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This is very situational, but if I understand you correctly, it will be everyone playing at the same time on one map, so you might be able to pick and choose who you attack, ensuring you get the +2AV bonus. I even checked the keywords, and here are a few figures in the point range you might see at a tournament like this that share a keyword with IF/PM: WoS Bullseye, DC75 Bane, HoT Thorbuster, FCBD War Machine, SI Hercules, SI Dr. Strange, SI Namor.
Unstoppable 5 points: This allows your guy to move through hindering and water terrain with no problem. And in the odd case you end up on a prison map, or a map with a lot of walls or blocking, would allow you to break 3 walls total with your wallbuster SP. That'd just be fun to watch! Also remember the line "Water terrain is hindering terrain for movement purposes" Someone will inevitably look at Unstoppable and try and say "It only says you ignore hindering, not water terrain!"
Lucky Break: 5 points. In a tournament like this, every attack is critical, and you really can't afford bad luck, so this is a nice little insurance policy in case you roll a 1 on one of your dice, you can choose to re-roll it and hopefully hit.
After looking at the scenario, I would also suggest the following pieces as an alternative as well:
HoT Heimdall - He takes NO damage from Charge, Running Shot or HSS, which almost everyone is likely to have with only 1 figure to play. It's a trait also, which makes it immune to Outwit. Good stats to boot, but that trait is what is going to make him last. (Not to mention given options, some people may not go for hitting an 18DV with Super Senses)
HoT Valkyrie - Deep dial, long stats, and can use the Transporter Move and Attack for HSS if you aren't based by anyone. She will last awhile and put up a good fight while staying mobile. Drawback is the double base makes her a bigger target.
SI Annihilus - He's 127 points, which makes him very featable, and starts with 4 damage Psychic Blast. He also hits Regen in 2 different places, so depending on the flow of battle, he might be a long laster.
Shazam/Black Adam Duo - For 140 points, that Shazam! side is going to be a monster, though also a VERY big target I'm sure.
Batman/Catwoman Duo - If you have it, this could be a surprise as they will get to stay stealthy which not a lot of big point figures have, so they might get left alone. If someone does charge you, you get +2DV in close with CR. They can nerf any particularly cheesy special object anyone tries to put down. Duo Pounce is also pretty cool. Again, if you have it, this could be a surprise hit.
Those are just some helpers. Just most importantly, HAVE FUN!
HoT Heimdall - He takes NO damage from Charge, Running Shot or HSS, which almost everyone is likely to have with only 1 figure to play. It's a trait also, which makes it immune to Outwit. Good stats to boot, but that trait is what is going to make him last. (Not to mention given options, some people may not go for hitting an 18DV with Super Senses)
This is not correct. Sight To The Nine Worlds is a damage special power, and can be Outwitted. He's definitely a great piece, but that power is not safe against countering.
No matter where you go, there you are.
--Buckaroo Banzai, The Adventures of Buckaroo Banzai Across the 8th Dimension
This is not correct. Sight To The Nine Worlds is a damage special power, and can be Outwitted. He's definitely a great piece, but that power is not safe against countering.
Oops, must have translated the damage burst into a star in my mind. Still, instead of Outwitting Super Senses, any potential attackers have to get rid of the SP instead if they want to charge, RS or HSS. Many will just head to greener pastures.
Unstoppable 5 points: This allows your guy to move through hindering and water terrain with no problem. And in the odd case you end up on a prison map, or a map with a lot of walls or blocking, would allow you to break 3 walls total with your wallbuster SP. That'd just be fun to watch! Also remember the line "Water terrain is hindering terrain for movement purposes" Someone will inevitably look at Unstoppable and try and say "It only says you ignore hindering, not water terrain!"
I am not so sure on this:
Quote
Prerequisites: Super Strength
Choose a character.
The character ignores the effects of hindering terrain for movement purposes. Once when given a move action, the character can make a close combat attack targeting blocking terrain or a wall as a free action. If the attack succeeds, the character can continue the rest of its movement, if any, after making the attack
It ignores the effects of hindering terrain. Water is in fact not hindering terrain, but its own terrain: Water. So, I don't think they would get the benefit for going on water.
But, you did bring up a good point: To the OP, are all characters on the map at once? If so, then my feats and such might change. You would also have to consider the possibility of people forming alliances to take you down if you are a threat.
No rest until the great works of Anthony Edward Stark are in clix forms
Soon...his works will be realized... in 2013 the Hall of Armor in clix!
It ignores the effects of hindering terrain. Water is in fact not hindering terrain, but its own terrain: Water. So, I don't think they would get the benefit for going on water.
But, you did bring up a good point: To the OP, are all characters on the map at once? If so, then my feats and such might change. You would also have to consider the possibility of people forming alliances to take you down if you are a threat.
Page 11 of the rulebook:
Movement: Water terrain impedes movement, and is considered hindering terrain for movement purposes
Anything that does something with hindering terrain during movement (ignores it, gives a bonus, causes an extra something to happen, etc) will activate in water terrain.
