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I do agree that having PW or RS on som many clicks makes him awesome when active.
And yes, I had him nearly dead when he activated, and that was hugely important. You want to kill him fast, not square off after activation. BB is a nice hedge if you fail, though.
Turn 1:
-Hulk moves to the center of the map (in hindering if possible). Grid 13H, 12H, 13I, or 12I.
-S/V multi-attack: HSS and makes an attack (close combat if possible) and then HSS close combat attack and fly far away (out of charge range - which is 8 squares away). That is a potential of 0-5 damage needing an 8 or 9 with a 33% chance of impervious/Super senses if hit.
One gauntlet spin
Turn 2:
-Hulk clears
-S/V can clear, multi-attack to P/PB and then HSS somewhere, P/PB twice, or HSS twice and hid somewhere. That's a potential of 0-9 damage needing the same odds to hit.
Turn 3:
-Hulk Double power action charge with a swing of 12-14 squares. On an open map with no walls, hulk can charge and hit anywhere.
-S/V has some kind of follow up.
Hulk has a potential of 0-4 damage on S/V needing a 6 to hit.
Second gauntlet spin.
----
From what I can see, it depends on your ability to roll >8 42% or >9 28%, Impervious/super sense rolls, and the map.
When hulk is hit just once, the probability changes to >7 58%. And S/V can attack twice for every action Hulk makes.
Outsiders is nice, but in reality you'll probably be in a ton of trouble if you haven't KO'ed him by the time he gets to 2 or 3. I'd also be very tempted to switch into the T-Rex.
How did it go down? Did he try to run away until he could get to 2 or 3 or was it a quick engagement?
I played on the Water Temple map, and he attempted to engage based on my # of tokens and the fact that he blew up some blocking I was hiding behind. He missed, I was able to HSS up on him and leave BB next to him to keep from attacking Supergirl directly. Or that was the plan, but I knocked him back allowing him to hit me back. BB tied him up while I ran away to activate and regen up to RS. He killed BB, but I was able to RS/PW him after that.
Theme rolls, Outsiders, picking map, tie up, these were all necessary in what ended up a very close battle. That was my third Supremacy defense so I won myself a Wonder Woman for it, too.
Until S/V, Supergirl/BB has been the team to beat that I've seen. Despite not being able to reliably crack IMP/Senses, she's such a monster (and can take a couple big hits) that she does really well. SV has exactly what he needs to stop her most of the time, though. I want to try another battle against SV with her, I'm thinking I might fare better now that I know his dial better and which clicks *not* to hit him onto.
Turn 1:
-Hulk moves to the center of the map (in hindering if possible). Grid 13H, 12H, 13I, or 12I.
-S/V multi-attack: HSS and makes an attack (close combat if possible) and then HSS close combat attack and fly far away (out of charge range - which is 8 squares away). That is a potential of 0-5 damage needing an 8 or 9 with a 33% chance of impervious/Super senses if hit.
One gauntlet spin
Turn 2:
-Hulk clears
-S/V can clear, multi-attack to P/PB and then HSS somewhere, P/PB twice, or HSS twice and hid somewhere. That's a potential of 0-9 damage needing the same odds to hit.
Turn 3:
-Hulk Double power action charge with a swing of 12-14 squares. On an open map with no walls, hulk can charge and hit anywhere.
-S/V has some kind of follow up.
Hulk has a potential of 0-4 damage on S/V needing a 6 to hit.
Second gauntlet spin.
----
From what I can see, it depends on your ability to roll >8 42% or >9 28%, Impervious/super sense rolls, and the map.
When hulk is hit just once, the probability changes to >7 58%. And S/V can attack twice for every action Hulk makes.
Hulk should not take the center until he activates, and he should not rest after turn one.
He should always be in hindering and should only be able to be attacked with PB one out of two attacks, if SV can make two. If he makes a PB attack Hulk will likely be able to attack back, so there's risk in that.
I give this to Hulk 2 out of 3, becuase a couple of high rolls will really swing things SV's way. But most of the time he's missing or chancing an IMP save.
I don't roll SS or impervious nearly enough to think so. But a 42% chance to hit is not super low. Once Hulk takes 1 damage the chance to hit drops to a 7 and the soonest Hulk can get +1 or +2 from gauntlet turn 5. That give S/V a minimum of 4 attacks. From a calculation stand point I would say the favor is in S/V.
I played on the Water Temple map, and he attempted to engage based on my # of tokens and the fact that he blew up some blocking I was hiding behind. He missed, I was able to HSS up on him and leave BB next to him to keep from attacking Supergirl directly. Or that was the plan, but I knocked him back allowing him to hit me back. BB tied him up while I ran away to activate and regen up to RS. He killed BB, but I was able to RS/PW him after that.
Theme rolls, Outsiders, picking map, tie up, these were all necessary in what ended up a very close battle. That was my third Supremacy defense so I won myself a Wonder Woman for it, too.
Until S/V, Supergirl/BB has been the team to beat that I've seen. Despite not being able to reliably crack IMP/Senses, she's such a monster (and can take a couple big hits) that she does really well. SV has exactly what he needs to stop her most of the time, though. I want to try another battle against SV with her, I'm thinking I might fare better now that I know his dial better and which clicks *not* to hit him onto.
Wait is this the ff supergirl? Because if so you should have pushed her off her hss no?
Wait is this the ff supergirl? Because if so you should have pushed her off her hss no?
No, the 200 point main set Supergirl, full gauntlet, and Beast Boy. Teen Titans theme.
sm010 V Supergirl
Team: Superman Ally
Range: 8
Points: 200
Keywords: Justice League, Kryptonian, Legion of Super Heroes, Metropolis, Teen Titans
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KO
KO
KO
KO
KO
KO
KO
KO
She's brutal, only a lack of willpower and susceptibility to Outwit held her back. As of July 1st she's my leading wielder.
