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Anybody else burned up that the Doom Patrol is basically 5 points over for 400 and 500? This is very lazy game design on wizkids part and not the first time this has happened!!
Additionally, the original Doom Patrol consisted of Negative Man, Elasti-Girl, Robotman, The Chief, Changeling (aka Beast Boy) and Mento. You can get them all on the same team for 490pts. ;)
Do you like DC comics from the 1980s? So do I. Check out: www.dcinthe80s.com.
Weird Resurrection is the most useless thing ever. Why 2D6? how do u roll less than 4 with TWO dice? It should not be once a turn or should be only 1 die.
Additionally, the original Doom Patrol consisted of Negative Man, Elasti-Girl, Robotman, The Chief, Changeling (aka Beast Boy) and Mento. You can get them all on the same team for 490pts. ;)
Or if you use the original versions of Chief (cheaper by far on the secondary market, and still quite playable) and Rita Farr, you can play the original roster at 399 points. Plus Rita gives you a giant with the Outsiders TA. This set has given me incentive to actually PLAY Doom Patrol.
Quote : Originally Posted by 2Face
Retirement will continue to happen, and I will continue to ignore it wherever I play.
Weird Resurrection is the most useless thing ever. Why 2D6? how do u roll less than 4 with TWO dice? It should not be once a turn or should be only 1 die.
If you cannot roll LESS than 4 on 2D6 dice than I would like to have those dice and also talk to your local venue judges:) Jokes aside - here is a little secret: you should be able to roll as low as 2 if your dice aren`t missing anything! Impressive right? And all it takes is just some basic math...
Weird Resurrection is a great trait and one of the few instances when rolling low gives you an advantage - you have a chance to turn 4 clicks, 50 pts fig into 7 clicks support monster or better yet 8 good clicks into 14 clicks that will make those good clicks extraordinary (elasti-girl or robotman). All it takes is just a bit of luck. Well, that and good dice... ;)
Am I correct in assuming that after Chief makes a friendly character's powers uncounterable with Protect You From Yourselves, he can then use Outwit during the end of your turn with no consequence?
Hello, and welcome to HeroClix, the game where everything's made up and the points sometimes matter.
I don't think so. I think this end of turn activity is akin to eg, the beginning of the turn removal of Smoke Cloud and Barrier markers. Their removal is at the very beginning, and you can't roll for Leadership or Poison or other "beginning of the turn" free actions BEFORE removing those markers.
I haven't read a ruling, but I'd bet any local judge would say the picking a character feature is at the very end of the turn, and you may not do end of turn free actions after. Or, if you did, they'd likely rule that since you did use the Outwit, the friendly character can now have their stuff countered.
When you read the power, doesn't it seem like, if one could do what you are suggesting, they'd have written it more simply? Do you think they really wanted someone to do both, as long as they handled the timing correctly - rather than having to choose one power or the other?
It strikes me you are trying to attain a skewed result, and then contriving an interpretation of the text which may fit - as opposed to just reading it and trying to understand how to use the power.
"You can have the truth without love, but you cannot have love without the truth. Truth is foundational.” - me
While I do agree with koala on the writing and "seeming" intention of the aforementioned power; there have been instances in which free actions during the end of turn allow "timing" and sequencing so that you can have both of them happen. I just read this great article http://www.hcrealms.com/forum/showth...=558979&page=2 and just quickly give the example of the Sloth relic :
Sloth: This character can use Sidestep and modifies its defense value by +1. At the end of your turn, if this character wasn't given any actions this turn, heal it of 1 damage.
So, you can heal 1 damage and then Sidestep during the end of your turn.
Again, I don't feel the intent for Protect You From Yourselves is to use both effects; specially because they come from the same SP... but I see how it may cause some confusion... as many other interactions in this game. Just my twopence.
I originally gave this fig a pretty nasty review, citing the Crisis version to be better. The thing is, he doesn't look very good on paper. After playing him on a Doom Patrol themed team, I'm going to take 'nasty' review back. This guy really pulls his weight - the free sidestep granting power is fantastic. The PYFY special power helps to really benefit a team that doesn't have much outwit. 5 stars
Do you like DC comics from the 1980s? So do I. Check out: www.dcinthe80s.com.
WIN/LOSS: 7-3 The Chief is an amazing support figure and really excels on teams with the Doom Patrol and Scientist keyword. He fixes mobility issues with Side-Step (including himself). Perplex and Outwit are always awesome but being able to draw LoF from certain teammates is beyond useful (LoF to the ally not needed!). If he gets hit he likely will land on 11 attack / Support. Weird Regen isn't likely on this guy but there is always hope. He is the Madame Webb of the DC universe!
Visible Dials and Pushing Damage need to be optional. This is the way.