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Will you still do that, if a "ranking" will be affected by it?
Yep. I know I'm a good player. I don't need a "variable" as a ranking to tell me that.
Plus.......how can Wizkids really "check" these stats???? I mean seriously. There's going to be some nerd out there that is going to be playing the same 8 people (or 4 people with padded names) that's going to be ranked high. There's no verification on these things and thusly can't be taken seriously.
I just checked the schedule for the PR - the event starts at 3 PM. I'm not interested in driving to CA mid-day and returning to Vegas at night - still too many CA wacko drivers heading to Vegas on a Saturday night. If it started at 12, like Kools, that would be different.
Well, is there any OTHER venues (cough-cough Fallon) that would be earlier that you would consider?
Fallon has no time posted. I sent an email requesting their start time early this morning and got no response. If I hear nothing by tomorrow, I plan on contacting WK about it. They have only two players registered and I'm thinking they purposely don't want anyone else showing up. One of those in-house, in-breeding things. If I get an answer though, I'll use a free Southwest ticket and then drive over one hour with Keegan (son).
Quote : Originally Posted by unsung hero
Well, is there any OTHER venues (cough-cough Fallon) that would be earlier that you would consider?
The question about objects and adjacency has come up in the past. A number of the new special powers led to a discussion that I took to game design for clarification. This has led to things being clarified for me, and I bring it to all of you.
The square you currently occupy is NOT adjacent to itself. If a power or effect requires you to be adjacent to something (notably, an object), occupying the same square as that something is NOT the same as being adjacent to it.
There are a number of things that this clarifies/changes based on your point of view.
Powers
- Telekinesis – you cannot TK an object that is in the square you are occupying. You can only TK objects that are adjacent to you.
Rulebook
- Destroying objects – this acts as destroying blocking terrain (as per the rulebook). You can draw a line of fire to your square (if you have range greater than 0), but you cannot attack your own square with a close combat attack, you can only attack adjacent squares.
Feats
- Nanobots – you can only use the feat if you are adjacent to an object, not if you are occupying the same square as the objects.
- Disintegrate – you cannot remove an object that is in the square you occupy.
Special Objects
- Separation Field Generator – you can only drop objects in adjacent squares, not the one you occupy.
Special Powers
- Phantom Girl/Disruption – specifies that it works on objects in the same square as Phantom Girl.
- Mr. Mxyzptlk/Object Animation – specifies that it works on objects that are being occupied by opposing characters.
- Firestorm/Matter-Energy Transmutation – when placing objects as a result of using option (2) of this power, the objects would need to go in squares adjacent to the original targeted object.
- Box/Assimilation – Box needs to be adjacent to an object, he cannot occupy the square.
- Arcade/Deathtrap – if a character occupies the square of the object Arcade has selected to remove, it would not be dealt damage.
I’m fairly confident that these are the mechanics where this question would come up. Obviously, I’m here to follow up on any specifics I may have missed.
On a related topic, the question of Toro’s Firewall power came up – “Can I put all 4 squares of Smoke Cloud in the same square?” – The answer to that is no, as you need to put them in adjacent squares. What’s more, the properties wouldn’t “stack”. Each square is either s square with Smoke Cloud terrain or is not.
Fallon has no time posted. I sent an email requesting their start time early this morning and got no response. If I hear nothing by tomorrow, I plan on contacting WK about it. They have only two players registered and I'm thinking they purposely don't want anyone else showing up. One of those in-house, in-breeding things. If I get an answer though, I'll use a free Southwest ticket and then drive over one hour with Keegan (son).
2 venues in CA dont have times listed either.
The one in Torrance is at noon, and one in pasedena is at 11 though.
THE GREAT ARENA Any successful attack roll resulting in doubles is a critical hit
DEEP SHADOWS Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. All powers, abilities, and effects able to affect characters more than 6 squares way instead affect characters up to 6 squares away.
