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As far as I can tell, since there is no official ruling on it, I would assume that in a tournament the chest would be played as it is...difficulty 0. This makes it really easy to open! BUT, you could roll a 2 and automatically fail, so you can't just ignore the trap.
So whats up with #3 then? I assumed you didn't have to roll, because it would say so if you had to right? But I am not positive, so further clarification on the healing roll would be nice. Thanks!
-Chance
But Wizkids is a company trying to make money.
If they can, why should they not put out as much product they can, as long as the game is still viable and the support is there?
The support has always been there.
(We cant complain.)
They are coming out with some great stuff.
(The quality is getting better and better...not the opposite.)
I know I can't afford to get everything.
But just because of that, Im not going to tell
them to stop making new stuff.
Unless you have tons of money.
Dont bother trying to collect everything.
Get what you want.
The more variety of stuff to buy....the happier I am.
ya said that the new prices would be up with the new Scrye, so should I even look at my collection or can you tell me right now that they are not updated?
The thing I am really impressed with is the new paint jobs on the upcoming sets. I only wish that I could trade in my old ones for revised editions, Instead of ones with paint globs.
Ok, I know you might say what is immune to capture but gets better with damage...
Crypt worms. 4" range, 4 clicks of damage in a few slots, and not a bad attack. And as for their low defense, throw in a bond maker or 2. They give the worms 16 defense, and 10 move.
Wanna know why imps and shades and other cheap fast flying capture factories are useless?
Worms keep BF for 90% of their slots.
And so, I have an army as such:
3 ** worms----117
3 * worms-----105
sub total-----222
That leaves me enough room for a pair of bondmakers and maybe a shade or a few imps.
WATCH HOW YOU TALK ABOUT SHAYLE YOU FREAK! :D I am just kidding, but she is honestly one of my favorite heroes. I believe she may be the only hero with 12 inch range also, but I could be wrong. Anyways, if you use some crevice terrain in the Dungeon she rocks! First of all she has great speed and quickness. This lets you easily move towards wherever the nearest chest is. Also, if you get on one side of the crevice terrain, and then move the magespawn on another tile that you are in sight of, you can just start shooting away! If your opponent moves them towards you, just move them back and shoot again! If he tries to move the magespawn away so you dont kill them, Shayle can move 6 and attack 12! at level 1! She can fire through 2.4 tiles if firing straight forward or diagnally. Including her movement before attack, she can fire through 3.6 tiles at level 1 and 4 tiles at level 4 or 5. Actually, in retrospect, that crevice part doesn't really matter at all. Just place lots of wide open terrain when creating the dungeon, and you can kick major magespawn arse! Woohoo! And if you are fighting a Troll or dwarf hero then you can move and attack as far as they can just move normally. LoL I can see that situation.
Player 1 "Haha, my Kamune is gonna kick Shayle's arse!" Moves forward 6.
Player 2 "My Shayle is moving back 6 and attacking Kamune"
Player 1 "ARGH(%*#$^&@#($^@!(#*"
Korlis ,
with that wiseguy attitude it's probably not going to take long before you take a fall.
Don't try to make it look as if you're the only one who knows what he's doing here.
There are plenty of people on this forum who can put a good army together and who can beat the two you just presented without too much trouble.
I have a feeling the "on your turn only" rules are there mostly for game balance. Giving some figures constant, say, +2 defend and invulnerability (I think there is an item that does that) would make them pretty much unstoppable. This way they are still vulnerable half the time.
Now, when I can find out what to do with the thing that gives dodge I will be happy...