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You're kidding, right? Gotham Knights has to be the weakest team in the game when it comes to range... for good reason. That's like asking why a slow-pitch softball hurler can't strike out Carlos Delgado.
There's a good explanation as to why Doom Guards don't have range flavor wise...
Even though they have a gun, when was the last time you effectively saw them use it?
Answer... None.
Doom guards are the Storm Troopers of their day... Can't hit the broad side of the barn, and therefore more apt to just swing the weapon if they want to do any actual damage. Due to this obviously, so that Upper Deck didn't represent a Doom Guard as a 0 ATK they just COULDN'T give them range since the only damage they'll be doing is in close combat.
Originally posted by stubarnes You're kidding, right? Gotham Knights has to be the weakest team in the game when it comes to range... for good reason. That's like asking why a slow-pitch softball hurler can't strike out Carlos Delgado.
(a) Anyone can use a gun ... in fact there are several guns that can be equipped to nearly any visible character out there to choose from
(b) That doesn't mean everyone should use range. Two-face uses guns, and so does Joker ... however, Joker GENERALLY prefers his combat up close and personal ... Giving a character range is saying that the person has a tendency to fight his battles from a distance ... he doesn't ALWAYS, but he does so regularly. All the archer characters have range. People who use guns on a regular basis have range. To speak of the Gotham Knights ... consider who has guns? The various police officers. Huntress [who has her trademark crossbow], Black Canary [whose scream allows her to hit an enemy when the enemy would not be able to hit her with a melee weapon] etc ...
It could be easy to argue that nearly any GK character could get flight and range ... but that's where the utility belt and bat plane come in. It's gadgets that give them those advantages ... and that's how it's reflected in the team.
Also, in the case of U-Go-Girl: Her teleportation was NOWHERE near as precise as Nightcrawler or Spirals ... Missed Drop is based on a situation where she well ... missed the point to drop them off so they ended up falling from high in the air. She would not be able to use her abilities to 'bamf' next to her opponent ... her ability to get rid of people [her 4-drops effect] is accurate.
Venus Dee Milo was a bit better at it, but her role in the series was literally, as a replacement for U-Go-Girl. Both were basically the 'transportation'. While Nightcrawler can bamf over small distances, Venus and U-Go-Girl were able to take their group of heros over LONG distances. However, in both cases it hurt them to use the power ... so using it in combat [especially since they were less precise in exchange for longer range] it wouldn't be practical.
Doom guards are the Storm Troopers of their day... Can't hit the broad side of the barn, and therefore more apt to just swing the weapon if they want to do any actual damage. Due to this obviously, so that Upper Deck didn't represent a Doom Guard as a 0 ATK they just COULDN'T give them range since the only damage they'll be doing is in close combat.
I wholeheartedly agree with the Star Wars reference. But in my opinion, thats exactly why they are an unremarkable 1-drop with 1 ATK and 1 DEF. Fact is they have ranged attacks, but what the heck are they going to be shooting at? That, I imagine is what their power is about, the fact that you have to wade through them to get to the real target.
I am amused by your apparent confidence in the guards kung-fu skills. :grin:
Originally posted by WalterKovacs Giving a character range is saying that the person has a tendency to fight his battles from a distance ... he doesn't ALWAYS, but he does so regularly.
Captain uses his sheild often enough to warrant range.
AND it's not a hard and fast rule ... there are quite a few reasons to behind the decisions, and ultimately, I'm not the one that gets to make the decision.
Like because Merlyn has Cosmic, everyone should get Cosmic because he's just a normal person ... just because there are a FEW cases where something seems 'out of place' doesn't mean that's it a free for all.
As for the Doom Guards ... the guns aren't really for engaging in ranged combat. They are GUARDS ... they stand in someones way and threaten with the gun, etc ... I doubt I'd hire guards that take a defensive position behind me ;) ...
A guard is given a gun because they can use it as a sign of authority ... they probably don't know how to use it very well. It's primary use will be jabbing it into a recent captures back menacingly.
My theory is that the cost eight Sue Richards was given flight to represent her using her invisibility to sneak up behind enemies, much in the same way that I imagine Made Men working. However, I think that she should have it as text instead so that it cannot be taken away from her with cards like Grounded. I mean, how does being grounded stop her from becoming invisible? Unless it's not so much grounded, but some other effect that has the same result.
EDIT - Okay, maybe she's used her force fields to replicate flight on occaision...:ermm:
Poor Sue Richards :(. She is so cool a character, and the most powerful member of the FF (by a long shot), and her ability is super-duper flavorful...
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Then you see those pathetic stats. :( She should have been something more like her 4-drop counterpart. Like a 17/22 or something equally defensive and wall-like. Then she might actually see play! Well, maybe not, with Silver Surfer around, but who knows.
As for the Doom Guards, I actually agree, range would not only not have pushed those guys over the edge, it would've made sense (they'd still suck, even with range). If you've got a gun, you should have range, it's that simple. Unless it's a taser. Those things have no range.