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Ever face a figure or team you can't seem to take down? Then this is the series for you. We take a deeper look into those problematic pieces and Exploit their Weaknesses! In this edition, we take a look at someone that was a thorn in the side of the Grand Ole Captain Kirk!
Click "Full Story" below as we analyze this awesome figure and Exploit its Weaknesses
Thanks for joining me in another installment of Exploiting Weaknesses! As with the other articles' precursors, Pulse Wave will not be discussed as it is almost always effective. If it isn't effective, I will point out why.
Here is the dial for reference, in case you couldn't tell from the intro picture.
Things that tell me I need to find some Tribbles:
- Long dial
- Indomitable
- Charge/Blades
- Klingon Empire TA
- Title Abilities
Exploiting Kor's Weaknesses
We recently pulled some Star Trek for prizing and this guy was opened for the top prize getter! It reminded me how good he was in a swarm team situation. Yes he takes up 1/3 of the points but when you can fill the rest of your team with lots of good, small attackers for the other 200 points, it doesn’t hurt as much. Why is he so good? See below friends!
For 100 points, you are basically buying the long dial and the Title Character abilities. That long dial doesn’t look like much but when he isn’t going to engage too often, it will seem longer. Having a swarm around him also makes that dial longer than the 8 clicks he actually has. It is guarded only by 1 click of Toughness and 7 clicks of Combat Reflexes with 17 defenses almost the entire time. It isn’t much but will still take a couple good hits to take him down. Some sort of penetrating damage makes Toughness useless and a couple swings of 4-5 damage will get the job done. What’s great about taking him out too is that he is a Title Character and severely hinders his team for 1 turn after we dispatch him. His (most likely) swarm team will be limited to a single action the following turn so he is definitely the priority KO here. Only having a 17 defense means we don’t need to focus too much on boosting our attack (unless he camps in hindering) and can instead hammer the damage home. But that’s not the hard part – that is going to be getting to him in the first place. In a swarm situation, he should have some good ways at blocking LoF with some meat shields. To get past this, we have characters with Giant Size that can see over them, we can use a combo of TK/HSS/RSto flank him and get around the shields, or we can use a map with lots of elevated to have a chance at being higher up and seeing over everything.
He is also Indomitable so he will be moving around trying to stay out of trouble until he has the upper hand. He could possibly Perplex his movement so he can Charge from 5 out or even up his range for 7 range attack which when you think about it, 6 seems to be the default as of late (about 200 in modern age have more than 6 range) so perplexing it up would get him the drop on many figures when piloted correctly. If he is able to position in to charge, an 11 attack is pretty solid and base 3 damage means he can’t deal less than 2 damage so also pretty good there as well. We can combat his 11 effectively with 19+ on defense so ESD initially can help but not when he charges in. Perplex and Defend can help more effectively here. CR helps when he does charge in but again, not super helpful if he shoots us from 6 or 7 away. Smoke Cloud can be useful as we can place hindering in the way so he can’t charge in (to IM: Hindering) and it doubles as a way to get +1 defense when he has to shoot us instead. Blocking does this more effectively as a roll won’t be made at all unless his swarm lackeys get rid of it so Barrier has a place in this match as well. His Klingon Empire TA may come up as well so be prepared. If he rolls a 10-12 he can remove an action token from himself so if it looks like he is pushing himself, he may be able to act next turn as well so be ready! Incap is a great way to make sure he isn’t attacking. If he already has 2 action tokens, he can’t roll to remove one!
His Title Character abilities are pretty cool and are the main reason he is included on Swarm Teams. The very first reason is the +1 Title Ability: Reputation for Ruthlessness. This is as straight forward as special powers come. Action total is +2 for the turn. If you had someone with leadership that would quickly be +3 actions for the turn and heck, throw in KC Power Woman and get +4 actions for the turn (no rule of 3 here as it isn’t a combat value). So he is providing your opponent with 5 actions in a 300 point game. That kind of production is quite valuable! Can you imagine the carnage that will ensue? Think about it – maybe he plays Carnage and pays for the Planet of the Symbiotes trait. Well, we have a miniature army of symbiotes coming at us. Or Mud Man en masse creeping their way down the map. Or perhaps a plethora of the new Crystal Warriors will make an appearance. Any way you slice it, they are coming for you full force. We can’t outwit it or anything but we can prepare for it with Map choice. Non-fliers? Elevated is a great choice! Half fliers half non-fliers? Indoor blocking seems like a great way to go to clog up the hallways and take them out one at a time as they show up. Barrier will help too as you dictate exactly where they go.
His final TC ability is like the Romulan and Federation version. Remove Plot Points in order to bring in another character with their keyword, in this case Klingon. So for 3 plot points, he can increase his lovely army by 1 and get a Klingon Bekk. For 7 points he can bring in a HSS Klingon Captain or Koloth to give everyone a +1 defense! None of the characters he brings in are game breaking, that is for certain. However, it can give his team a needed boost based on the circumstances of the game. Range pieces, close combat pieces, support pieces – they all can be chosen depending on what is needed at that point in time. You can’t really plan for it until it happens but the quicker you eliminate the rest of the squad the less of an impact his Klingon buddy will have.
That's all I have this time! Until next time, always look for the chinks in the armor and Exploit your opponent's Weaknesses!
Is his drawback for being KOed affected by the rule in the 2018 book that says your minimum actions per turn is 2?
Powers on cards overwrite rules from my recollection so in this case he wouldn't be affected by that. However, it is worth asking on the WIN for clarification.