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remember biggest/ most expensive is not always the best. for some teams (swarm type) rookie figs are more effective.
know what each fig can do and use thier abilities efficiently, combine complimentary powers ie: PC works great with B/C/F.
Don't bank every thing on one big fig. Any one fig can be taken out.
All great advice. I plan to start playing in earnest soon. Right now I am building up a collection and playing with a few friends. Watch out here she comes kicking ###! lol
Where can I find a reliable list of where to play? I found a few places but they dont seem very "open" to new people.
this is one of my basics if i have an expensive figure that flies ni always taxi a medic with them i.e dr doom v/198 that many points whats 20 more for a medic also can assist with team abilities i.e superman enemy doom gets outwit just example heh
Great thread... hope many are finding it useful. Here's my advice... The focal point to strategy in HeroClix is this: Every move has a countermove. Every action has a counteraction. Every power has a counter-pow... er, counterpower? Is that a word? Oh well, you get the idea.
Know how to counter any move your opponent might choose to make. Is your opponent relying on Stealth, or Batman Ally team, shooting at you from the shadows? Several solutions. 1) The most obvious, Superman team ability, may not always be available, although having rookie Steel (66 pts) and a few wildcards could be useful if you know what you're going up against ahead of time. 2) Remove the hindering terrain. Any character with Super Strength and either Leap/Climb, Hypersonic Speed, or who flies (with the new Indy rules) can move past an object and pick it up as they go, leaving Batman or Deathstroke out in the open. 3) Rush 'em. Get in their face, forcing them to either move, or deal with you. You might as well, since you can't used ranged attacks against Stealthers. Charge works especially well for this, as does Telekinetically moving a heavy hitter into an adjacent square, so that you can attack immediately.
What if your problem is Outwit? Your opponent has it, and you don't want to be subjected to it. 1) Take it away from him. Either clobber the Outwitter, or Outwit his Outwit with your own Outwitter (kinda monotonous, isn't it?). 2) Line of Sight. He can't Outwit what he can't see. Use terrain to your advantage here, putting blocking terrain between the Outwitter and you, or better yet, use your cheap mobile figures to block line of sight for you. What do you think veteran Robin is for? Bounce Robin between the Outwitter and your big-guy-with-Impervious-that-you-really-don't-want-to-lose-right-now, and you force your opponent to move or deal with the blocker. Either way, he wastes actions. Oh, Barricade was made for blocking line-of-sight... and if you put it up around your own guys, they have to punch through it to see you or attack you.
See what I mean? Every power has a weakness. Study them all, and think of ways to counter them.
One other piece of advice, on a completely different note... don't put all your eggs in one basket. It might be fun to pull out Ultron, or Wonder Woman, or Despero, or Amazo, or whoever... but if you get caught with your pants down (not literally!), if they can counter your big, bad defense on your one big, bad guy, he'll soon be taking a big, bad nap! If you have only a couple figures in your army, because all your points are in one or two big guns, you make yourself very susceptible to powers like Incapacitate, Outwit, etc. Savage Hulk is loads of fun to play in a friendly game, but in a 300 pt. tourney, he gets outmaneuvered every time by all but the most incompetent novices.
I'm really appreciating the input on this thread. As a NOOB, and father of two more NOOBS, fast-tracking my learning curve through these forums has helped a great deal. Clix is such a cool game to get into, and I hope that the game stays strong into the future.
I'm thinking about entering the Critical Mass Marquee in December, and strategy is just as important (more so) as the luck of your pulls in that tourney style, but I feel that it will be the most even field to "get my feet wet." Of course, it could all backfire and become my baptism of fire instead, but at least I'll get some new Clix from it.
Great thread. I also can't wait till Critical Mass. Clobberin' Time just finished so who knows what will happen with the values of the some of the figs like umm....NightCrawler. The game is starting to slow down in my area. Just from working at a sportscard/game shop I recognize this. I know the players aren't heading over to the Combat Hex LOTR stuff because I demo'd that game and it was p00p.
HERO CLIX0RS UNITE!
Looking for MN players
http://www.hcrealms.com/forum/showthread.php?s=&threadid=80127
I compiled this from alot of posts. I should not get credit for any of this.
