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Not quite right there. Galactus can PULSE WAVE for 5, then make a normal ranged combat attack for 5 just fine, too.
But Team JL can move, then punch (with the heavy) for 8, then 6, then 6, then 6, then 6.
Perfectly balanced!
No, I thought about pulsewave.
But Galactus doesn't usually get to stand still and pulsewave. Usually he has to move and pulsewave. Unless your opponent is kind enough to march exactly 1 person at a time at you.
And also you may not want to hit your own guys.
I was partially using 600 G as an example though, because JL is 600 when they can do 6 moves. And it was easier to say it that way than, "if the situation provideds it's possible for galactus to find it beneficial to pulsewave, and if it has a single target it will deal 5 damage, and then yes he can make a follow up ranged attack. $$$"
I don't think that's true - unless something has changed the oranges have said that you can always do "vanilla" attacks multiple times (see: flurrying twice)
When did they say that?
Time was back in the days of the "Nexus of reality" map, they said you could not even assign a character a Ranged or Close Combat attack unless a game effect let you do it.
For example, Red Hulks leap/climb power, Quasars Phasing power, or HSS attack.
But you couldn't just sit in ther and say ... oh i'm going to give whoever a ranged combat attack so they can shoot someone.
Instead you assign them an action, to give them an attack.
So if you can now, then they changed it.
And the team bases power just says any number of their free actions can be close/ranged combat attacks.
I don't think that's true - unless something has changed the oranges have said that you can always do "vanilla" attacks multiple times (see: flurrying twice)
Flurry is not in any way the same as this: you can do the two attacks with Flurry because Flurry tells you so, and you can do both attacks with Flurry a second time (assuming some way to use Flurry as a free action and also as a close combat action) because if you can be given an action to activate the power (Flurry) you can do all of what it says you can do. Multi-attack simply says you can be given two actions as free actions, and as of June they cannot activate the same effect. If you do two ranged combat actions as free actions to activate two "vanilla" ranged attacks you have activated the same effect twice with two actions.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
It was that darn Sentry and Void figure that messed it all up. They wanted to nerf him which is fine but not thinking they killed the fun of using high point colossals.
For my home games I'm keeping multi attack as it always was. I'm just going to add that if a character does the same game action twice they take a clix of unavoidable damage. That way it nerfs multi attack a bit without making it completely useless. Obviously this is a house rule that will only be played at my home which is fine because I never bring my colossals to venues anyway.
This is how I see it:
I cannot activate the same effect more than once in one turn with a free action. So I give Ultraguy (the colossal version with Multi-Attack) a ranged-combat-action-as-a-free-action to use P/PB. I can now give him a move action, close combat action or power action to do whatever with the second free action. I can also give him a ranged-combat-action-as-a-free-action (my second free action) as long as it does not activate P/PB, because that would be the same effect as the first action activated.
If you change the bold power then the italicized power is changed to the same thing. In the same way, if the first action activates a vanilla attack then the second one cannot.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
It was that darn Sentry and Void figure that messed it all up. They wanted to nerf him which is fine but not thinking they killed the fun of using high point colossals.
For my home games I'm keeping multi attack as it always was. I'm just going to add that if a character does the same game action twice they take a clix of unavoidable damage. That way it nerfs multi attack a bit without making it completely useless. Obviously this is a house rule that will only be played at my home which is fine because I never bring my colossals to venues anyway.
I think if they got rid of the -1 damage and said can make any number of ranged/close combat attacks... would be arguably fine.
Frankly I didn't see them as a problem that needed fixed except perhaps the old mega colossals that generally aren't allowed and are outdated anyway.
I think if they got rid of the -1 damage and said can make any number of ranged/close combat attacks... would be arguably fine.
Frankly I didn't see them as a problem that needed fixed except perhaps the old mega colossals that generally aren't allowed and are outdated anyway.
Either that Or I will be ruling against it and will hope to convince the other venue's judge of the same due to the comparison of team bases and colossal.
Well I re-read my anti monitor and he still rocks because he can make ranged attacks while based so he can switch between close and ranged attacks while based. So he still has place on the field.
Well I re-read my anti monitor and he still rocks because he can make ranged attacks while based so he can switch between close and ranged attacks while based. So he still has place on the field.
Either that Or I will be ruling against it and will hope to convince the other venue's judge of the same due to the comparison of team bases and colossal.
My only gripe about colossal rules right now involves how they interact with plasticity as compared to giants. That's dumb. Other than that, though, Colossals have advantages over team bases, it just depends on the point value. Galactus may go down at 600 but he would likely shine at 700. Colossals have colossal stamina, almost all have power cosmic, often have a host of immunities, and most importantly can be assigned resources. They aren't bad compared to team dials, just different.
**PS: I love all the people coming out now to defend sentry void now that he received two slight nerfs. For the longest time people hated him, now they want him protected.
**PS: I love all the people coming out now to defend sentry void now that he received two slight nerfs. For the longest time people hated him, now they want him protected.[/quote]
I do agree with you it is kind of funny. I just think its more funny they went whoops we messes up with this figure so we better change the whole rule.
They have been play testing these new rules for a while which is great. But what they didn't play test sentry and void? It doesn't matter now anyway. I always thought that multi attack should just be reserved for colossals only not for regular sized clix. Now that they changed the rule you may see it on more future clix.
I do agree with you it is kind of funny. I just think its more funny they went whoops we messes up with this figure so we better change the whole rule.
They have been play testing these new rules for a while which is great. But what they didn't play test sentry and void? It doesn't matter now anyway. I always thought that multi attack should just be reserved for colossals only not for regular sized clix. Now that they changed the rule you may see it on more future clix.
I bet they tried all the new powers and wordings against Sentry Void while playtesting. After it was all over everyone was so frustrated they just nerfed him out of spite. That's my idea at least.
Its also worth noting that alot of changes get made for the sake of simplicity.
I think the power would be simpler if you didn't have to have a conversation about what can and can't be done twice.
Also like half the people, half the time completely forget the -1 damage. So in that way, it wouldn't be a big change to get rid of it.