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1) They should have played better/attacked the Flyer with Range first
2) They should have chosen their Team better/had Soaring Figs to counter-act yours
3) 50/50 chance that you'll be playing on an Indoor Map
4) a Leap/Climb Fig can still attack a Soaring Enemy (match that up with TK)
5) Crosswinds Battlefield Condition
6) Outwit can negate the Soaring Ability
I'll never feel sorry for chosing a better Team than somebody else,
or for playing better than them.
If Soaring Figs could make Ranged Attacks then that would be the Rules.
Live with it,
or do something about it by the way you play or the Team you choose.
Should I dummy down my Team or playing ability to make it even?
(I do this sometimes anyways for newbs or others)
So why don't you take your own advice "Soaring Figures [can't] make ranged attacks [so] that's the rules. Live with it or do something about it by the way you play or the team you choose." You made a comment about why soaring figures can't attack down. I responded with the reasoning behind it. Whether you like it or not it makes the game very unbalanced towards flyers. I guess instead of trying to give you a civil explanation I should have said "Those are the rules, live with them".
No, but just wait until Mutant Mayhem and Legacy are retired. Then you won't have any Ordinary Days other than the Icons one. Hee hee. Darn it, I couldn't get through this without laughing. As if Legacy will ever be retired. As if there will ever be that many DC sets. Heh.
{ That would be good, Ordinary Day is boring, and I wish there was a way to negate it in 1 on 1 Battles }
Um, yeah, thanks for removing that -2 to my attack value. Oh, and now I can use a close combat action instead of just a close combat attack. Thanks for the help, Mr. Panther.
When he Outwits the Divebombers Soaring it is HIS turn.
Then the Divebomber is next to HIM.
Then he SMASHES the Divebomber.
It seems divebomb will be very hard to play against. You'll have to have a good flyer on your team in case you run into it.
Of course, it won't be as great in indoor maps.
Internal strife is odd, in that it seems to be yet another way to hurt themed team play. If I run an X-Men team, and someone goes at them with mind control, it makes my characters work aginast each other better.
A good flyer, or a character with range, or an outwitter, or a Perplexer to Perplex your range from 0 to 1. It's not terribly hard to get around.
Good spot on the Mind Control. I'm gonna make an Ultimate X-Men team with the Chuckster the next time I can play a 400 point game.
Here's a question for Internal Strife that'll need to be addressed: If a Wild-Card copies, say, the Alternate FF TA during his attack action, would he get that +1 to attack if fighting another alternate FF member?
No. As the new wild card rules state, your team affiliation does not change. Minions of Doom get the bonus when attacking other Minions of Doom, and so on.
Um, yeah, thanks for removing that -2 to my attack value. Oh, and now I can use a close combat action instead of just a close combat attack. Thanks for the help, Mr. Panther.
Not after my Morlock Leader has ruptured your kidneys you can't. As though someone would be that stupid.
Divebomb is the card I've been waiting for since Mutant Mayhem. Finally, Soaring characters can affect grounded characters... even if they have to end up grounded to do so, I guess.
Well, except for HSS characters I suppose. Let's see... HSS, Armor Piercing, and Divebomb.
I Love You, Jesse Quick !!!
Quote : Originally Posted by Kite-Man
I've totally lost a sense of what I like ironically and what I actually like...
I saw lots of people saying that HSS/Charge characters got better with Divebomb... but remeber, Chargers/HSS'er can already change elevation and attack, for the cost of 1 movement point. Are you people sure you want to give 10 points plus 2 Attack for one more Movement point? Seems a pretty bad exchange to me.
Now, to flying characters with no movement powers, that's a very nice, if they're close to non ranged figs (or if there´s a puppy adjacent to the adversary ranged fig, for that matter...)
It amazes me how people who play with small toys resembling comic book characters can take everything so seriously...
I saw lots of people saying that HSS/Charge characters got better with Divebomb... but remeber, Chargers/HSS'er can already change elevation and attack, for the cost of 1 movement point. Are you people sure you want to give 10 points plus 2 Attack for one more Movement point? Seems a pretty bad exchange to me.
Now, to flying characters with no movement powers, that's a very nice, if they're close to non ranged figs (or if there´s a puppy adjacent to the adversary ranged fig, for that matter...)
As I already said, it's 2 movement points you're gaining with this card (for HSS. for Charge, I suppose it's only one). But it's still a bad exchange.
Nah, nonsense, it's useless... the feats in this collection are a waste of points.
Sidekick? rally? divebomb?...sorry but they demand a lot of prerequisites and they offer nothing. SIdekick has little use, you spend points on it, and see, or you use an fig with 18 or more Def value, or you are doing little... imagine batman and robin... oke, robin, 16 def, for ten points get boosted to an incredible 17, wow... i think that for 10 points they could have been more imaginative... And divebomb, 10 points, soaring, close combat only, -2 AV... bah, if at least it let you shot from range...