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so I counted it out and after herc and namor attacks, starro has 3 clicks left, so on his turn he will have to burn his multi attack to regenerate, his move value is only 3 so he won't be able to escape far enough to get out of charge range of either of them so even if he regenerates a full 12, he's got another 14 damage coming his way from herc and namor's charge and flurry. scarlet witch also has an 8 range so she could carry the gcpd to use his enhancement for another 3 damage if necessary. you could also use a meteorite- heavy, mass absorber-light, shield disruptor-light, for extra damage. starro's biggest disadvantage is his lack of movement, so plant your guys right on his face and make him choose to fight or run. with his pulse wave he can only do one damage if there are more than one target hit and herc and namor both have high defense and a pair of prob controls for backup.
Quote : Originally Posted by lastcastle
I looked at his special power and it heals at the end of his turn, so he would have to move, heal, then attack and heal. I suppose he could attack first but he would have a 8 attack against a pair of 18 defenses with dual prob support. of course if herc and namor use special objects for their attacks, starro takes a couple clicks more of damage on the first attack to possibly ko. he didn't say if this was modern age but no feats so I can only assume meteorite would be legal. if not, mass absorber and 2 heavy objects, or shield disruptor and two heavy give you enough damage output to ko starro. herc can only carry 2 standard objects so namor would carry the "special" one and his attack is higher so he should attack first anyway.
Quote : Originally Posted by lastcastle
I just looked again and it clearly states the regeneration is at end of turn not at any time. placing the staro tokens down is at any time but not between actions. I checked the units section and the staro printed rules. unless there was an errata I didn't check. if so my bad.
I agree that he doesn't get to heal until the end of his turn, but that doesn't matter. He has 12 Range 3 Target MC. He can MC out of adjacency (due to his colossal status) and he's probably had 2-3 turns to throw Starrophyte tokens out there. Let's assume, he's had 3 turns, and he's thrown out an average of 3 Starrophytes per turn, so 9. Now you say he's got an 8 Attack? Wrong:
DOMINATION: Starro can use Mind Control. When using Mind Control to attack a target, modify Starro's attack value by +1 for each Starrophyte that is 6 or fewer squares from the target and that also has a clear line of fire to the target. Starro doesn't take damage due to the point value of the target or targets when it uses Mind Control.
He's likely got an 11 AV against at least Herc and Namor. With his multi-attack, he get's 2 turns to Triple Target MC, with an 11 Attack.
Since his healing is a free action, let's assume he rolls a 3 on his heal roll, and then removes his 9 Starrophyte tokens = 12 healing.
Plus, Herc and Namor just ran back, and beat the $%^& out of your own team, probably killing off your TK, or your PC, or both...........leaving Herc and Namor 8 squares away from an almost fully healed Starro.
You need to kill him off in one shot.
Trade to Canada. We're friendly, and we love Beavers..........
Turn 1/6
Marvel Girl TK's the Shield Disrupter to w/in 4 squares of Starro.
Free Actions/Free Moves (not counting against total actions)
-Calculator Perplex's up Diana's, Namor's and Hercules' +1 (Herc: 11, Diana: 11 & Namor: 12)
-Diana Perplex's up Namor's +1 (Namor: 5)
-Lyssa Perplex's up Namor's +1 (Namor: 6)
-Scarlet Witch moves out so she has LoF on where both Namor and Hercules will end up.
Turn 2/6
Lyssa TK's out Namor to Charge Starro.
Turn 3/6
Namor Charges. If both hits from Flurry land (needing only a 5 to hit) Starro takes 12 clicks of damage.
Turn 4/6
Gee TK's out Hercules to charge Starro.
Turn 5/6 Herc Charges. If both hits from Flurry land (needing only a 3 to hit) Starro takes 6 clicks of damage. Starro is KO'd.
Turn 6/6
Dance a jig...what? If it's good enough for the Last Boyscout...
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The problem with Starro is that he heals as a free action. So assume he will heal, and then do a Multi-attack - possibly Mind Controlling your figures to beat the crap out of each other. Over and over again.
His healing actually isn't an action of any type.
From the Starro Rules:
Quote
Special Power: Alien Starfish
Starro can use Toughness. At the end of your turn, you can roll a d6. At this time, you can also remove from the battlefield any number of Starrophyte tokens that are 6 or fewer squares from Starro to which Starro has a clear line of fire; add 1 to the d6 result for each removed Starrophyte. Then heal Starro of damage equal to the result.
Quote : Originally Posted by Quebbster
No it does not.
He can heal at any time during the turn. He can only place Starrophytes at the end of the turn though.
As lastcastle and W.I.T have mentioned, you have it flipped. The healing happens at the end of the turn (See Alien Starfish above). Starro can place Starrophyte tokens at any time during his turn, except during another action.
From the Starro Rules:
Quote
Special Ability: Fragmentation
Once per turn, as a free action (though not during another action) Starro can roll a d6 and subtract 2 from the result. The minimum result depends on Starro’s power level. At Invader level, the minimum result is 1; at Dominator level, the minimum result is 2; and at Conqueror level, the minimum result is 3.
Place a number of Starrophyte tokens equal to the result in unoccupied squares 4 or fewer squares from Starro or another Starrophyte to which Starro or that other Starrophyte has a clear line of fire; tokens are placed one at a time.