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Beck's Team:
You can only use the CSA TA once per turn. It is PC and has the same turn restrictions. KOing with Incap would give you double the points. As would Mind Controlling someone and having that figure KO your Vendetta fig.
The biggest problem I see with the team is tempo. You can only Incap so much and keep my figs at bay for so long. Incaping two turns in a row with Charles meand you rest on the third turn. My figs pull on the 2nd turn and are free to attack on turn 3.
You also need more pucnh on the team. In essence, you are relying on your opponents figs to do the majority of the damage to each other. At some point that will run out. Also, what if you run into a team that doesn't rely on dealing damage through attacking, LAMP for instance.
I think it is a clever mechanic but I dont' think it can be the primary one on a team. Maybe a secondary one on a bigger point team.
Some good points brought up. Yeah, I'm trying to get a 2nd incapper, seeing as how I don't think Owlman will cut it. I'll definately give him a shot when I get back, because I'm dying to use the cheap CSA member. But tempo is a definate problem.
As far as LAMP goes; in theory, I don't think I should have too much problems with LAMP, especially if the Exp Joker is used (save feedback damage).
As long as Lockjaw is by X (which should be frequently). Mind Control Joker, attack THEIR Lockjaw (seeing as how they'll be together too). And get X out of there, but keep within range. And if you want, control Lockjaw as well, try to attack Joker and then move away.
My team will always have the problem with the opponent attacking first (seeing as how they'll most likely pay attention to the 12 range), LAMP requires up close action. And getting close to Charles is something you probably don't want.
Can you Mastermind off Poison damage? just out of curiosity, I remember reading something on it, but I'm not sure what the answer was.
Beck:
Yes you can Mastermind Poison damage. It is just damage dealt which triggers Mastermind. A pain when 2 Joker/Dog units go after each other.
I will say one thing about Team Vegas. My players and I will try everything at least once. They are always trying to come up with different combos and team mechanics. Lets see if I can break Darkness Within? How would Inspiring Command work? Are Giants viable? Between the emails, text messages, and phone calls seeing how a ruling works no stone is left unturned. It really helps when it comes time to build for a regional or invitational. Playtestting never stops with us. Even when we play Keep What You Kill.
Speaking of Keep What You Kill I have fogiven my Vet Man-Thing. I realize I put too much pressure on him. Hey it happens to the best of men. And Emerald Empress is a prize, Ted just had performance anxiety. He has since been reguled to his base.
Speaking of Keep What You Kill I have fogiven my Vet Man-Thing. I realize I put too much pressure on him. Hey it happens to the best of men. And Emerald Empress is a prize, Ted just had performance anxiety. He has since been reguled to his base.
yeah after all the hype I was suprised to see him fly by my head.
well maybe next time we play good figs wont be seen
but expect an E darkside next time I play.
enjoy nick furys secret war, let me know when you finish
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.
Just wanted to let all the team members know that our very own Bubblehead was the 1st looser at The Bullpen's Pre-Release in LA. He took a ragtag team of rookies in a Sinister pure team, leaving a Black King on the bench, to the finals. Loosing only to a Vet Valkyrie and Daredevil. Going against his initial thoughts of boycotting the Pre-Release due to WizKids ineptness, he did us proud. A heartfelt thank you goes out to his wife which let him out for the day to go play. You have a good woman there, don't ever F it up!
So, I thought of a couple of more ways to piss off the rest of the online community. We are going to have a couple of new "policies" for Team Vegas.
Back to the Minors:
I've decided to institue an extension of the ever popular FOCUS List from individual figures to players themselves. From now on, any player who goes winless in a tournament, looses with a power team to a vastly inferior team, or makes any other play decision that brings shame to the name Team Vegas will be demoted to the minors.
That player won't be allowed to play at Dreamland at my tournaments and will have to go over to Kools to redeem themselves. Once you show improvement in the minors and learn your lessons, you will be called back up to the majors.
Thank you Ozzie Guillen for this inspiration!
THE DRPI:
For another idea that piggybacks off of the above one, I'm bringing back something from my days of Ultimate Frisbe at school. We are going to have a ranking system for my players, hence know as the Daniel/Roland Power Index (DRPI). This will allow players to know where they stand with their peers and hopefully will light a fire of competition under a few of them. There is nothing like being third in the pitching rotation to help improve your game. The first rankings of the year will be released next week. Time to impress the voters.
Lets say you are building in a Post-Sinister restricted environment. What do you guys think is the most important factor to think about and address when constructing a team? Why? How do you go about achieving that?
heres my prerelease report
played at game depo in um tempe (or is it mesa, I odnt know for sure other then that its in arizona)
there were 28 people so we only got one sinister booster for the sealed part... so I guess it was a CD post release.
no one I saw got a stilt man but there were purple rings as prizes (12 exactly).