The slightly different wording indicates that as long as the power, ability or effect does not affect a character, the 6 square maximum would not apply. Notably, this would affect using TK to move an object (not attack with it).
KRAKOA THE LIVING ISLAND Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
The adjacency of this BFC is in terms as defined in the rulebook for adjacent squares. "Character" adjacency - which typically depends on elevation - is not required. Therefore, a grounded character can be attacking using this BFC by being adjacent to elevated terrain. An elevated character can be attacked if their square is adjacent to a grounded square of hindering or blocking terrain.
No character is making this attack, so even if Probality Control was available, there is no character to target to re-roll. It is still an attack though, so Super Senses and Toughness would work just fine. The character can also roll for Shape Change. If they are successful, the BFC can be used to attack a different qualifying target.
MALICE At the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.
First turn immunity would still apply for this feat.
By "attack" the BFC is referring to actual attacks, not just situations that result in damage. Think of it this way - was Super Senses something that could have altered the result? That, then, would be an attack.
FEATS
STREAK OF LUCK Cost: 5 Prerequisite: {Standard Attack} {Standard Damage}
Choose a character.
Each time an attack roll fails against the character, put a luck token on this card if there are fewer than three tokens on this card.
If there are luck tokens on this card when the character makes a critical miss, the characteris not dealt unavoidable damage; after the attack is resolved, remove all luck tokens from this card. If there are luck tokens on this card when the character makes a critical hit, modify the character's damage value by +X, where X equals the number of luck tokens on this card; after the attack is resolved, remove all luck tokens from this card.
Only the "final" roll is examined to determine if a token should be placed on this card. If Probability Control is used, only the final roll determines if the attack was successful or not.
If a character has Super Senses and rolls a 5 or 6 after a successful attack roll, a token would not be placed on the card. The attack missed, but the attack roll was successful.
A failed Support roll against this character would cause a token to be put on the card.
If EE is successful against the main target and unsuccessful against this one, a token would not be put on this card.
TERRIFY Cost: 6 Prerequisite: Battle Fury or Incapacitate or Mind Control Modifier: {Standard Attack} -1
Choose a character.
Give the character a power action and make a single close combat attack as a free action (the attack deals no damage). Compare the result to the defense values of all adjacent opposing target characters, maximum four targets. Each target against which the attack succeeds is knocked back a number of squares equal to half its speed value (targets are not dealt knock back damage). If the attack roll is doubles and succeeds against the target, also give an action token to the target if it has zero or one action tokens (the target is not dealt pushing damage for this token).
If there are more than 4 adjacent opposing characters, targets need to be selected prior to the attack roll. When the attack is successful, each character hit moves away its own speed value, not the speed value of the attacker.
INSIDE INFORMATION Cost: 4 Prerequisite: The character must have at least one keyword.
Choose a character.
When the character attacks an opposing character that has any of the keywords possessed by the character, modify the character's attack value by +2.
The +1 modification only applies to the attack roll against the target character.
Modify the character's attack value and damage value by +1 when it is given a close combat or ranged combat action targetting a character with the {Giant damage} or {Colossal damage} damage symbol or the Monster keyword.
If the character targets multiple characters, the +1 attack applies only to qualifying characters. The +1 damage would mean that if both characters were hit, at least 1 damage from the nodified damage value would need to be applied to the qualifying target. This, to me, is the most consistent ruling with what we already know of powers such as Ultimate X-Men. I will be taking this back to WK to get clarification.
OUTSMART Cost: 10 Prerequisite: Mastermind or Outwit
Choose a character.
When a power possessed by the character or an adjacent friendly character would be countered by an opposing character's power or ability, you and the opposing character's controller each roll 2d6. If your result is more, the power is not countered instead.
Ties are not rerolled - the cards wording indicates that the targetted character needs to roll higher in order for the countering to take place.
After the roll is complete, regardless of the result, the Outwitting character has used Outwit this turn.
These rolls are made by the players, not the figures, therefore they can not be probability controlled.