Movement: Water terrain impedes movement, and is considered hindering terrain for movement purposes
Anything that does something with hindering terrain during movement (ignores it, gives a bonus, causes an extra something to happen, etc) will activate in water terrain.
OK, so it does allow you to ignore it. Wow, I think they could clarify water terrain a little better. It seems a lot of people are getting confused by what it can/can't do or does/ doesn't allow.
Because, the card states, "ignores the effects of hindering terrain", not, "ignores the effects of water terrain and hindering terrain". You get one saying that it is water, not hindering, but then, in another case, you get something stating that is acts like hindering, so it counts?
One day I will learn how to separate these differences.
No rest until the great works of Anthony Edward Stark are in clix forms
Soon...his works will be realized... in 2013 the Hall of Armor in clix!
OK, so it does allow you to ignore it. Wow, I think they could clarify water terrain a little better. It seems a lot of people are getting confused by what it can/can't do or does/ doesn't allow.
Because, the card states, "ignores the effects of hindering terrain", not, "ignores the effects of water terrain and hindering terrain". You get one saying that it is water, not hindering, but then, in another case, you get something stating that is acts like hindering, so it counts?
One day I will learn how to separate these differences.
It is like this: water is water terrain. It is always water terrain, which is good for stuff like the Swim ability or some special powers (like Attuma's or Aquaman's).
But part of being water terrain means that in certain situations (movement) it acts like hindering terrain. And in other certain situations (drawing LOF) it acts like clear terrain. So if were talking about movement, a character that can ignore water terrain (because it is still water terrain) OR a character that can ignore hindering terrain for movement will be able to ignore that water terrain.
Think of it this way: do you have any problem with a character using the Flight ability to fly over water? If not, why not?
Here's the Flight ability:
Flight
This character ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement. A character with this ability can move through squares adjacent to and occupied by opposing characters. An elevated character with this ability ignores knock back damage if its knock back path crosses the boundary of elevated terrain.
Notice that it makes no specific reference to water terrain; just hindering terrain. But since water acts like hindering terrain for movement, a character can fly over that water. Which I don't think anyone would ever have a problem with that happen... after all, they are flying.
Now look at Leap/Climb:
Leap/Climb
When you give this character a move action it automatically breaks away, may move through squares adjacent to and occupied by opposing figures and ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement. When you give this character a close combat action, it can target a character regardless of the target’s elevation.
Notice that when it comes to moving through hindering terrain, Leap/Climb uses the exact same wording as Flight. No difference at all. And yet, even though there is no difference, some think that Leap/Climb can't ignore water. Why? Because there is nothing to jump on, of course.
But really, those are just names. Flight. Leap/Climb. Just names. They could have been called "Super Awesome Break Dancin' Splash" and "Joe" and they would still do the exact same thing. The names are irrelevant... it is the descriptions that really matter.
OK, so heres what it is......150 points max, 10% feat rule has been altered to allow for up to 50 points to be used on feats. Still, 150 points total. One figure each. Everyone is on the board at the same time. It's a free-for-all. Everybody against everybody. we typically have around 8 guys at the venue, so there should be around 8 Fig's on the board to start. Also, in order to make it last a while, everyone gets 1 Life Model Decoy for free. Not the Feat, but like Nick Fury's power. And when you restart at the staring area, you get a full dial.
so i just got back from my mega-battle. had an aweome time. so i went with starstruck admirer, which i didnt get to use. lucky break, which i did get to use to great effect. and inside info, which i MIGHT have been able to use, but certain guys felt they didnt need to bring the cards with them for their characters. i did ok, but i mostly got tied up with the hot dog cart thing. i wanted to take him out as a matter of principal. it kind of drew out longer than expected on account of so many people showing up. we ended up pairing up randomly. i ended up teaming with a guy using brightest day aquaman. all in it was super fun.
Haymaker
Attack Modifier: -1
Damage Modifier: 2
Choose a character.
Give this character a close combat action targeting a single opposing character. After resolving this action, this character takes 1 pushing damage that ignores Willpower and team abilities.
He get's the +2 to damage but not the -1 to attack as he has the duo rather than the single fist attack and he doesn't take the pushing damage due to his indomitable. Win win and win.
I like using haymaker on pm/if. He get's the +2 to damage but not the -1 to attack as he has the duo rather than the single fist attack and he doesn't take the pushing damage due to his indomitable. Win win and win.
Indomitable
This character can use Willpower.
HAYMAKER
Cost: 10
Modifiers: -1 , / +2
Choose a character. Give this character a close combat action targeting a single opposing character. After resolving this action, this character takes 1 pushing damage that ignores Willpower and team abilities.
Powerman and Ironfist would take pushing damage from this feat. Before the Blackest Night starter, you would have been correct. However, for almost a year now, Indomitable lets the character use Willpower... and Haymaker doesn't care one whit about your Willpower
This is a fairly new change that I wasn't aware of. Still works though, just have to take 1 click of damage. Still not all that bad considering the damage potential.
This is a fairly new change that I wasn't aware of. Still works though, just have to take 1 click of damage. Still not all that bad considering the damage potential.
Indomitable changed to say the characters can use Willpower when the Blackest Night starter was released.