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Quote : Originally Posted by hair10, Gentlegamer, doctorfate77, d_knight7, etc.
JacinB is right.
Quote : Originally Posted by Lore Sjöberg
Superman-based interactive entertainment products tend to be very bad, because an accurate Superman game would have one button labeled "Use Powers" and you would press it and win.
V Superwoman, in my opinion, is one of the figures in Legacy with the best shot of taking on KC Green Lantern at a comparable or cheaper cost. In Contact With Oracle is almost cliche, but you'll need whatever help you can get. Depending on the point size of the game, you might also want to use the Large Object feat. With Green Lantern, you don't have to hit him hard, just hit him. 3D objects would also be a help, whether you use Large Object or not. With ICWO and one of the heavy objects that gives you +1 to your attack, you can field a 13 attack. Try to get an indoor map, and bring a barrier piece. Mr. Freeze might be a good choice, since he's stealthed too and GL won't be able to take him out without Trick Shot. With a 13 attack, Superwoman needs a 7 to hit him, 8 if he's ICWO, and either of those is totally doable with CSA to back her up. You may need to use CSA to reroll the KC ability when you charge him, so it's best to hedge your bets on the attack and pump whatever you can into your AV rather than damage. Hit him with one of the Heavy Objects that gives a bonus to hit, and you'll be doing 6 damage on a charge. That knocks him down to 14 defense, and a push the next round with Superwoman will almost certainly KO him.
The other key is getting close enough to him to charge. Stealthed TK, like from Cosmic Boy (with Batman Ally) or Johnny Alpha would be best, in the event that he doesn't have Trick Shot. If he DOES have Trick Shot, you're just going to have to rely on barriers to keep your crucial figs isolated until you can strike against him. Important to remember is if Green Lantern is setting up anywhere on the board that he's in range to do a running shot on Superwoman on his next turn, that means he is in range for you to TK and charge him. Superwoman's no pushover, either. He still needs a 5 to hit her (if there's no hindering in the way), and she's still got both CSA and Impervious to protect her.
ICWO, some perplex, and a TKer so you can get to GL from afar. Play Deep Shadows so all ranged attacks will be through hindering,and then charge him. Use that SCA ability to make sure you hit.