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I realize that we as a whole have an addiction to move and attack figs, but Maul REALLY could have used it up front. From what I have seen of him, he runs in and hits stuff, then gets big when he is in the fray, so not feeling happy about him missing it. It doesn't help either that he has such a low movement. The 7 attack at the end is crazy bad and he is unlikely to hit much of anything at this point, even a dying character. Probably the only reason I will use him is if I want to play a full Wildcats squad.
Logan:I'm an X-Man and on 2 Avengers teams.
Mockingbird:How the hell do you do that?
Logan: Multitasking. Its my mutant power. Dont tell anyone.
he doesn't seem bad, but at the same time he doesn't seem good...
he easily becomes a tank, but the reverse atk and def seem to make him only good mid dial, and the rest, hardly useful as anything other than a minor annoyance
Interesting dial design. His low AVs, but high DVs make him an interesting tie-up option, but I would have liked to see maybe a click or 2 of plasticity at the end there. If there wasn't so much combat reflexes thus far he would feel much stronger for sealed.
Not exactly the dial I was expecting for Maul, but the sculpt seems pretty nice.
"Time enjoyed wasting, was not wasted."
Quote : Originally Posted by jdm61802
Its one thing to lose due to dice rolls, another due to a better player, and a whole new level when you lose because you totally forget your team strategy.
A lot of people don't like this dial, but when you've got a defense that only goes up when the attack values of your opponents are going down you can wind up and the end of the game with a monster that just can't be toppled.
I love pieces like this, he's designed to be a tie-up piece that doubles as a secondary attacker. Park him in the middle of your opponents force and just start hurting things, he might not survive the match but he'll carry his weight not so much in what he'll KO but more the distraction and frustration he'll cause you're opponents. Just protect him as you get him into position.
From what I understand of this character, he becomes enraged and thrashes recklessly as he gets bigger and stronger, which eventually culminates into the last click with the 7 atk, 4 dmg, and 19 def. While this may be comic accurate, I think it would increase the fun factor if he was able to flurry or had willpower so you could thrash about more. Rolling an attack with a +7 doesn't seem like a worthwhile gamble, but if you were able to flurry, it might tip the scales in favor of going for it. Also, flurry with giant reach is tremendously fun, as you and your opponent hold your breath each time the dice land. As is, I only seem myself using regeneration on that last click, leaving the 4 damage to go to waste.
A unique combo of Giant-Man and Hulk. He shines as a giant "Pac-Man," gobbling up objects, serving as Mastermind fodder, and having limited use as a taxi (with 0 action tokens).
On a 300 point force, Grifter can boost his AV with Perplex to ensure that he lands an attack, and Voodoo can Mind Control a target to move within Maul's giant close combat range.