p your own favorites]:
-Greed with Black Ring, Black Hand as piece, totals at 273. Plenty of room for Battery, Ring, and two or three constructs at 300; more points, more allies and constructs, more power.
-Greed with Black Ring, Black Hand possessing someone else, totals at 98+. If you use a Black Ring, that's two solid characters each getting stat modifiers and constructs, and Black Lantern Greed in particular gets a whole lot tougher when dying opponents heals him up. Probably my favorite method, since you can give Black Hand to "I, Vampire" at 125 (for instance) and suddenly you have two really powerful figs and a Battery powering them up for under 300, each has willpower, at least one has Mystics, and they pretty much come down like a hammer. More points means more support pieces (Lyssa Drak comes to mind readily) and bigger Possessed figures (Hello SLOSH 350 Darkseid!), as well as more constructs (because you can't have too many, right?).
-Greed with Black Hand and (random relic), totals at 92-100. I actually prefer Ophidion for this option, due to 3-point Omega Drive and Outwit combo, but it's still a perfectly viable combo no matter how you throw it down. Give him access to powers beyond the scope of the lantern corps, or make him a twofer piece (Black and Red/Orange/Yellow/Blue/White come to mind as potent combinations). This one is notable for being really low cost, meaning you can double up with a good resource and a MEAN beatstick, or group of jerks, or however. That said, it still falls short of pure silliness in comparison to...
-Greed with Black Hand and Black Ring. +1 to all but Damage right away, you can equip Running Shot and Modify Range to give you MC with a 12 attack and a swing of 13, said Running Shot can render opposing ranged figs completely useless; OR you can add one to damage, take Invuln, and Charge a sucker at 12 for 3. All for 98 points, which means in a 300 point game you add a full battery and Lyssa to suddenly Be The Overpowered Tiny Guy. How you ask? Simple: +2. To All Stats. Except Damage. Running Shot Swing of 15, 13 attack MC, 19-20 defense. Worried about getting tanked? Switch strategies, take Invuln, Charge at 6 for 13 Attack and either Mind Control or 3 damage (possibly penetrating depending on choice of construct; Shape Change is also a good choice).
TL;DR This guy basically IS the lantern corps, if you have the right pieces. >:D
It's not a "ruling" it is how it has always been. You can't just start a new action without first concluding the current action. That would be like moving up for running shot and before you make the attack roll, you use outwit on your target. You just can't do it. Mind control is a single action that grants the player an additional action as a free action on a targeted character. You can't just make the attack roll and save that free action for your opponent. The opponent goes back to being a part of his own force after you conclude mind control. Using your method you could choose to NEVER give him that free action and basically he will forever be on your force. See what I'm getting at?