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Don't forget Heimdall can throw objects into stealth. Thats a 3 damage at a 6 range or a 2 damage at an 8 (or 10 with the crate special object).
Heimdall can be quite a pain, but the crate can't be thrown ten squares.
It's one and only special ability is that it can be thrown 8 squares, not thrown +2 squares further than other light objects.
The only thing special about the crate any more is that it is a special object.
Help me out here. I can't draw the analogy between a compelled Nico and the MoE TA.
I fail to see the advantage in Compelling Nico as opposed to other figures. Nico will take a feedback click from Compel. Yes she can choose Regeneration, but that still requires an action token. Am I missing something?
The analogy is that Nico gets to take an additional action during a turn that she has two action tokens, but will receive 1 damage from Compel; a MoE character with 2 action tokens will be able to take an action on their next turn (if it doesn't clear), and receive 1 pushing damage . The only similarity is that the characters have 2 action tokens are are able to be given actions. It's a weak analogy.
Nico uses a free action to activate a power, which doesn't require a token (like using Perplex, PC or Outwit). In the case of being Compelled, Nico cannot change her chosen power, but can always reuse it unless the power is specific to one use per turn; Regen and Support aren't, but PC, Perplex and Outwit are.
Also, as Nico is being Mind Controlled, the action she is given (any) is not assigned a token, despite the fact that she's friendly to the mind controller. The mind controller takes a token, Nico receives 1 damage.
On the other side of the spectrum, my Heimdall was 0 for 12 in rolling Super Senses by the end of my first sealed HoT tournament. To add injury to insult, my opponents had little trouble hitting his 18 defense (often 19) regardless of their attack value.
Add in Impervious rolls and Shape Shift rolls, and I was batting 0 for somewhere around 20 when you add in the results of my second HoT sealed tournament.
I've long since learned to accept Super Senses as something only my opponent can count on.
Ouch maybe its only for cheaper supersenses characters? Sounds like you should sacrifice your die to a volcano and get get some casino ones.
Just check the card only runaways dur on my part. Still a sick click
I can desire to dream cant I?
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Once again I say that I won't be completely happy until we've done every character in HeroClix.
I wasn't aware Traits counted as feat prerequisites. If so, I'm going to love Pounce all over again.
Yes
The worst part is a charactor who's trait grants the USE of a power can't have it's use of that power outwitted but a figure who has a trait that allows him to possesse a power can have that power outwitted. So in this instance Venom can be feated with Lunge, Pounce, hell even Passenger and he'll have use of those feats until he's K.Oed.
The analogy is that Nico gets to take an additional action during a turn that she has two action tokens, but will receive 1 damage from Compel; a MoE character with 2 action tokens will be able to take an action on their next turn (if it doesn't clear), and receive 1 pushing damage . The only similarity is that the characters have 2 action tokens are are able to be given actions. It's a weak analogy.
Nico uses a free action to activate a power, which doesn't require a token (like using Perplex, PC or Outwit). In the case of being Compelled, Nico cannot change her chosen power, but can always reuse it unless the power is specific to one use per turn; Regen and Support aren't, but PC, Perplex and Outwit are.
Also, as Nico is being Mind Controlled, the action she is given (any) is not assigned a token, despite the fact that she's friendly to the mind controller. The mind controller takes a token, Nico receives 1 damage.
If I'm incorrect, please tell me!
No you're right, I just don't see it as being any more useful than compelling, say, a paramedic. The example made me think there was something extra special about Nico doing this, but aside from her multi-power, there's not.
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Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
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While not a sealed situation, I played an all HoT game yesterday. There were three of us so we played two on one with each side having 600 points total. One player pulled a Volstagg that day so he played the full Warriors Three. His partner played Heimdall along with two generic Valkyries and two Asgardian Warriors. I got to be the bad guy, playing Surtur, Fenris, Ulik, three fire demons and two rock trolls. The heroes gave up one point total to the villains so it was very close. We only have one pair of dice between us so no one had a dice advantage either.
Fandral + Hogun is kind of ugly. Hitting those 18 defenses was my biggest issue. The dice were rolling rather poorly all around, but the Warriors Three had insane attack values thanks to their trait. Fenris got eaten up by Hogun and Fandral while Ulik missed everything. I think both have more potential if your dice will even roll average (i.e. occasionally higher than a 5 total). Heimdall was also pretty annoying but shouldn't have been a match for Surtur. The Poison in the middle of Surtur's dial made him very unhappy. Sadly dice luck stole victory as Surtur crit missed on his last click. Overall only a half-dead Heimdall and a barely scratched Volstagg survived.
Epic moment: a half-dead Rock Troll tried a Hail Mary for the crit to hurt the undamaged Volstagg and actually managed to wound the Lion of Asgard. The critical hit must have really surprised Volstagg as he rolled a 1 on his Impervious. If any of the later higher rolls had showed up earlier in the game the bad guys might have taken the rainbow bridge. Also for the most part there was no ranged combat. One valkyrie threw a spear at a fire demon, but that was it. I'm sure Fenris, Ulik, Heimdall, Hogun, Fandral, Volstagg and Surtur will all suffer heavily against ranged teams.
I didnt read the whole thread yet so maybe this was already explained....
Damage TAKEN and Damage DEALT are two different things. Its possible to reduce Damage TAKEN, but there are NO powers at this time that reduce Damage TAKEN.
Bear in mind however that Nanoarmor can prevent modifiers to Damage TAKEN.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
Didn't dig Heimdall that much, compared tom say, Namor, he's pretty fragile.
I'm unsure if i'd give him a 4 or a 3. If he had range, i'd go for 4 easily.
But right now i think it's a 3.
If you're playing a sealed event on the Rainbow Bridge map and not using the special rules for the map (which it says not to during the sealed play), then Air Walker should mop up if played well. HSS attack and hide behind one of the elevated areas and repeat. I realize this method is considered cheap, but it is very effective. In the sealed environment on this map I would rate Air Walker a 5.
Great reviews! I for one really enjoy these things! However, I have to say that Captain America is definitely a five star figure. His special power is broken when put in the right position on the Rainbow bridge map. He can see almost anyone, also has move and attack, and is incredibly difficult to take down. I know I think he's good enough to build a team around. Heck, I did yesterday and one the tourney!
If you pulled a couple of Asgardian minions and Odin, she might be the better choice, and Asgardian is such a common keyword in this set that you'll likely have little trouble building a theme team from constructed.