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Turtles are horrible and need to be banned from any and all venues they find to play at. The worst version of this strategy though is the old fashioned TK/HSS yo-yo strategy where a monster HSS figure like Hyperion or Icon Supes is basicly just TKer out to shoot someone then run back to the starting area with a medic for healing and maybe a couple cheap range attackers to shoot those who come too close to the yo-yo. Its bad enough to be forced to spend the entire game trying to get at a team hiding in a room its even worse when you gotta chase a team to the other side of the map while getting shot at by a Superman on a string. As far as how to get at a turtler one thing I have not seen adviced is to take out a wall. Granted this is easier said then done without getting whoever took down the fall or who came in afterwards blown up. May I suggest a charge or HSS figure that can take unstoppable? If you have that on your team add the BFC damage control and try not to use it until eather u face a turtle or know you won't be facing a turtle. This way you can use unstoppable to HSS or Charge at his team, break down a wall, attack from outsider the room, then eather pick a good hiding spot nearby if u have HSS or just sit back if you have Charge and watch as the hole magicly seal itself up at the start of his turn making him most likely unable to return fire. Granted your Super Strength figure won't have any objects to use and this strategy really gets a bigger chance of success with a ranged HSS figure and but even with just a charger it can work if done right.
Yeah, turtlers are a pain. But you have to love it when they don't move anywhere and wait you out in a room or corner and then when your force is in their face they have to sit there and take it. I love that. Someone earlier mentioned a pulsewave in a crowded room. I love that, gives me goosebumps. So yeah they're a pain. But I really hate people who are down to one or two characters and they start to run. My friend who I play with outside of approved play does that sometimes and really ticks me off. Took me an hour to catch him once. He kept saying, "concede". But I'll be darned if I'm going to concede for that.
If you have that on your team add the BFC damage control and try not to use it until eather u face a turtle or know you won't be facing a turtle.
Actyually, the incident I described had my opponent playing this BFC against me.
It hurt me solely because I was unable to use my Meteorite to get through Thanos' damage reducers. Paired with Norrin they caused quite a bit of trouble for my Vet Hyperion & Power Princess.
WizKids GamePlay, "You can only play our game if you buy the new stuff. Those old figures are dirty and obsolete."
Record vs VGA d1sc1pL3: W-3 L-0
This message is a responce to winteragent...even superman runs when he's outclassed...remember superman II the movie. So running away is different from turtleing. At least running is a move, but the running move should only take them 30 seconds not 2 minutes!!!
tata for now!..hehehe
MY GOOD TRADE THREAD:
http://www.hcrealms.com/forum/showthread.php?s=&threadid=82091&highlight=Colosses
After a certain number of rounds, our judge will put a token on each corner of the map, and after each person's turn, they move diagonally up. Anyone outside the rapidly shrinking box gets zapped for 1 click of penetrating damage.
Back during the CW event I pulled a fantastic team and managed to fit 2 POGs on to maximize the Call Out effect. I'd already trounced 2 teams before me with this tactic and the next guy I was playing knew it. His strategy was simple: stay in his starting block until the game was over and break even. Naturally I had moved my pieces out and was just waiting for him to make the first move away from his starting area. After about 20 rounds of nothing but passing the buck back and forth I'd finally had enough. I began strategically moving my army ever closer to his and even then he didn't budge. Finally, when I couldn't stand it any longer, I took first blood and killed one of his pawns in one shot. This finally sets the game in motion and by the time we'd finished playing my entire team had been owned. My opponent went on to win 1st place and I ranked 3rd.
For awhile I was upset by this tactic, but after some thought I realized that is exactly what it was: a tactic. If I hadn't moved out then we'd both have broken even and I could have simply taken the round as a bide. But by playing on a psychological level, whether intended or not, my opponent beat me fair and square.
After a certain number of rounds, our judge will put a token on each corner of the map, and after each person's turn, they move diagonally up. Anyone outside the rapidly shrinking box gets zapped for 1 click of penetrating damage.
Gets people out of the corner REAL quickly.
That's called a "shock the turtle" theme. It makes people who nothing but turtling think outside the box.
May I suggest a charge or HSS figure that can take unstoppable? If you have that on your team add the BFC damage control and try not to use it until eather u face a turtle or know you won't be facing a turtle. This way you can use unstoppable to HSS or Charge at his team, break down a wall, attack from outsider the room, then eather pick a good hiding spot nearby if u have HSS or just sit back if you have Charge and watch as the hole magicly seal itself up at the start of his turn making him most likely unable to return fire. Granted your Super Strength figure won't have any objects to use and this strategy really gets a bigger chance of success with a ranged HSS figure and but even with just a charger it can work if done right.
Just thought I should point out that this is not legal.
Unstoppable only allows a free hit on blocking terrain during a Move Action. Since Charge and HSS are both Power Actions, you can't use Unstoppable with them.
Quote : Originally Posted by Sigdr
An interesting question. My immediate response is that I don't like you very much.
we have a player at our venue who used to turtle - which is why we put in a house rule that you *MUST* make an attack within the first three turns or forfeit the game. It doesn't have to hit, it doesn't have to win the game for you but you must at least make an attempt to get your butt out of the deployment zone by the fourth turn and play the game.
needless to say, there aren't a lot of forfeits... and the games tend to go a lot faster.
mind you, you can always just walk away - one game I was in I ended up having my Nightcrawler base with an untouched Ultimate Thor in a vain attempt to roll three hits in a row to fight through his Imperv... and the kid broke and ran his Thor back. I just quit right there and then, since it was obvious that this was a waste of my time. Sure, he got the win but I kept my blood pressure down.
on another note - your judge should be calling the "kid" out on the stalling technique - if he's allowing this to go on and on he's not really doing his job. A good judge will intervene and tell the opponent to get it in gear or risk forfeiting the game.
turtlers ruin the game for everyone (including themselves, that isn't any fun to play) so, here's a solution:
for your next tourney, ask the judge if you can play the "call-out" scenario.
here's how it works:
200 points, and all figs have the following power:
CALL OUT: (optional) give this character a power action, you may transport an opposing figure that is not in his starting area anywhere on the map to any square 2 or less squares away from you that it can legally occupy.
it sounded like fun. Of course, some may not leave the starting area, but that's there to keep the callers from being turtlers themselves and perpetuating the problem they sought to solve.
I've played against a player who used a barrier team in the prison, so i nuked a piece of his barrier and ran the pulse waver in.
he couldn't attack and protect himself at the same time.
have you ever seen pulse wave in an enclosed space, it gives you a warm fuzzy feeling inside to see your opponents tactics cause his own downfall.
Ooh, I like that. My son and I have been having fun with barriers lately; I'll have to remember that one.
Umm, this is kind of wierd to talk about, but not everybody who brings the game to a crawl is a munchkin. I (40-something engineer) have a mild BP disorder that allows me to get really overwhelmed if I've had a bad day/week. The net result is that if the game has gotten really complicated my brain... just... slows... down... I don't stall on purpose, it just takes me way too long to complete my turn. My gaming groups know about this (and we joke about it, too) so they're really cool about it. If it looks like I've "locked up" the envoy will come over and politely tell me I've got a minute or so to finish or I'll just have to clear. One way I've dealt with this is to never play a team with more than 8 figs!
I don't feel the need to start a mentally disabled clix player thread; I just wanted to put in my two coppers' worth.
-Jackslave
"Never turtled, never will."
I'm not bad, I just play that way. At least that's what my son says...