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.
Larfleeze is in play and wants to go to a certain location 6 spaces away from his current spot. Because, as you correctly pointed out, the Constructs move the number of squares equal to Larfleeze's movement, the player had Larfleeze run back and forth to get to 11 before stopping in the square he wanted.
This seemed like a waste of time - nay, it was a waste of time.
So to expedite the game, we just declare Larfleeze is using 11 movement to go anywhere even if the distance between where he started and where he ended is considerably less.
Sorry for the confusion.
Makes sense to me. I mean I'm not sure why, when you move Larfleeze, you wouldn't just declare that you are moving him back and fourth 11, even if he only moves 1 square away.
I could see where the confusion could come in, but at this point the card says it's equal to the squares Larfleeze moves, it doesn't say equal to the number of squares Larfleeze is from the square he started moving in.
You can now move the constructs 8 because that is how many Larfleeze moved.
The construct is in hindering terrain, so you have to halve the movement.
Half of 8 is 4.
Edit: If you are arguing that half of 8 is 6 then you just blew my mind.
Dude, I know math, I know that half of 8 in not 6. Sometimes I wonder if you can read, because I am not making this confusing. I was asking if the maximum you could out of hindering was half of what Larfleeze moved or half of larfleeze's speed value. That was all my question was. And I don't think it was a stupid question.
Quote : Originally Posted by Harpua
The construct would NOT halve its movement for starting in hindering.
You do NOT "halve your movement" as people tend to say.
You halve your speed value. There is NO speed value involved here.
I can't say that I completely understand your answer. Is it that all hindering does to Constructs is make them stop moving upon entry? Since they don't have a speed value to halve, they just move as many squares as Larfleeze moves, period (unless forced to enter hindering terrain)?
I do really feel sorry for you guys because of having to answer all of these questions. May I suggest a Larfleeze FAQ Sticky that gets updated with every question and answer? There are so many threads, and many of them do not have all of the questions listed in the OP. It is very difficult to find the question you want to ask in all of the posts, especially when half of the posts in any given thread are "dude, use the search function", "I hate Larfleeze", and "You can't do math".
While I don't disagree with where this thread ended up rules-interpretation-wise, I can't see why it wouldn't have been easier across the board to give the Constructs the wing movement type. Them stopping in hindering [and opposing adjacency?] is such a minor inconvenience, really, and generally easy to overcome in most maps, given the movement value they're probably going to be able to use. Slap an upper-movement limit on there if you're concerned about them going too far. Saying they move like a boot is causing so many extra, new confusions, it's frustrating.
While I don't disagree with where this thread ended up rules-interpretation-wise, I can't see why it wouldn't have been easier across the board to give the Constructs the wing movement type. Them stopping in hindering [and opposing adjacency?] is such a minor inconvenience, really, and generally easy to overcome in most maps, given the movement value they're probably going to be able to use. Slap an upper-movement limit on there if you're concerned about them going too far. Saying they move like a boot is causing so many extra, new confusions, it's frustrating.
I agree with this. Or just write in that they stop upon entering terrain. I don't think they stop when coming adjacent to anyone, and I don't think they have to roll breakaway. I could be wrong on this, but this is how I have understood the rulings.
Chi - I never said it was a stupid question - it's just one that I can't understand where it came from.
The card clearly states that the constructs move the amount of squares that Larfleeze moves when he is moved. Nowhere does it say a word about Larfleeze's printed speed value. So I don't see where you come up with that. If Larfleeze used the kinnetic accelerator and you rolled a 3, then moved him 14 squares, the constructs would be able to move 14. If someone perplexed down his movement to a 10, and he moved 10, then they could move 10. I can't understand where you are coming up with his printed movement having anything to do with the constructs.
And yes you are right, constructs stop when they enter hindering, but they do not cut their movement in half when leaving hindering. Like Harpua has said, hindering terrain modifies speed values by 1/2, the constructs are not using a speed value, they are just moving the # of squares Larfleeze moved.
Chi - I never said it was a stupid question - it's just one that I can't understand where it came from.
The card clearly states that the constructs move the amount of squares that Larfleeze moves when he is moved. Nowhere does it say a word about Larfleeze's printed speed value. So I don't see where you come up with that. If Larfleeze used the kinnetic accelerator and you rolled a 3, then moved him 14 squares, the constructs would be able to move 14. If someone perplexed down his movement to a 10, and he moved 10, then they could move 10. I can't understand where you are coming up with his printed movement having anything to do with the constructs.
And yes you are right, constructs stop when they enter hindering, but they do not cut their movement in half when leaving hindering. Like Harpua has said, hindering terrain modifies speed values by 1/2, the constructs are not using a speed value, they are just moving the # of squares Larfleeze moved.
The part that was confusing me is that Hindering halves speed values. 8 was not Larfleeze's speed value, it was just how much he moved. Since 8 was not the speed value, I assumed that you would have to base your movement on half of Larfleeze's speed value. I didn't think the Constructs would be able to move the full 8, because they had the .
I do agree that they did not clarify anything by giving then the , and they should have just said that "when moving, they must stop in Hindering Terrain" and leave it at that.
Sorry for getting upset, I'm just frustrated that I couldn't get a straight answer, and TerminusV2.0 didn't help anything.
Back to one of my original questions, just for clarity, if I deal knockback to a target sharing the same square as the Construct, I get to choose which way to deal the KB?
Well Harpua answered it man. They stop when they enter hindering, because of the boot symbol. But they don't halve their movement when they come out because they don't have an actual speed value, which is what you halve when leaving hindering.
I was playing around about the math thing, I just couldn't wrap my head around the confusion.
Just know that any time you move a construct it is always the number of squares Larfleeze moved after he moves - regardless of anything else. And they stop when entering hindering.
Back to one of my original questions, just for clarity, if I deal knockback to a target sharing the same square as the Construct, I get to choose which way to deal the KB?
Knock back is always away from the attacker. Larfleeze is the attacker, not the construct.
A knocked back character is moved back one square for each 1 damage taken. Move the character in a straight line away from the attacking character—called the knock back path—even if that path is on a diagonal. If multiple characters take damage from a game effect that causes knock back, resolve the knock back starting with the character farthest from the attacker.
Knock back is always away from the attacker. Larfleeze is the attacker, not the construct.
A knocked back character is moved back one square for each 1 damage taken. Move the character in a straight line away from the attacking character—called the knock back path—even if that path is on a diagonal. If multiple characters take damage from a game effect that causes knock back, resolve the knock back starting with the character farthest from the attacker.
Quake through multiple constructs (given to him by Gizmo) and attacking multiple figs- yes?
Close Combat Attack through multiple constructs and attacking multiple figs - no?
All opponents on or next to Constructs are adjacent. He can attack one one of them with a normal close attack. Quake attacks all adjacent opponents. They are all adjacent and therefore are attacked by Quake. You don't choose and object, it's all of them.
They're adjacent opposing characters
Quake attacks adjacent opposing characters
Therefore they wear Paris Hilton's shoes
Not arguing it for the sake of arguing it, but as I understand it, Larfleeze can poison everyone adjacent to every Construct, so why shouldn't Quake work he same way? The only way for him to get Quake is through Gizmo, and I haven't seen anyone bring up their pairing yet.