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View Poll Results: My favorite sneaky/nasty move is...
Outwit support when opponent finally gets back to safety.
127
6.09%
Perplex range after opponent places his figure just "out-of-range"
584
28.00%
Indoor barrier around opponent - repeat as necessary.
180
8.63%
Mind Control opponent and toast his own medic.
343
16.44%
PC a opponent's Breakaway roll against your plasticity.
49
2.35%
Suddenly throwing the dumpster...
57
2.73%
Force Blast off a building.
175
8.39%
Flurry: break the wall then break opponent's figure.
If I understand you correctly you are perplex'ing up Superman's DV in an attempt to make it harder for your opponent to heal him...right?
Um...that won't work. Your Perplex ends at the end of your turn. So perplexing anyone's DV up is a waste of time.
FYI
In the case you were responding to, it is a waste of time. But not always ... Oh yeah? Well, what's wrong with Perplexing up the Defense of one of your own figures by one or two before another of your figures lays down a Nova Blast Pulse Wave? Nobody ever thinks I will let loose the NBPW with one of my own figures in range, so they don't think they need to keep clear yet.
my favorite thing to do used to be TK vet. Ulik to the opponent (or within 5 squares) and then CHARGE CCE FOR 6 CLICKS!!
then I found out they don't work together:disappoin
now, my favorite sneaky tactic is poker face. I go like "damn, you're not in cyborg's range" and then he clears and I blast him with cyborg, and he says "NOOOOOO!!! You sneaky bastich!" and I just grin like the mayor of halloweentown.
my favorite tactic for dealing with vet icons superman is the new man of steel le. I'll use my vet legacy batman with a protected and a vendetta targetng his superman as arch enemy. I'll position batman in a spot where only superman can get a shot on him and burn my protected if he hits. then durring my turn, I'll tk man of steel to go after his superman. he'll either burn his superman's protected and take push damage or he takes the big hit from the man of steel and losses hss. if he had a protected, then he is neutralized until he can clear, when he clears man of steel and batman can finish him if he is still within range and if done correctly, you'll have gotten arch enemy points for a lot.
I usually have my team looking like this:
man of steel 200
-protected 8
-agent of oracle 10
vet legacy batman 111
-protected 8
-vendetta 6
-agent of oracle 10
oracle 27
rook dr midnight 24
exp red tornado 53
vet spoiler 22
exp robin 20
=499
Death trap ko's
Nul, dark Phoenix, warlock, ironman cw,
yes my sig is from the v for vendetta comic series. I bought the issues years ago when the series was bought by dc comics and it has remained a personal favorite of mine. my sig was originally from the frank miller dark knight series but the release of the vendetta movie inspired me to change it. vendetta is also my new favorite feat card and my earlier post shows a team which is not only undefeated against teams with vet icons superman, but one that almost always earns me arch enemy points.
Death trap ko's
Nul, dark Phoenix, warlock, ironman cw,
Hey..... new to the realms, but not he game.
My favorite nasty tactic is to use 3 Tk figs, 3 peplex figs along with a good heavy hitter, damage of 3 or more. w/ range Atk of 6 or better, as well a range Com Exp. Use the perplex on your Atk And Damage remembering the rule of three. Use Tk #1 to Tk, Tk #2... Tk #3 Tk's up Your Hitter next to #2, Tk #2 Tk's your hitter in range of anyone on most maps or 3d boards. A good role and you do serious damage 1st round. I have done up to 8 Clix using this stratagy......Keep PC close by.. incase you role as bad as me. This Stratagy took Galactus down 24 clix in the first round.... Used 2000pts but Glactus only lasted 3 rounds.
I think I have a new nasty tactic.
Put two Shazam R on the same team as low cost pulse waver. I preffer Emerald Empress R. Then, in your first action, give do a PW.
With PW you donīt have to declare targets, you just give the action and THEN hit enemies or ALLIES in the blast radius. Instant activation click removal. Just make sure your other allies are not in the blast radius.
In the case you were responding to, it is a waste of time. But not always ... Oh yeah? Well, what's wrong with Perplexing up the Defense of one of your own figures by one or two before another of your figures lays down a Nova Blast Pulse Wave? Nobody ever thinks I will let loose the NBPW with one of my own figures in range, so they don't think they need to keep clear yet.
Actually, since Pulsewave ignores all powers, it would ignore the perplex modifiers to defense (though, I'm not 100% on that, I'll admit. I know that you can prob control pulsewave so long as the prob controller is not within the radius of the pulsewave, so maybe as long as the original perplexer(s) are outside of the blast radius, the perplex-ee would retain the modifiers. However, I really don't think that's the case)
My nastiest strategy ever (though it only works in large point games. The cheapest I've gotten it to work is at 600 points, and it was effective, but once you reach 1000 points or so, it just gets absurd. At 1500+ (not that many people play games that high in point value often) it's practically unbeatable unless an opponent has built a team specifically to beat it or can pull a disbanded without being able to respond with ordinary day.