FF Supergirl is too short-dialed I think. A lot of characters suffer from short dials once two big figures activate. Everybody's stats (including damage) go up, but dials don't get longer!
Turn 1:
-Hulk moves to the center of the map (in hindering if possible). Grid 13H, 12H, 13I, or 12I.
-S/V multi-attack: HSS and makes an attack (close combat if possible) and then HSS close combat attack and fly far away (out of charge range - which is 8 squares away). That is a potential of 0-5 damage needing an 8 or 9 with a 33% chance of impervious/Super senses if hit.
One gauntlet spin
Turn 2:
-Hulk clears
-S/V can clear, multi-attack to P/PB and then HSS somewhere, P/PB twice, or HSS twice and hid somewhere. That's a potential of 0-9 damage needing the same odds to hit.
Turn 3:
-Hulk Double power action charge with a swing of 12-14 squares. On an open map with no walls, hulk can charge and hit anywhere.
-S/V has some kind of follow up.
Hulk has a potential of 0-4 damage on S/V needing a 6 to hit.
Second gauntlet spin.
----
From what I can see, it depends on your ability to roll >8 42% or >9 28%, Impervious/super sense rolls, and the map.
When hulk is hit just once, the probability changes to >7 58%. And S/V can attack twice for every action Hulk makes.
Put the new Avengers Heroic Age ATA to have a shot at removing the Token for your Movement.
I playtest with Hulk vs SaV on the GG Realm of Death map (lots of walls, makes hanging out in the middle REALLY difficult plus Hindering is in the corners, making inconvenient for Hulk to hang out in there). So far, SaV has held up really well in the matchups (hitting a 9 or better isn't that hard when you get 6-7 swings at it before Hulk becomes a threat). It's a huge matter of keeping up with what gem Hulk's got so you can measure your distance properly. Once Hulk's down to 8 movement (after SaV's first hit) things get a lot easier and SaV can take more risks. I haven't tried the outright "turtle Hulk in hindering and pray he doesn't get hit" on this map (in the playtest, Hulk often comes out of hinder to force SaV out of making a psy blast in the first of two actions).
On the other hand, I tried on several other maps where Hulk can move freely. A smart Hulk player is getting his first change to hit Sentry on turn three... tops (getting the +2 movement from the Gauntlet is a big part of being able to control the map). It really has a lot to do with map roll.
This talk about Sentry and Void really got me interested. I'm pretty sure he'll reign supreme here at my venues, as I know a couple of people who would do anything to get him. I'm one of them () but I don't have enough trade fodder that will make anyone want to trade him with me and I have the worst bad luck at pulling chases out of boosters (and no, I cannot afford a brick...). So, I'll have to build cheaper and that Hulk idea seems very very good. Props to whomever brought it up.
The other problem is that we usually run 400 pts games here and at that point range I'm not sure what to bring alongside those beasts. Do you have any idea?
I'd say for Hulk, maybe Sharon Carter would be a big help. I just need to think about the rest of the points and what to bring. With S/V, I'd probably bring a partial Gauntlet and perhaps Xavin, to help with TK and Perplex.
No, the 200 point main set Supergirl, full gauntlet, and Beast Boy. Teen Titans theme.
sm010 V Supergirl
Team: Superman Ally
Range: 8
Points: 200
Keywords: Justice League, Kryptonian, Legion of Super Heroes, Metropolis, Teen Titans
11
11
18
4
10
10
17
4
9
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KO
KO
KO
KO
KO
KO
KO
KO
She's brutal, only a lack of willpower and susceptibility to Outwit held her back. As of July 1st she's my leading wielder.
FF Supergirl is too short-dialed I think. A lot of characters suffer from short dials once two big figures activate. Everybody's stats (including damage) go up, but dials don't get longer!
I looked at this and pulled up other figures close to 200pt who would be pretty good with a full IG that are about as good as Supergirl.
GG040 Gladiator 195 - 12AV + confidence tokens
IH044 Red King 186 - 7 range swing, 19D, charge blades
GX053 Magneto 189 - You know why.
A smart Hulk player is getting his first change to hit Sentry on turn three... tops (getting the +2 movement from the Gauntlet is a big part of being able to control the map).
Well if Hulk is in the 4 center squares I mentioned before, he can charge anywhere, without the +2 from space gem. He can charge 10 and his giant size is +2 for his swing. That's 12 squares if my math is correct. Maps are 24 x 16.
So, if hulk is anywhere in squares D12-M12 or D13-M13 he should be able to do full movement charge and hit anywhere on the map (assuming there are no walls or blocking terrain to obstruct movement). Also all maps have starting areas that are more than 2 rows in, so moving hulk up 11 squares is almost always possible.
I don't think the +2 to movement is a big part of map control.
This talk about Sentry and Void really got me interested. I'm pretty sure he'll reign supreme here at my venues, as I know a couple of people who would do anything to get him. I'm one of them () but I don't have enough trade fodder that will make anyone want to trade him with me and I have the worst bad luck at pulling chases out of boosters (and no, I cannot afford a brick...). So, I'll have to build cheaper and that Hulk idea seems very very good. Props to whomever brought it up.
The other problem is that we usually run 400 pts games here and at that point range I'm not sure what to bring alongside those beasts. Do you have any idea?
I'd say for Hulk, maybe Sharon Carter would be a big help. I just need to think about the rest of the points and what to bring. With S/V, I'd probably bring a partial Gauntlet and perhaps Xavin, to help with TK and Perplex.
Will this change your ideas in any way? Does this possibly means S/V cannot be KO'd?
That loop just makes him all the more broken. But, frankly, he can always force a coin flip or kill one piece and run indefinitely even without the loop.