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The part of taunt you are thinking of is if the piece cannot take a legal action. This would usually maen that they have two tokens. The FAQ specifically says that a movement of zero is an acceptable action.
As for getting him there. A TK chain can get him within range easily. After that it is just as easy to have a TK/Taxi chain move him back to the safety of the rooftop. In 1800 points it is easily doable and Johnny Alpha has stealth, a respectable attack value with 3 damage and the 2000 AD team. He's great for whittling down a stuck Galactus.
Unfortunately, there are not many figures with Pulse Wave, none with Stealth, and only 1 with a Wildcard Team Ability. What that means is that you can’t load up on Pulse Wave figures because if you can’t get off an attack with them on the very first turn, they’ll surely be Galactus’s first targets.
Well that depends. LE Annihilus, LE Doom both start with Pulse Wave and are wildcards so they can hide in stealth. Of course, they are both restricted so I guess it depends on the format of your game. And YES for all of those flamers out there, I do realize that they are LE so only one of each, but I've still seen both of them do decent damage to Galactus in one shot, before being decimated in return.
Also, let's not forget Statesman has Pulse Wave on his VERY last click - not too helpful in this scenario unless with Galactus' last action on his turn, he put Statesman on that last click, priming him to use his massive 7 attack
-Top 16 Finalist - 2007, 2008 HeroClix World Championship
2007 HeroClix World Championship Fellowship winner (uncredited on WK site)
@Normalview:
You could be right, I don't know. Maybe the real answer is FAQed somewhere.
To the best of my understanding, the Power Cosmic TA grants one thing (Imunity to Outwit and 'willpower') and being a big fig grants something else (the ability to continuously act).
Those two abilitys may have been consolidated in the Galactus rules wording, but I'm pretty sure they're seperate in Dark Phoenix (which could be the clarified version of the rules).
Either way, I still think Galactus has the advantage when Disbanded is in play, because he can still make his Cosmic Multi-Attack. (Move over to your side of the board, KO someone, move all the way back to his side.)
As far as I can tell, there is nothing in the FAQ about Galactus taking pushing damage. You are correct in that Dark Phoenix does, when her TA is ignored, but I think Galactus is an enitity unto himself.
Also, I completely agree with you. Even with Disbanded in play, he'll still tear up just about any team on the field. He'll take a lot more damage, what with Impervious out of the way thanks to Outwit, but the team will still need to hit his monster DV and he'll still be able to out-action them with his Cosmic Multi-attack and his ability to act on consectutive turns (especially since nobody can copy the Mystics and Bats Team now).
I like the article, but what made you decide to review it at only 1800 points? Our venue has never run an 1800 point tournament, but we see a 600 point one every so often. And there have been Galacti at the tournaments. In one tournament we saw two players bring him. I also think that Galactus is easier to beat at the 1800 point level than he is at 600 points. In 1800 points you have access to the bigger guns and many more actions per turn. Also access to older LEs makes it much easier. Just perplex up LE Annihilus and LE Doctor Doom and single target pulse wave him down for six and six.
Well it makes the most sense to review him at the 1800 point level, since for the lesser point ones it would be fairly simple to take azs's team and strategies and pare it down, removing certain figures or using cheaper versions of them for the same effect.
And thinking that the 1800 pt Galactus is easier version to beat makes me thing you really haven't thought about it thouroughly. The 1800 pt is by far the hardest, not only because he has crazier stats than the others, but also because of his amazing 3 damage EE's and Pulse Wave!! That can wipe out your whole team in one go, and there's nary a thing to be done about it!
Christ did not come to condemn the world, but to save it.
I also definitely think that Power Dampening Field would be the best BC to play on him, although there is that huge risk of him playing Bright Lights or perhaps even Disbanded against you. But getting rid of his huge damage numbers would be very helpful.
Where has it been said that Power Dampening Field restricts BCF? That doesn't sound right to me.
Christ did not come to condemn the world, but to save it.
I don't think the Power Dampening Field is actually such a hot idea against Galactus. True, his he is only doing 7 damage with a single attack now, but iwth his Coamic Multi-attack, that is still 9 damage a turn (possible unreducable if he's on his Psychic Blast clicks)! 9 Damage is enough to cripple even a beast like KC Superman or Magog. So instead of killing 2 or 3 figures a turn, he's killing maybe only 1 per turn. Meanwhile, you can't do more than 3 damage to him, as well, and since he is immune to Psychic Blast and Exploit Weakness, that means you are doing 1 click of damage to him MAX for most of his dial (unless you have a lot of Pulse Wave or Unless Galactus' user played Disbanded). Chipping Away for only 1 or 2 clicks total a turn (maybe 4 or 5 total if you roll really well) just won't cut it when he is dropping a figure each turn.
I think the best BFCs to use against him are Deep Shadows and Darkness. Lowering his range to 6 will make him waste his actions on moving a lot more. And with all the TK and stealth on your team it should make it easy to get in range to attack him.
The Force Galactus is Virtually Impossible to beat.
You should just use my new Galactus Rules
to make him Tournament fair:
TOM'S GALACTUS RULES
Galactus no longer gets 3 Actions per turn,
he gets 2.
And only one of them can be an Attack.
Galactus no longer gets 3 Arrows.
He now gets 1 Arrow.
Galactus' Shooting Range is no longer 16.
It is now 12.
This way, against most Tournament teams of 600,
Galactus should be close to losing about
50% of the time to good players.
Now if we want to,
we can all use our EXPENSIVE "Toy",
at 600 point tournaments
(it won't just sit around as a paper weight),
and not feel like we are cheesily running people over.