Cheap, effective avengers (20-50 points, generally) t-bolted to fantastic four (not the alternate team ability/feat card, the actual TA printed on the PAC). A couple mid level (60-125) attackers, and then V CT Dr. doom with ICWO, fortitude, armor piercing, and brilliant tactician, as well as E shaman with brilliant tactician. Wildcards work even better, though you don't want to overload the team with them incase the F4 or t-bolted avengers get taken out. however, also make sure to include a suicide squad piece, a brotherhood piece (for free move, which is useful when you're sporting anywhere from 20 to 32 pieces)
People don't seem to realize, initially, that by its very nature the F4 TA gets monumentally better with the more figures you have.
Push everybody, press the attack, never play it safe and always try to make sure that you maximize the effect of the TA.
Say you're running 20 figures with F4 TA and/or wildcard. Everytime one of your cheap attackers is disposed of, every other member of the team gets a click of health. Sure, each figure only gets one, but, ultimately, the death of, say, Mockingbird healed your team of as much as 19 clicks of health. On the second KO, as much as 18 clicks of health.
Granted you'll normally max out at about half of the potential max amount of health (since you usually can't have *everybody* pushed all the time), but even assuming only half of the max, after half your team has been KO'd, the team ability has already garnered you 74 clicks of healing, and that's rounding down.
To put that in perspective, that's more clix of health than would be gained from 18 support rolls, and that's assuming that every support roll was a 6.
And with the two brilliant tacticians, all those wimpy cheap attackers turn into serious threats. Jolt suddenly is flurrying for 8 damage, black knight charges for 5 damage with exploit weakness, etc.
And Doom, with his feats and the duo of F4 and Suicide Squad, he's pretty much impossible to kill (except with nova blast) unless you've KO'd every other member of the team. Everytime he pushes off of his first click, he just gets it right back. he stays on click 1 pretty much the entire game.
I've played this team tons of times against a variety of different teams, and the only time it ever lost was when I designed a team to beat it and then let my friend play it against it. I mean, it's not just that I haven't lost with it, it's that it hasn't even been close. It's absurd how lopsided the games end up being, even if on paper it doesn't look like anything special.
If you're skeptical, though, play that team (at 1000-1500 points. It works at cheaper point values but not nearly as well. It won't dominate until above 1000) against anything but a nova blast team and then tell me how it went.
I can sum up Infinite Crisis, and its worth as a story, in one simple statement. Superboy prime punched reality and brought Jason Todd back to life.
I think I have a new nasty tactic.
Put two Shazam R on the same team as low cost pulse waver. I preffer Emerald Empress R. Then, in your first action, give do a PW.
With PW you donīt have to declare targets, you just give the action and THEN hit enemies or ALLIES in the blast radius. Instant activation click removal. Just make sure your other allies are not in the blast radius.
Keep in mind you need to have at least one opposing figure within range to use Pulse Wave though.
For me it has to be picking up an object that's underneath an opposing stealthed figure. Throwing the fuel tank is a close second.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
I like rushing in with Green Lanterns carrying a group of Charge or CCE pieces. I base the opponent, forcing them to breakaway or push to attack my figs. Next turn I attack, and on the third, I Running Shot using the GL and stay put, but rearranging some of the figs that he's carrying as I see fit depending on what the opponent's powers are.
New Hotness tatic alert!!!!
Discovered a cool tatic witin the Avengers set. Quicksilver (Ultimates) and the Force Feild Generator. Quicky starts on the FFG Hypersonic Option:1 move out 5 spaces whack someone for 2 clicks and run back on top of the FFG and barrier the four surrounding squares in a Diamond pattern.
This makes Quicky "Unbaseable" and would Require at least 2 figs with Move-and-attack options (and at least one who does 3 clicks) to get at him in one turn. Quicky just repeats util one of you gets tired of it. Actually a very cool Tactic!
New Hotness tatic alert!!!!
Discovered a cool tatic witin the Avengers set. Quicksilver (Ultimates) and the Force Feild Generator. Quicky starts on the FFG Hypersonic Option:1 move out 5 spaces whack someone for 2 clicks and run back on top of the FFG and barrier the four surrounding squares in a Diamond pattern.
This makes Quicky "Unbaseable" and would Require at least 2 figs with Move-and-attack options (and at least one who does 3 clicks) to get at him in one turn. Quicky just repeats util one of you gets tired of it. Actually a very cool Tactic!
Yeah....I saw you be annoying with that one. Glad I wasn't playing you then.