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Anyone do AoU008 Hulk vs Superdoom yet? If so tell me how it goes. Can't wait to try it!
In sealed/constructed, I'm curious how his battle fury affects his overall playability. Correct me if I'm wrong, but he can only make ranged attacks on his top click right? Not that I have anything against Melee beats, but I'm just wondering how best to play him strategically with that.
I still don't get the "Wait, it's not superman" power.
Why is it so important or why would you even need it?
It offers some strategical advantage like being able to swap to a different figure that would give you the edge over your current opponent. You can also screw your opponent by letting him score lower points. Say you begin the game with 250pt JLTW Sups, he's not doing as good as he was supposed to, so you swap in 50pts Blue Superman. And your opponent only scores a 50pt KO. Of course, that is being a dink but it is still legal.
It offers some strategical advantage like being able to swap to a different figure that would give you the edge over your current opponent. You can also screw your opponent by letting him score lower points. Say you begin the game with 250pt JLTW Sups, he's not doing as good as he was supposed to, so you swap in 50pts Blue Superman. And your opponent only scores a 50pt KO. Of course, that is being a dink but it is still legal.
You have to replace at the beginning of the game. So no shenanigans like that.
It offers some strategical advantage like being able to swap to a different figure that would give you the edge over your current opponent. You can also screw your opponent by letting him score lower points. Say you begin the game with 250pt JLTW Sups, he's not doing as good as he was supposed to, so you swap in 50pts Blue Superman. And your opponent only scores a 50pt KO. Of course, that is being a dink but it is still legal.
This wouldn't work this way even if you COULD replace the character mid-game:
Quote
(Page 6 of the rulebook)
Victory Points
When one or more characters
replace a character that began the game on your
force, and all replacement character(s) are KO’d,
award victory points equal to the point value of
the replaced character that began the game on
your force, unless the value of the replacement
character(s) is higher.
I faced him twice in 2 pre-releases and was able to beat him both times.
The first time was because I had H'e and the Chase Bizarro. He turtled in the corner to build outnumbered tokens. Bizarro ran up and smashed one of his lesser pieces. He moved out and hit for 3 after Invuln. H'el perplexed down his defense, Bizarro pulsed for 3 on a crit. H'el outwitted his defense and hit for 4 more. Basically game after that.
Second time I wasn't nearly so prepared to use him.
I had Lex Luthor, 125 WW, Captain Atom at 75, and Jimmy Olson. All that outwit that I couldn't use
He didn't turtle and build up tokens. He moved down into hindering. Lex missed his first shot and was hit for 5 with Psyblast which he masterminded away to Jimmy who died and stopped his outnumbered tokens from growing. Swarmed him with Atom and WW. Lost Atom, WW ended up on perplex. The perplex was key again. Lex managed to hit him off that top dial, and I'd keep perplexing down his AV. He'd hit WW and she'd regenerate back to perplex. Just wore him down slowly.
Precision strike was key though! On my first 2 hits he successfully hit both impervious rolls, but the precision forced one through both times. Getting his AV down saved me a few times. 9 v 18 is much less of a given then 12 v 18.
Inaugural Member of the Heroclix Hall of Fame.
Probs for Swabs Four Year Final Total - $10,029
I cannot imagine a better legacy for my cousin.