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Hmmm. How about Leech with IG + Time Gem? According to his Trait, he won't prevent himself from taking a power action. So he can TK someone out 8 squares (out of Leech range) and they can do their thing. He can then take an unavoidable to gain Outwit and keep TK. Has some Super-Senses in there if needed.
Is it worth 50 points though? Especially compared to Cosmo at 52 (or 56)?
Worth it? Absolutely. But it raises the cost of double tk to102 and doesn't have quite the same ability to get guys across the map. So I think I would use leech with ig, but I wouldn't be doing it for his tk I dont think.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
Hmmm. How about Leech with IG + Time Gem? According to his Trait, he won't prevent himself from taking a power action. So he can TK someone out 8 squares (out of Leech range) and they can do their thing. He can then take an unavoidable to gain Outwit and keep TK. Has some Super-Senses in there if needed.
Is it worth 50 points though? Especially compared to Cosmo at 52 (or 56)?
Leech helps you most by A) preventing power actions, and B) using his stealthed outwit. If he becomes your TK piece he no longer does those things, at least not until your tent pole is on the other side of the map, which is when you want Leech to already be in position.
Venue: The Gaming Goat in Elgin, IL. Find us in the WizKids event system.
Basically being able to phase leech around 7 (or 14 with a free and actual move action) lets you place him perfectly to lock down opponent's move and attack. Then magog needs less mobility to slaughter who he needs to, but still has the double tk option if necessary. With strange around as a taxi I only had one turn out of the games I played where leech stopped magog from charging, and there wasn't really anything I could do about it. (Magog was behind a building, tk'ed him out with cosmo, tked him up with strange, charged and killed a sun boy with a heavy, picked up another heavy and based a pushed superman for the kill next turn. Leech prevented the second charge in that 26 square movement combo)
BTW mind is not necessary as a gem, I threw it on there because I had extra points and once you use strange for 3 non free actions you have to start turning the gauntlet or lose him. Mind gem gives you a 50/50 chance of keeping tk after this happens. Power gem gives you the option on that first click to free action to a barrier (or a low defense support piece) and pop it for 3 (2 on clix 2 and 3) with CCE. I am also debating rolling the gauntlet on strange with this setup from the get-go, losing his carry / tk 50% of the time but hopefully eventually hitting #2 and getting powers like support (magog only has a 14 ending defense, even astral strange only needs a 6 or 7 to hit it) or prob or plex or w/e. This is likely the wrong strat against 80% of teams but against a team like cyborg which will last longer than you like, it could be the way to go...Many more games needed, this is the glassiest cannon I've ever played but man I love it
One final note in this wall of text: Turn 1, if appropriate, you can phase strange 7 with leech then another 7 as a regular move so leech can power drain squares 20 squares away from his starting zone immediately. Next turn strange can double back for the double tk with leech already in position
Um...I'm sorry, or am I completely dense or what?
1) Dr. Strange has neither the transporter or flight symbol. How is he phasing Leech anywhere?
2) Even if he did have the transporter or flight symbol, how is he not receiving a -2 penalty to movement for carrying leech?
1) Dr. Strange has neither the transporter or flight symbol. How is he phasing Leech anywhere?
2) Even if he did have the transporter or flight symbol, how is he not receiving a -2 penalty to movement for carrying leech?
-nihil
I believe his build had Strange + IG + Space Gem
SPACE GEM:
Quote
Character can use Phasing/Teleport and the Carry ability. Modify character's speed value by +2.
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.
Leech off to the side, do the double TK thing with Magog then next turn double TK Leech in to lock them down? Or Vica Versa? Leech in first to distract and slow them and prevent Barrier, then next turn Magog comes in?
This could work too, but with Leech on your team, you have to watch out for certain maps. If for example you're on the Spider-Man Bridge Map, with a 4x4 starting area, Leech will be in your own way for first turn TK. On the other maps with a 9 x 2 rectangle starting area, you're all good.
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.
This could work too, but with Leech on your team, you have to watch out for certain maps. If for example you're on the Spider-Man Bridge Map, with a 4x4 starting area, Leech will be in your own way for first turn TK. On the other maps with a 9 x 2 rectangle starting area, you're all good.
Are maps retired along with their sets? The spider man bridge is a unique map in how its starting area is set up and is the only one i can think of that would hinder first turn tk via leech.
Also, you dont need to tk first turn necessarily. I often find it better to have magog pick up an object turn 1. You could place objects well such that a double tk and a charge would let you pick up an object, but opponents can also see where your objects are and play around them / shoot them. Plus I play against cyborg supes a lot so i'm used to playing with just 1 heavy.
Are maps retired along with their sets? The spider man bridge is a unique map in how its starting area is set up and is the only one i can think of that would hinder first turn tk via leech.
Also, you dont need to tk first turn necessarily. I often find it better to have magog pick up an object turn 1. You could place objects well such that a double tk and a charge would let you pick up an object, but opponents can also see where your objects are and play around them / shoot them. Plus I play against cyborg supes a lot so i'm used to playing with just 1 heavy.
There are many maps that would hinder double TK and not just because Leech is in th way. Consider tha Realm of Death that came out with GG, Oa, or Ferris Airfield.
If you are only referring to proximity of Leech to prevent double TK, any map with limited starting area would do this and there are certainly more than just WoS Bridge that does this. I know, you can certainly move Leech out of the way first, but you could do this on WoS Bridge too. This still doesn't solve problem of first turn TK.
Map retirement shouldn't matter in regards to being able to do TK chain first turn as there will be maps out there that can hinder it just as readily as WoS Bridge.
True true. The team certainly doesn't rely on first turn tk though. In fact indoor maps let magog shine since he can get kills and place around corners while free action phasing leech all around the place locking down move and attack through walls. Open maps let you uberblitz, indoor / maps with lots of terrain favor a leech heavy strat. Both are good for this team.
Maps do not retire. There are only a few restrictions on maps.
-They must be 2x3 or 3x3 WizKids created maps.
-They must have the colored terrain designations if at a WizKids sponsored event.
-Last year they provided a list of legal maps for Worlds.
So unless they make another list of maps and The Bridge is not on it, expect it to be available.
Venue: The Gaming Goat in Elgin, IL. Find us in the WizKids event system.
What about something like Cable/Deadpool as a counter to the Strange Renegades team? Maybe:
Cable/Deadpool + one Gem IG
AIM Agent.
C/D with damage Perplexed can Phase in and Duo attack out a wall section and one shot the Renegade behind it. And possibly push the next turn to do it again?
I still think the best option against Stranger is Thanos. Not being able to Regenerate or heal his support hurts what he wants to do. But I really don't know who'd be best to build around him.
What about something like Cable/Deadpool as a counter to the Strange Renegades team? Maybe:
Cable/Deadpool + one Gem IG
AIM Agent.
C/D with damage Perplexed can Phase in and Duo attack out a wall section and one shot the Renegade behind it. And possibly push the next turn to do it again?
OK, so they work well against 1 strategy. How do they do against others? I don't think Cable/Deadpool would work well against most teams.
Venue: The Gaming Goat in Elgin, IL. Find us in the WizKids event system.
OK, so they work well against 1 strategy. How do they do against others? I don't think Cable/Deadpool would work well against most teams.
And they don't actually work well against that Stranger team. They took out a Renegade. Now Stranger gets a shot on them with them at -1 D. For them to have done the Duo after using PT they need to have had 0 tokens, which on most maps will require at least 3 turns. So Stranger should be on his ANY power. Even though Cable/Deadpool may take out the Barrier they will struggle heavily with the Stranger himself.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.