You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Just be glad there isn't turn 0 wins in Heroclix...
Quote : Originally Posted by combatninja
I was wondering how long after the introduction of special powers/feats that we would get an "ultimate" combo.
Sort of like if you played old school Magic the Gathering, with all the different powers over the years it takes only one turn to do a chain combo and obliterate your opponent.
Imagine a clix game with the right team of special powers able to unleash a series of actions that are unbeatable.
"This is THE WORLD! Not that you would be able to see it or even feel it, since time has stopped..." Need Batman-family clix
Just be glad there isn't turn 0 wins in Heroclix...
Technically, there was.
The rules used to be when no character on either force was KOed when time was called, the player with the lower build total won. And there was no requirement to have any characters on your force. So, technically, you could sit down with no characters for a total build of 0 points and win. On turn 0.
Cosmic Spider-Man kills himself, leaving you with Big Figure and far too many Jarvi.
The only reason to build an all mystics team without wildcards (that I can see) is to combat this; but if it were a problem, then the counter-strategy would become prevalent.
you couldn't use 23 pogs anyway you have only 16 square to place your team in.
Not any more. Under the new Blackest Night rules... the starting area expands by rows. The columns don't expand... but the rows expand to fit all figures in now... but that same courtesy is extended to your opponent now too.
I got screwed last year at a tournament when I came with 5 of my Sentinels at 500 Points. Two of my opponents choose maps with small starting areas... and I immediately lost a figure.
The new rules make sense... and I'm glad WizKids closed the loophole.
Cosmic Spider-Man kills himself, leaving you with Big Figure and far too many Jarvi.
The only reason to build an all mystics team without wildcards (that I can see) is to combat this; but if it were a problem, then the counter-strategy would become prevalent.
Your idea would work with wildcards as well.
Or better yet, throw a Bombastic Bag-Man into the mix that's copying a Mystic's TA.
Keep in mind that basing Cosmic Spidey and Big Figure really crimps this strategy by letting you choose the target (Bag-Man for my purposes); Big Figure's special doesn't work with HSS after all, and if your opponent repositions you've just bought time to demolish 23 Alfred pogs before he can combo up if you position right.
My only worry with wildcards would be that Cosmic Spidey would kill the mystics first and not have to worry about the wildcards later. Bombastic Bag-Man is a nice addition though.
Why can't I base Spidey with a nice little tie up piece. Best case scenario is he runs both Big Fig and Spidey away and has to wait another turn. Worst case he wastes actions killing said tie up, In the meantime I have a solid 460+ points of power to hit into him.
Leave's become most beautiful when they're about to die
Why can't I base Spidey with a nice little tie up piece. Best case scenario is he runs both Big Fig and Spidey away and has to wait another turn. Worst case he wastes actions killing said tie up, In the meantime I have a solid 460+ points of power to hit into him.
Cosmic Spider-Man has special power where he can use Force Blast, then use RCE as a free action. I think that's it anyway.
Why can't I base Spidey with a nice little tie up piece. Best case scenario is he runs both Big Fig and Spidey away and has to wait another turn. Worst case he wastes actions killing said tie up, In the meantime I have a solid 460+ points of power to hit into him.
Spidey takes a normal HSS action first, moves to optimum spot, carrying BF if necessary.