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If I understand the scenario rules correctly, colossal Dr. Manhattan should never win if the opposing team has anyone with support on the team. Dr. Manhattan literally can do nothing until he's damaged, so any time a character is injured, they can sit around and use support until the team opposing Manhattan is back to full strength and then attack again.
Or, when he attacks, he can deal half the damage to the character that triggered the attack and then the other half to the character with Support. Most Support characters generally can't take a 3 or 4 click hit and remain viable... he doesn't even really need to finish them off.
Frankly, his combat values alone are insane. Add in his powers, and it will not be an easy feat to take this guy down. Much like the Scenario Galactus, you'll have to build a team specifically designed to do so.
My 600 point Silver Age JSA took him down with relative ease...until I realized I couldn't have been Psychic Blasting him for 3 every other turn with Dr. Fate. Gotta run that battle again and make sure I remember that Manhattan ALWAYS reduces damage, no matter what, in Scenario Mode. Am sure I'm going to get trounced this time around...the numbers alone are insane. Splitting up a 7 damage attack effectively puts TWO of your figures mid-dial.
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Much like the Scenario Galactus, you'll have to build a team specifically designed to do so.
I think the point was that Galactus had the Timer Dial which forced you to moved the fight along. Spectre had the Angry Spirits which would attack even if you didn't. And Foom had the Rampage dial and terrain.
Dr. Manhattan has no similar mechanic which forces you to move the scenario along. You can sit back and heal which makes it much easier to beat him.
I think the point was that Galactus had the Timer Dial which forced you to moved the fight along. Spectre had the Angry Spirits which would attack even if you didn't. And Foom had the Rampage dial and terrain.
Dr. Manhattan has no similar mechanic which forces you to move the scenario along. You can sit back and heal which makes it much easier to beat him.
You can try that, sure. But if the other players are running the scenario honestly, and aren't sandbagging with Dr. Manhattan's attacks, then the first few times he retaliates he should definitely be splitting his damage between the triggering attacker and any potential Outwit and Support characters.
Any pit crew that is brough a long for the ride should not last long at all, timer or not.
What happens when Dr. M gets his fancy schmancy psychic blast with free pulse wave at full range power? Pulse wave ignores all powers, and Invisible Woman flies = line of fire drawn to her and she takes damage if the attack is successful. Its a long shot and she would have to take a lot of hits this way to fall but still, keep that in mind.
What happens when Dr. M gets his fancy schmancy psychic blast with free pulse wave at full range power? Pulse wave ignores all powers, and Invisible Woman flies = line of fire drawn to her and she takes damage if the attack is successful. Its a long shot and she would have to take a lot of hits this way to fall but still, keep that in mind.
as so as i read the original post this is what i thought too. but i need to check the units section first. if true then she'll be dead the first attack. if there aren't any more fliers inside his 16 range, then she'll take 7 clicks of PW damage in the face. so if you don't move the rest of your fliers up. you'll only get to attacks off before she's KO'ed. & if you try to protect by moving more fliers up then they'll all keep taking 1 damage from PW. which you wouldn't be able to keep up for long either.
just checked and she is a flier. she has a 17 defense with a 8 click long dail. so you'll get one attack off before she's KO'ed. here are his numbers on those dail where he has this power.It is September 15,1977 15 attack 9 damage, It is November 22, 1960 15 attack 7 damage, It is May 6, 1971 10 attack 7 damage. i believe i'm memory is correct but others can check.
ATOMIC DISASSEMBLY:#Dr. Manhattan can use Invulnerability. Once during your turn, you may give Dr. Manhattan a free action and remove all blocking terrain markers and hindering terrain markers frmo the battlefield and roll a d6. On a result of 1-2, destroy the nearest 3 objects (including objects carried by opposing characters and those in squares occupied by characters); on a result of 3-4, the nearest area of elevated terrain becomes grounded terrain until the end of the game; on a result of 5-6, the nearest blocking terrain if destroyed.
ATOMIC DISASSEMBLY:#Dr. Manhattan can use Invulnerability. Once during your turn, you may give Dr. Manhattan a free action and remove all blocking terrain markers and hindering terrain markers frmo the battlefield and roll a d6. On a result of 1-2, destroy the nearest 3 objects (including objects carried by opposing characters and those in squares occupied by characters); on a result of 3-4, the nearest area of elevated terrain becomes grounded terrain until the end of the game; on a result of 5-6, the nearest blocking terrain if destroyed.
Checked out Manhattan's card and dial. He has plain old Pulse Wave listed on his card, it has some funky name to it, but it is nowhere to be found on any of his dials. Hmmph.
Between this, Power Girl missing Super Strength, Cosmic Spidey having the same special twice and overlapped, and Flash/Green Lantern missing 8 range with two targets; I'm getting a little upset at the editorial staff. Any other Errata I missed?
Checked out Manhattan's card and dial. He has plain old Pulse Wave listed on his card, it has some funky name to it, but it is nowhere to be found on any of his dials. Hmmph.
Between this, Power Girl missing Super Strength, Cosmic Spidey having the same special twice and overlapped, and Flash/Green Lantern missing 8 range with two targets; I'm getting a little upset at the editorial staff. Any other Errata I missed?
Have any of the WoS dials been 100% confirmed, because i was under the impression that they were just user loaded at this point.