This feat would activate any time a player's powes are countered, regardless of the source of the countering.
TAKEDOWN Cost: 6 Prerequisite: Incapacitate or Plasticity
Choose a character.
If an opposing character makes an unsuccessful close combat attack against the character, after the action is resolved give the opposing character an extra action token if it has zero or one action tokens. If the opposing character already had one action token on it, giving it a second action token deals pushing damage normally.
The extra token is applied to the attacking character at the same time that action tokens are normally placed on the acting character.
WARBOUND Cost: 5 per character on your force with the chosen keyword. Prerequisite: A single, common keyword.
Choose a keyword. All characters on your force that have the keyword are assigned this feat.
When a target friendly character assigned this feat is given an action, instead of giving it an action token, you can give the action token for the action to an adjacent friendly character that has the chosen keyword, has zero action tokens, and has a point value equal to at least half of the target's point value.
Assuming all of the other requirements are met, a 150 point character can have their token placed on a 75 point character (or higher). Similarly, a 100 point character can have their token placed on a 150 point character (since it is more points than the necessary 50). My point is that there is no restriction that one character has to be more points than the other.
In order for the adjacent character to receive the token, it must be clear of tokens at the time the token is assigned.
Give the character a power action. Make a single attack roll and compare the result to the defense values of all adjacent opposing characters. Characters against which the attack succeeds are dealt no damage, but are knocked back 4 squares.
Knock back damage would apply as normal.
Characters that ignore knock back would not be affected by a successful attack with this feat.
PROTECTED Cost: 8
Choose a character.
(Optional) If the character does not already have two action tokens on it, damage dealt to the character as a result of a single action is ignored. After that action is resolved, give the character an action token and remove this feat from the game. If the character already had one action token on it, giving it a second action token deals pushing damage normally.
SPECIAL OBJECTS
ELEHA'AL VINE (LIGHT) Give a character occupying the same square as this object a power action. Roll a d6 and subtract 4 from the result, minimum result 1. Heal the character of damage equal to the result.
SHIELD DISRUPTOR (LIGHT) Damage dealt to characters 4 or fewer squares from this object can't be reduced.
TOMBSTONE (HEAVY) Continual The defense value of a character carrying a Tombstone is modified by +2. After the resolution of an unsuccessful attack against a character carrying a Tombstone, remove Tombstone from the game.
SPECIAL POWERS
Arcade Deathtrap Once per turn as a free action, Arcade can remove from the game any object 10 or fewer squares from Arcade to which he has a clear line of fire and deal 1 damage to each character adjacent to the object.
Objects that are being carried cannot have a line of fire drawn to them.
Occupying the same square as an object is not being adjacent to it (see my recent post "Objects and Adjacency")
Murderbots Give Arcade a power action. Choose up to two standard objects 10 or fewer squares from Arcade to which he has a clear line of fire when he is given the action, and move each object as if it were a character that has Arcade's speed value.
Questions about break away, moving through hindering terrain, and so on, should all be resolved by answering the question - "how would it be ruled if it were a character?"
Box Mass Absorption When Box occupies hindering terrain, he has the (Giant) symbol.
At the start of an action, if Box is in hindering terrain he is a giant for the entire action. If he leaves hindering terrain, he remains a giant until the action is over. If he enters hindering terrain mid action, he does not become a giant until the action is over.
Assimilation Box can use Toughness. Once per round, when Box is adjacent to an object, as a free action you can remove the object from the game and heal Box of 2 damage.
See my other post regarding "Objects and Adjacency" for more details, but in order for Box to use this power, he must be adjacent to an object - it would not apply to an object in the square he is occupying.
Cuckoo Hive Mind When Cuckoo is given an action, you can modify one of her combat values (including range) by +1 until the end of the round for each other Cuckoo adjacent to her.
"Adjacent Cuckoos" includes opposing Cuckoos.
