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no worries bro. i always bring two with me and a light just in case i run with lots of super strength.
Same here. I always have a couple of ultra-lights on hand in case I run with no super-strength. Those ultra-lights have been clutch a couple of times, and people just don't see them coming.
WF- Pros
*Indomitable
*Longer Charge Range upfront
*Superman Ally TA
*Higher Defense Value
*Opening 6 Damage
*Consistency; If he's still on the map, he's still extremely dangerous.
WF- Cons
*Invincible means if he's hit, he's taking damage.
*Shorter dial.
Crisis Pros
* Incredible attack power. Can KO WF in one salvo.
* Longer dial.
* Damage SP can stop WF in his tracks.
* Longer Range.
Crisis Cons
* Lack of Willpower
* Much less effective as he takes damage.
In a game where UHOs are used, Crisis has a decided advantage. This makes his opening hit 8 damage, which goes through Invincible for 4, putting WF on Invulnerability instead of Impervious and making him ripe for KOing. A regular Heavy Object makes a huge difference here, putting him on Impervious and giving him a better chance of making it out in one piece.
If WF lands the opening hit and Crisis fails his Impervious roll, the matchup is essentially over. Crisis lacks the consistency to put up a real fight once he's so damaged (taking 6-7 clicks.) As mentioned before, WF is extremely dangerous if he's still standing.
Back to the simple answer though; first clean hit wins. WF will likely get the first attempt, but if he misses or Crisis Impervs out of it, Crisis can respond with a potentially match-ending Flurry.
Crisis is 38 points more though, so it makes sense he'd have an advantage here, even if a conditional one.
"It is a fool's prerogative to utter truths that no one else will speak." "Prove you have the strength and courage to be free."
Crisis Cons * Lack of Willpower
* Much less effective as he takes damage.
I know the story is supposed to be about superman sticking to his guns to the brink of total annihilation, but to be honest he really didn't show any sort of willpower that I can see in that story. For the most part he was pretty wishy washy letting his friends push him into a lot of morally questionable decisions that nearly destroyed the world... he shouldn't have indom or willpower.
I love both, I think they are both great in their own respects. I don't think you can go wrong with either piece. The only gripe I have about the new one is that Super Strength is a waste on the entire dial.
Back to the simple answer though; first clean hit wins. WF will likely get the first attempt, but if he misses or Crisis Impervs out of it, Crisis can respond with a potentially match-ending Flurry.
you think WF will get first hit?? i never see that happening in any game. if i'm playing crisis i'm going to let him move within my range and get a token. that way if he attacks he's now pushed. this allows me to clear and not have to push. he'll want to get in close so now i have two ways to evade taking dmg. KC TA, and imperv. the thing is, if WF hits from range then it's still anyones game. crisis can still take 3 after imperv and still be good to go!
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Why does the Crisis Superman have Hypertime and not KC, that matters now that they are different abilities.
oversight, design choice, it didn't matter when it was made... any number of reasons really... Before the change it would have made no difference functionally.
Honestly kinda like he has hypertime vs the new KC. Not that the new KC is bad, it's really good, it just is a little more flavourful that you wouldn't want to get up close and personal with the guy whose holding two ultra heavies... and he'd not be overly agile holding both of those.
Why does the Crisis Superman have Hypertime and not KC, that matters now that they are different abilities.
I think they were considering no longer using the KC TA and just make all "Future" characters with the HT TA for less confusion. There were a lot of rule updates/changes around Crisis.
I know the story is supposed to be about superman sticking to his guns to the brink of total annihilation, but to be honest he really didn't show any sort of willpower that I can see in that story. For the most part he was pretty wishy washy letting his friends push him into a lot of morally questionable decisions that nearly destroyed the world... he shouldn't have indom or willpower.
In terms of game mechanics, Indom simply wasn't a thing at the time. E2 Crisis Supes (Crisis KC's counterpart) got a trait that stated he wasn't dealt pushing damage, but figures without Power Cosmic or Quintessence didn't have willpower and damage reduction.
While I appreciate story concerns, they're not the focus right now. This one's strictly game mechanics. The one without Willpower is at a disadvantage because of it.
Quote : Originally Posted by larthosgrr8
you think WF will get first hit?? i never see that happening in any game. if i'm playing crisis i'm going to let him move within my range and get a token. that way if he attacks he's now pushed. this allows me to clear and not have to push. he'll want to get in close so now i have two ways to evade taking dmg. KC TA, and imperv. the thing is, if WF hits from range then it's still anyones game. crisis can still take 3 after imperv and still be good to go!
Map plays a part here. Assuming there's a map with any reasonable method of blocking line of fire, it ends up being a close combat fight with Objects for huge damage, and WF has a longer Charge reach. Crisis has a longer range, but he's still shooting a 12 at a 19 or 20, and WF has what's essentially better than impervious at range; 5-6 evades, 1-4 ignores half.
An open map allows Crisis to make a shot before WF gets close enough to charge, but its still something of a longshot, and it just makes WF angry (form of HSS) anyway.
Quote : Originally Posted by solarlunatic
Why does the Crisis Superman have Hypertime and not KC, that matters now that they are different abilities.
Has it been clarified whether they're splitting KC and Hypertime into different abilities or moving them both to the new wording? I honestly don't know.
"It is a fool's prerogative to utter truths that no one else will speak." "Prove you have the strength and courage to be free."
In terms of game mechanics, Indom simply wasn't a thing at the time. E2 Crisis Supes (Crisis KC's counterpart) got a trait that stated he wasn't dealt pushing damage, but figures without Power Cosmic or Quintessence didn't have willpower and damage reduction.
While I appreciate story concerns, they're not the focus right now. This one's strictly game mechanics. The one without Willpower is at a disadvantage because of it.
I'm simply stating that I don't think he should have it period. I know they didn't have indom back then, and I know why they give it to him now, superman never stops.
I honestly don't think the lack of indom is that big of a drawback either. Push damage comes after the action, and I'd push Crisis to take down WF.
Quote : Originally Posted by MopedKid86
Has it been clarified whether they're splitting KC and Hypertime into different abilities or moving them both to the new wording? I honestly don't know.