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So, I'm about to play in a zero range tournament, and realized something nasty to do with Atlas. It'll work in a standard environment too, except in that case he can get shot up.
Put Armor Piercing and Thunderbolts (chosing KC) on Atlas. Now he can charge in and quake, if he hits they'll be knocked back at least one square (out of adjacency), and when they want to get up to him not only do they have to stop two squares away unless they ignore characters for movement, but they have a 1 in 3 chance of not being able to move even that close regardless of ignoring characters. Throw in a PCer and it's even better. TK and taxis can of course still drop off characters, but if taxis fail their roll they'll have to drop off at standard giant adjacency. Also, if you really need to you can still quake them back since they can't act that turn. =D So, weaknesses are TK and range. Good thing nobody uses those, right? Heh. Silly TK, hurling your own teammates about.
So, I'm about to play in a zero range tournament, and realized something nasty to do with Atlas. It'll work in a standard environment too, except in that case he can get shot up.
Put Armor Piercing and Thunderbolts (chosing KC) on Atlas. Now he can charge in and quake, if he hits they'll be knocked back at least one square (out of adjacency), and when they want to get up to him not only do they have to stop two squares away unless they ignore characters for movement, but they have a 1 in 3 chance of not being able to move even that close regardless of ignoring characters. Throw in a PCer and it's even better. TK and taxis can of course still drop off characters, but if taxis fail their roll they'll have to drop off at standard giant adjacency. Also, if you really need to you can still quake them back since they can't act that turn. =D So, weaknesses are TK and range. Good thing nobody uses those, right? Heh. Silly TK, hurling your own teammates about.
The first time I ever used Steel I performed the charge-quake combo on a friend. He had 6 characters in a two row formation, and since Giants are adjacent to characters 2 squares away.....all 6 of them took damage, and they all went flying. Absolutely hilarious.
Also, keep in mind, in the scenario I just mentioned, that the rule for knockback is to deal it to the character furthest away first, meaning that they had to knockback the BACK row first, and then the front row. Giants+ hallways = OW!
President of HCRealms: 2013-2016
Autocratic President of HCRealms: 2017-?
The first time I ever used Steel I performed the charge-quake combo on a friend. He had 6 characters in a two row formation, and since Giants are adjacent to characters 2 squares away.....all 6 of them took damage, and they all went flying. Absolutely hilarious.
Also, keep in mind, in the scenario I just mentioned, that the rule for knockback is to deal it to the character furthest away first, meaning that they had to knockback the BACK row first, and then the front row. Giants+ hallways = OW!
Don't forget to keep in mind that the giant figure itself is adjacent from 2 squares away and would have to stop 2 squares away from the front line when it attacks. It is easier to break away for a 2nd charge on the back line though.
Don't forget to keep in mind that the giant figure itself is adjacent from 2 squares away and would have to stop 2 squares away from the front line when it attacks. It is easier to break away for a 2nd charge on the back line though.
I'm not sure on this, but I think that is only if the other figure is in fact a giant. When you stop for adjantcey reasons, don't you stop due to the opponent's adjacentcy instead of your own?
I guess I've never seen it in an actual tournament, so I haven't run into an actual ruling on this.
President of HCRealms: 2013-2016
Autocratic President of HCRealms: 2017-?
I'm not sure on this, but I think that is only if the other figure is in fact a giant. When you stop for adjantcey reasons, don't you stop due to the opponent's adjacentcy instead of your own?
I guess I've never seen it in an actual tournament, so I haven't run into an actual ruling on this.
Your correct Giants do not have to stop 2 squares away from an opponets fig, only if its anouther giant fig. Of course no one does this unless you are trying to quake more people, normally you would want to stay 2 squares away.
Your correct Giants do not have to stop 2 squares away from an opponets fig, only if its anouther giant fig. Of course no one does this unless you are trying to quake more people, normally you would want to stay 2 squares away.
Nope.
From the rules insert on giant characters
"Giant characters are adjecent to standard characters & big characters up to 2 squares away for movement and close combat attack purposes."
Since giant figs aren't flyers/phasers, they must stop 2 squares away.