The bonus must be given to Cuckoo when an action is given to her - not during the action and not when the action resolves. Therefore, if Cuckoo moves, she needs to modify her combat value before she leaves adjacency and would not be able to increase it based on a character she is adjacent to at the end of her move.
Cuckoo is only allowed to modify one combat value. That value can be modified as per the rule of three based on the number of adjacent Cuckoos. She may not distribute the bonus to different combat values based on multiple adjacent Cuckoos.
Each heroclix game is played in rounds. During round 1, there is a "beginning of round", and then it is player 1's turn. The have a "beginning of turn", they have a time when actions are assigned and resolved, and then an "end of turn". Then player 2 does the same thing. Then there is the "end of the round." The process repeats itself with a new "beginning of round" and player 1's turn again. The Cuckoo bonus lasts until the end of the round. Yes, this gives Player 1 a bit of an advantage as they can modify defense effectively while player 2 cannot.
Hulkbuster Flight Stabilizers Hulkbuster can use Charge and Running Shot. Hulkbuster is adjacent to a giant character only when he is within 1 square of it.
Giants and Adjacency currently have 4 basic things:
1 - A giant must break away from a character when 2 squares away.
2 - A standard chracter must break away from a giant 2 squares away.
3 - A giant can close combat a character 2 squares away.
4 - A stnadard character cannot close combat a giant 2 squares away.
The last sentence of Flight Stabilizers alters #2 above.
The Leader Minions of the Leader The Leader can use Mastermind and Toughness. When the Leader uses Mastermind, he can treat any friendly character 4 or fewer squares away to which has a line of fire as if it were adjacent.
When The Leader is hit with an attack, the damage is going to be dealt to him. At this time, he can choose to use Mastermind. If he chooses not to use Mastermind, then the damage is dealt to him and thereby reduced by 1 due to Toughness.
Rampaging Hulk Squash The Rampaging Hulk can use Leap/Climb. Immediately after the resolution of a move action in which the Rampaging Hulk uses Leap/Climb, he can use Quake as a free action.
As per the latest E&C, whenever Quake is used and the character is holding an object, the object is not used in the attack.
We have an "avengers Zemo", as well as earlier versions. Sure, with that Zemo, your team is probably weaker. But more accurate. And a team that is playable as "fun".
Thats just it, Baron Zemo was Cit V in disquise when the T-bolts started.
Now he droped it when they got exposed but it was still Zemo.
And as for the team being weaker I think it would have done just as well. I really like the Baron Zemo we got in Avengers. I would have used the E Mach 3 instead of V Mach 4, and the the only chage would have been the team haveing 4 RS instead of 3 RS and a Charge.
maybe next time I will try that out...
but thats beside the point
The same group of players has been hanging around for a while and I don't think I have seen the competitiveness level change. People have gotten better at team building but as far as the lvl of "cheese" it has not changed (of course they have balanced the game out a bit so there is less of it...).
I don't want to play a game of chess where dumb luck or money decides whether or not I get to use a rook... Collectibility is a necessary evil of Heroclix, not a boon.
I don't want to play a game of chess where dumb luck or money decides whether or not I get to use a rook... Collectibility is a necessary evil of Heroclix, not a boon.
Wow the new adjacency rules are LAME!!!
They've gone out of their way to in the last year to sell YOU ARE ADJACENT TO THE SQUARE YOU ARE IN and now they flush all that down the toilet! Great!!!
Well, congrats to a well-deserving player who conquered Comic Oasis last night, for a tourney win...
Me !!
I ran
Batman (1 mil)
Flash (1 mil)
Dream Girl
Mano
Colonel Logan
Deathlok
Phantom Girl
Ravage
Justin ran an Amazo based Robot squad, with Ghost Rider and others. And two Firelord teams made an appearance as well.
Eric had a team of Firelord, paramedic, JLA Batman, Merlyn, Green Arrow, Scarlet Witch, and a TKer. His team beat me but it was close, could have gone either way.