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Remember he can not heal and has no prob control. But you do if you have the IG. If you have a high defense and are able to crack him down to the no move and attack clicks he is much less deadly. And always be churning that IG. If you can get to #2 he can be beat.
Incorrect, he can always jump over to Void using a power action, then steal energy. This is a HUGE strength of his, not to be overlooked.
Hulk with full gauntlet wrecked S/V. Hulk went 3-0.
How did it tend to go? Did SaV have a hard time landing blows on Hulk or wa sit more Hulk would get bailed out by Imperv or Super Sense rolls? Hulk having a full range charge of 12 certainly seems to be a difference maker.
Incorrect, he can always jump over to Void using a power action, then steal energy. This is a HUGE strength of his, not to be overlooked.
Yes thanks for pointing this out. He can certainly heal as Void, but not as S/V. Once he is Void he can not turn back to S/V until he is KO'd. You can turn to Sentry but then you are able to be outwitted.
Void is not that tough to deal with just have to get by stealth. Once you kill Void make sure you have a second attacker that can do at least 1 dmg to finish off S/V. One of the games finished that exact way. I had a character that could only do one damage at the time. Shot Void to KO him then shot S/V to end the game.
Which Hulk? the one from the Movie set? If that is true its awesome. And well done.
I feel like S/V is better on paper than he is game play. Very similar to Guy Gardener from DC 75 or Arkillo from AA.
I would not be surprised to see a lot more stories of S/V being beaten.
It's totally in Hulk's favor, but I think a smart player using SaV could pick a map like the Rooftop map or The Bridge and using Hulk's lack of range to stay far enough away until you get lucky (I might be a little off on the rules of Giants vs Elevated terrain in my logic). It'd probably come down to Sentry's ranged shots getting through Hulks 18D/Imperv Rolls/Super Sense vs Hulk spinning to the end of the Gauntlet.
It's totally in Hulk's favor, but I think a smart player using SaV could pick a map like the Rooftop map or The Bridge and using Hulk's lack of range to stay far enough away until you get lucky (I might be a little off on the rules of Giants vs Elevated terrain in my logic). It'd probably come down to Sentry's ranged shots getting through Hulks 18D/Imperv Rolls/Super Sense vs Hulk spinning to the end of the Gauntlet.
Hulkk as a giant ignores terrain. Elevated/hindering/water isnt a problem for him.
Parked in hindering so its 20 defense at range. Didnt hurt that Hulk also has imperv and a good chance at SS (due to gauntlet).
S/V cannot stop to PB because if it does and misses (needing a 9) they are within charge range of hulk. (Which is exactly what happened).
When that didnt work, HSS was used...and hulk made imperv and/or SS rolls.
It was a beatdown.
Quote : Originally Posted by shoogbear63
It'd probably come down to Sentry's ranged shots getting through Hulks 18D/Imperv Rolls/Super Sense vs Hulk spinning to the end of the Gauntlet.
Hulk gaining + stats and/or powers just made it worse. As if sentry/void goo could be made worse...
"And I shall make little coins with my head on them and place them in the thongs of your strippers."
Even if Hulk hits God-mode with +2 to stats and chooses Hypersonic. Sentry and Void can still stay far enough away with the double power action 10 movement.
Tbh I'm not sure how you won with hulk since s/v should be using hss to run in and shoot, then shoot and run away, never getting caught. Yea it will take a while to crack the hulk with the big defense but you have a bunch of shots at it. If he was leaving himself within charge range he wasn't playing S/V right. On a wide open map I could possible see hulk being able to pull it off by taking the center of the map and shrugging off a few attacks by S/V, then using a DPA to full charge ignoring terrain. However, is S/V wins maproll it should be game over.
That said, I playtested S/V last night and he went 0-11 against 300 modern age teams. Not going to say what teams since I'll be attending worlds, but he lost pretty badly.
That said, I playtested S/V last night and he went 0-11 against 300 modern age teams. Not going to say what teams since I'll be attending worlds, but he lost pretty badly.
No offense, but until you bring something to the table as far as advice/strategy, this is an empty claim.
I'm trying to think of maps/situations (prison comes to mind) where a 20 movement will easily keep you away from Hulk's 12 movement (assume the Gauntlet's giving him +2).
Even if Hulk hits God-mode with +2 to stats and chooses Hypersonic. Sentry and Void can still stay far enough away with the double power action 10 movement.
Hulk will eventually get teh that level, and park in teh center of the map. With the Space gem, he ought to be able to go hit Sentry/Void.
My experience with S/V was that running away from a full-gauntlet users didn't really work well. Boosted stats + any power leads to the other character more likely to land hits, even with having to chase.
Hulk will eventually get teh that level, and park in teh center of the map. With the Space gem, he ought to be able to go hit Sentry/Void.
My experience with S/V was that running away from a full-gauntlet users didn't really work well. Boosted stats + any power leads to the other character more likely to land hits, even with having to chase.
Yep, "Gauntlet guys" only get better. So its try to win or roll-off.
Trying to win means PB (to get through imperv) and for that, you have to stop.
"And I shall make little coins with my head on them and place them in the thongs of your strippers."