Army Build/ Dials
Memorize the dials of each and every character you are using! This may seem like a bit much to some but it really helps alot. If you have trouble remembering then just try and memorize how ling till they die and how many clicks does it take before they are useless.
Always have a way to deal with Invulnerability; Stealth; Outwit; and Firelord.
Generaly, an average points score of 50 per figure is a good idea - eg 6 figs on a 300 point team. This means that you are not totaly dead if you loose a figure and allows you to waste fewer actions.
Almost all armies need half your figures to fly and have a medic.
Field characters that can do 3 damage or more for fighting. This is good both from the perspective of dealing with invulnerability, and from the perspective of dispatching figures quickly.
Don't put all your eggs in one basket. Now there are certainly powerful figures over 100 points worth using, but all too often I see someone throwing in a high cost fig, to fulfill a strategy that could easily be filled by one or two lower point guys that would use actions more efficiently.
Never, ever, use less than the maximum point build allowed. Not only are you giving your opponent a head start, you're putting all the pressure to be aggressive on yourself. If you need to throw in a thug then by all means give yourself a thug. Just dont give your opponent an starting advantage.
Make sure you can move and attack. Either through Running Shot, Taxi, TK and thier little brother Charge.
Having Taxis is a must but having taxis with free move is even better.
Make sure your army has a fighting chance even if your "key" figure is killed first turn.
Its hard, but try not to purchase special equipment that you are not going to use. It just eats up your vaulable build points.
Luck
Probabilities... when attacking, a 7 is average odds, 6 and below are good odds, 8 is iffy, and 9 and above are really, really tough. Minimize the effects of the dice. Use high attack values, high defense values, Probability Control and damage-reducing powers (like Invulnerability) where you can.
On average, a 9 attack is decent. 10 is better. Anything higher is great, and you should have at least one 11+ attacker handy. Fortunately, there are some cheap options on that front:
Attacking
Speed is life. Hit first and hit hard.
The goal is to do as much damage to him while taking as little damage as possible.
Don't let him crawl back to his Medic. Crush him where he stands.
First, I suggest attempting to take out your opponents medics fairly early on. If you dont, then you will be facing the same figures time after time.
Divide your army into two sections. Keep the guys in a section together. Alternate using the two sections every turn. This way you always have a group of guys to move and defend the other.
Dont underestimate pushing. It can be the difference in crippling them before they nail you into the dirt.
People like to go after medics, take advantage of it. Medics are generally cheap and not particularly effective fighters.
If thier figure has a token on him, treat it like a red flag that reads "Kill me!!"
Every Turn Checklist
Maintain a level head, and good sportsmanship:
This can improve your play and chances at the sportsmanship award.
Announce when you are about to roll the dice, and what you're rolling them for.
Know what you are going to do at least one round ahead of the one you are in. Try to stay on that train of thought no matter what happens after you get done with the present move. Then while your opponent is moving you can plan out the move you will make after the next one.
Remember, remember, remember to use all your outwit, perlex, enhancement and leadership each and every turn. Don't forget to call on all your team abilities (like roll a die for skrulls to see if your opponent can even target your figure, use the highest attack of adjacent figures for sinister syndicate, use all your free moves with Avengers and Brotherhood, etc.). You paid good points for all these abilities! Use them every turn!
When trying to stay out of range of a particular character ALWAYS check if the worm has running shot and factor that in.
COUNT THREE TIMES BEFORE YOU MOVE! Count where you want to go. Count the range to your opponent. Count where your opponent can move and determine what the new range would be. Save yourself some pain and agony, count the bloody squares.
General Knowledge
Learn how certain powers interact. For instance, explosion gets much better with multiple arrows. Stealth and Outwit is a popular combo, so is flurry + B/C/F.
Dontforget that Perplex can stack.
Try to clarify any questions about the rules before the game.
It's not bad sportsmanship to get a judges ruling.
Have all of the rules on hand in writing.
Check to make sure that your opponent's army is legal, and that the figures are who they appear to be.
Remember you can break a wall by doing three damage.
Be careful how you place object tokens. Think about how your opponent may use them against you. Need hindering for stealth? How about a object for Super Stregnth. Need some more advatage for your roof sniper?
Use barrier to its full effect. If inside where there are narrow openings, stack the barrier (double it) so the bad guys can't blow a hole in it and then get you.