I got vet electro, vet kraven, E mach 3 and E bettle + step ladder from sinister, vet omac E blue devil, V hive trooper, v trickster, R geo force, 2 exp doc midnights, and I cant remeber the last fig, but the cards were the bafler and eddie fyres.
my team was V omac, Eddie, V hive trooper, and V electro, and E blue devil. I went 2 and 2, the last round my dice went bad.
I faced a vet supes team and won, but lost to V empress and V elctro + owlman (fielded by Matt who later went on to win).
they ended up selling the rest of the boosters (one per person) for 8 bucks even in that I got
R electro
V spider man
V mockingbird
E radioactive man
Vault
it was fun, but nextime id like to get thrree boosters of the new set....and 0 of the old....
any way as for Lucky's question
Im thinking attack value is the most important thing to be looking at when makeing your post sinister team because the def values are higher. So besided useing figs with decent attack values trying to get perplex/ICWO on the team would be the best way of boosting decent atk values to good atk values, and PC of course to get a second chance to hit.
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.
Obviously the key to a Sin City booster off is to pull a stilt man. psshh duh.
Seriously though, I think ideally you want to have characters with high defense like Kitty Pryde, Spiderman and other 17 to 18 defense figures. The set is balanced, and as such, one should not have a problem developing mechanics with a decent pull. The average attack value is a very median 9 so there should be more than a few dice roll misses to go around.
I actually prefer attempting to roll say a 9 and up as I usually hit those numbers more frequently than say when I need a 5 or 6 as most of you can attest. This is shaping up to be the "me" set I'm afraid.
Keep in mind, there have been no substantial changes made to game play since MM and as such, basic mechanics should be adhered to and noted. There are certain things that work better for certain people but if you play the game often enough, just adjust your style to the team building accordingly.
FYI: I nominate Roland to the minors if he tanks as bad at the next major tourney as he did in PA. We expect more from the first WW tournament champion and more importantly, team captain of TEAM VEGAS. Do you think Data or Warf would follow around an incompetent Picard?
I wouldn't mind being able to pick up a case from a certain shop keep either. I'm just sayin' is all.
MAKE IT SO!
"...chances are I don't like you."
Secretary of F#*$ing $^*t up - Team Sleazy
Ask Yourself, "What Would Sleazy Do?"
Most important factors in the new environment. With Legacy still intact: Attack and Defensive values are more important than ever.
KC Flash fits this bill nicely, I'd expect nothing less than to see more of him.
I am predicting a large use of figures with AE bases and Vendetta. An Ultimate X-Men esque ability for 6 points sounds dandy.
Probability Control will be key as well. Owlman is apparently showing what he can do. And I'm kinda surprised no one uses Ambush Bug.
I also predict an uprise of RANGED attacks. Depite the fact that Sinister is trying to get Close Combat back in full swing. Keeping away from that big stick with no range and hitting them is optimum.
But yeah, it's basically the same mechanics we have used before: High Attack, High Defense, ICWO.
Thanks for the report Justin. Hope to see ya at Thursday's Faction War. I shall get my revenge!
I'm afraid not Mr.Sleazy as I am still in Phoenix, perhaps the following week, but rest assured my Morlocks faction would have easily beaten your KC faction.
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.
Expectations:
Well it looks like everyone is expecting opponents to play high defense figs that have powers that allow them to be on hindering terrain (for the modifier) without a movement penalty. Some of them may or may not have Super Senses. The problem with that is most of the figs mentioned (KC Flash notwithstanding) are weak attackers in their own right. They will miss just as much as people miss them. Makes for a great game of clix!
The Response:
Attack Value & Probibility Control! Two things I have been preaching since I started teaching you guys. I'm glad the lessons have sunk in. And some people still don't play with PC. For Shame!
The Challenge:
To use figures that have a good Attack Value and get support figs on your team that are good combatants as well. Easier said than done. That is what we have been trying to do since the begining of the game.
The problem is that most figs that have PC or Perplex are too expensive for what they do, or can't do in combat. Where have all the combat pumps gone. Also, almost all of the figs with an 11+ AV and reasonable pt value are close combat figs. Not the greatest way to get into a fight. As stated before shooting those enemy defense figs or enemy close combat figs is perferable.
The Answer:
KC Flash - God I hope not!
House of M Magneto - Too weak since we got spoiled from Ultimate Thor!
Or is it something else? What is the most cost effective way to get a high attack value on your team? Remember it can't be vunerable to BFCs either. The persone with the most unique and effective way gets bonus points for the DRPI.