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Pushing and tying up are about action management, not damage. Willpower/Indom doesn't change the fact that you lose your next turn, just that you take 1 click of damage.
I don't recall saying either of those tactics were about damage. The basic point was that "back in the day" you would have actions on your first turn, and then next turn you'd have to consider whether to clear or push. These days the sequence is more like: Actions on your first turn, actions on your second turn, third turn you clear (as you rarely have any other choice).
I'm not saying all people play this way, and sometimes it is smart to clear an Indomitable figure even if they only have one token, but I believe those instances are few and far between (barring turtle nonsense).
Quote : Originally Posted by Ace0Spadez83
Similarly if you have "Improved Movement: Ignores Characters" and just walk away from the thug I placed next to you, you spent the turn moving instead of whatever nasty thing you had planned that made me put the generic in your face to begin with.
Hence, the opponent not being tied-up anymore. Tying up has a specific meaning/purpose. Generally not reduced to "I made you waste a turn." (And even that might not be the case if the opponent has RS/Charge/HSS/Sidestep/etc) in addition to IM. Point being, the tactic isn't what it used to be.
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.
On the weekend I played an OldClix game against my 8yo using a team largely assembled by my 5yo. The highlight of the game was my son's CD001 R HIVE Trooper (15 points) taking down from Stealth my XPL E Scorpion, SN R Sprite, and CD V Manhunter before finally being squished by a nearly tapped-out HT R Swamp Thing. Epic old-school goodness! After the game, my son's eyes got big when he learned that they even have a Queen Bee figure in HeroClix to lead his mighty apian warrior to future victories!
One thing I don't miss about those long dials is how long it can take to finish off opponents when you have a 7 AV, even if you only need to hit a 14 DV . . .
I was going through my subscribed list, deleting stuff. Its fun to go back and read your old posts from way back.
One of mine was about my team from the Xplosion Marquee.
My team was:
1. E Shadowcat
2. V Abomination
3. V Madame Masque
4. U Weapon X
5. V Destiny
6. R Paramedic
7 & 8. 2 R SWAT Specialists
300 points
Yup, kiddies - that is 7 figures on a 300 point team.
You don't do that in sealed anymore. That's for sure...
Oh, and I went 2-1 - losing to a Vet Mandarin being carried by a Storm - yo-yo'd to a medic.
Check your math. I count 8 figures on your team. Shadowcat through Paramedic is 6 and you have 2 SWAT Specialists so I see 8 figures.
I do agree with you on the fact that you had so many figures on your team that you can't do that anymore. The team I played in the first ever event at our venue was 6 figures in a 300 point game.
78 V Cyclops
43 V Bullseye
81 E Firelord
71 E Doctor Strange
15 E SHIELD Medic
12 R SHIELD Medic
I don't remember how many rounds we did back then. I just remember winning the event and getting a Sentinel since the venue hadn't gotten in any prize support yet.
Back in the day you had a DEO Agent with Perplex and two clix of Support, and 5 life, and the PD TA. All for 21 points. So it's not just the powers and amount of clicks they give the generics.
You are correct. It always seemed to me WK built most dials and then scored it. I think this is a wrong- headed approach.
I think it should be more like:
We have this Generic we want to make - DEO Agent.
We don't have a lot to go with him but it would be cool to have some anti-superpower normals.
They should be 30 points - so 3 of them equal < 100.
He should have X as his SP - it costs 12 points.
Okay, let's add the rest to get him to 30.
A 3 click 27 point DEO Agent would have been neat. 60 points? Pass.
Visible Dials and Pushing Damage need to be optional. This is the way.
Possibly. I think most people will agree that before NAAT, the game was pretty terrible.
I tried it out when it first was released and really hated it.
I tried it again when Mutant Mayhem was released and was happy to see that the ruleset was much improved.
Everyone has an opinion, but my memory of this game before NAAT was it was the fastest growing game of it's type and I knew no one who didn't like that rule set.
The rule set that left bad memories for me was post NAAT, but before the changes to HSS. Not being able to use your "team" as a team anymore made anything that could not move and attack on it's own basically worthless against anything that could. If the other figure could move to safety afterward, it was strictly better than anything that could not because odds were your running/charge figure was also a flyer and could not be carried out, and TK still required adjacency. (This is the Icons Superman era. Seriously, he isn't hard to catch with pre NAAT/FCCF rules)
On the other hand, X Men were now playable vs Batman Enemies without the match being all about Shadowcat and Man Bat.
I think a big part about it too was how much the game was about medics because almost every figure was absolutely abysmal after taking 4 damage. The era when a solid hit for 3 damage reduced most pieces to a 7 attack and 14 defense was not good.