Control the centre of the map. This will give you the initiative.
Don't assume support figures will go down without a fight. To often I have seen them deal the extra click or two of damage that was needed to finish someone off.
Make sure you understand all the rules, along with any updates, house rules and the PAC.
Know your own armies weaknesses. This may change as you and your opponent looses figures.
Tactics
1- Offset your taxi placement, like this:
XXXAXXX
XXXXBXX
XXXCXXX
A= opponent's model
B= taxied model
C= taxi
If your taxi has a ranged attack (and much of the time, it should), this will give your taxi a potential ranged attack against the enemy model while the taxi is still able to pull model B out of combat if need be.
2- Have a flying character perform a running shot while carrying another flyer. After the attack, the other flyer can carry the attacker back.
3- Your flying character Charges forward and then lands your tank beside the target unit. Those two actions (perhaps one action) produced movement, and two attacks. Not to bad in my book.
4- If need be, use your taxi or passenger as a shield if they have stealth. It blocks line of site to one and only allows the other to be hit by close combat.
5- Doombots can get nasty do to thier team ability. Just be a little creative.
A Few Bang for Buck units
CLOSE COMBAT
aquaman (R) - 27 poins, 3 clix (3-5 with super strength) and leadership.
elektra (U) - 36 points, 1-6 clix, good attack, and stealth
Black panther (V) - 46 points, outwit, and 1-6 clix
Hawk (REV) - 69 points, Charge so you can use the items easily, good stats, weakness though is that fist clik so you hve to keap him safe, what i find works though is pulswave.
Solomon Grundy (R/E) - 69 points and a reliable 3 clix. stays alive for 10 clix. best reson is for his reliability
RANGED COMBAT
TO morrow (V) - 28 points and 3 clix of damage, much like aqua man but has a larger variety of possibilities.
Boomerang (E) - multy energy explosion, sinister syndicate makes up for poor attack, 34 points only
Bullseye (V) - good attack defense and damage, sinister syndicate, 43 points
Firelord (E) - no dif. from the vet, 5 clix, even though he is the scum of the universe, a little bit more than my boundries, but with figs stats and his emmensive power, he is worthe it!
HIGH ATTACK (11 or better)
U Elektra - 36 points, 11 Attack, 2 Damage + Blades/Claws/Fangs
R Taskmaster - 39 points, 11 Attack + Blades/Claws/Fangs
V Silver Samurai - 40 points, 11 Attack + Blades/Claws/Fangs
V Aquaman - 41 points, 11 Attack, 3 Damage + Super Strength
V Bullseye - 43 points, 11 Attack, 1 Damage + Ranged Combat Expert
R Hawk - 45 points, 12 Attack, 3 Damage + Super Strength
________________________________
1998 National 12th grade Chess champion
1998 Texas State Chess Champion
Well, it's been quite a while since I first posted this thread. The advice found herein has been, I must say, of great use and help to me (I actually, finally managed to beat my brother <the first time in any game in over six years> and win a tournament <the first time EVER>!). I hope it has helped others just as much. However, this is not a note of closing. I simply have one piece of advice that I don't think anyone has given yet, which is the one piece of strategy that has helped me the most. It's from Sun Tzu's "The Art of War". It's an ancient textbook on war strategy that militaries still USE. And the one piece of information so valuable?
If you take away your opponent's ability to attack you, you've won.
This is a little advanced, but I'd think, a little bit of thinking and almost anyone can grasp the concept. Think about it. A few tips:
Best powers for taking away an opponents ability to attack you: Incapacitate (they can't move unless you say they can), Outwit (No more charge, you've got ranged combat expert and beast is six squares away), Psychic Blast (Knock them off those good clicks, gauranteed), and Stealth (they have to come to you, and that usually means their at a disadvantage).
You see what I'm getting at? Don't try to KO each individual piece. Cripple ALL of them, and when they can't attack you, THEN you knock them out.
It's a great strategy. It's the execution that sometimes is a little tricky.
Anyway, just trying to give back to the community. Hope Sun Tzu's advice helps YOU as much as it has helped ME. And if you want to read "The Art of War", it's online for free at: http://onlinebooks.library.upenn.edu...okup?num=132.1