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Well at a local tournament I noticed that a guy I know who I sometimes will play friendly matches with who always plays to win. I mean literally plays to win and will do his best to make sure that you cannot do a lick of damage to his clix has picked up a KC Flash. Now this guy is so anal that as soon as any of his peices take damage it off to the medic to be healed up. Plus I already know that the next time we play we are more then likely going to play a big peices only match probaly 1000 - 1500 points. So I expect to see a Parallaz , KC wonder woman, maybe a KC Shazam and more then likely a NGN Supes /and or vet Icons Supes to go along with KC Flash.
Now the problem for me is that I dont have ICWO card or Protected to help me out but have managed to pickup a few pieces with 10 -12 attack values and one peice with a 14 attack (nightmare) but dont really see a way to get him close enough to the flash to Close combat him. His KC Flash is going to be a major problem the way I see it.
What a good way to take out KC Flash as I already know one of the first things that is going to happen is Parallax is going to TK Flash or supes out , then next turn whoever he did not TK out last first will follow. Im Not worried about the other pieces but scared of this KC Flash because of his high defense value. I just know that he will have armour peircing and ICWO plus maybe a protected on him.
I see him being used as a harrassment peice following behind or preceding supes to outwit then supes coming in for the kill.
"The only thing necessary for evil to triumph is for good men to do nothing."
Edmund Burke
Ok, either use an excellent Incapper like Green Arrow to put two tokens on KC Flash first, then blast him to smithereens with a 12/13 AV character.
Or
Use a good Mind Controller like Ult Pro X or Karma to MC KC Flash to go to Soaring and run in and out of the Aeriel Baffler Zone and then back to Soaring repeatedly to do a lot of damage to him by using his own HSS option 1 against him. (Don't forget to make the free attack with option 1 against any of his nearby figures if needed). Also, have two TKers so you can TK Karma and the Aeriel Baffler Zone wherever needed.
Plus 1 to attack BTW. I would probably perplex down flash's defense, if I had more han one shot on him. If you miss the first, his defense is still down for the second shot.
If the KC Flash has Nanobots on him you have to do one thing. You have to destroy almost all of the objects on the map because he wont be able to heal if all the objects are destroyed.
Here is another good idea to make everyones attack higher. Use as many wildcards as you can get and use the Spider Syndicate team ability. Then everyone can share the highest attack value. Share Bullseyse attack value of 11(Both Versions), or a wildcards with a high attack. Taskmaster has a 12, IronFist has a 12, and Dr. Strange has an 11. If you combined that with Hydra and PC you should have no problem taking down the Flash.
Use a good Mind Controller like Ult Pro X or Karma to MC KC Flash to go to Soaring and run in and out of the Aeriel Baffler Zone and then back to Soaring repeatedly to do a lot of damage to him by using his own HSS option 1 against him. (Don't forget to make the free attack with option 1 against any of his nearby figures if needed). Also, have two TKers so you can TK Karma and the Aeriel Baffler Zone wherever needed.
Whether you came up with this one yourself or not, it is pretty brilliant. A great example of thinking outside the box. Color me impressed, and looking forward to using it once, just to see the look on my opponent's face.
Rep worthy.
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IF he doesn't have fortitude, he's really not all that, moble outwitters with range or some TK to sling them will put the kaibosh on his HSS; base his supporters with Mockingbird-esque type pieces, and watch him sweat as poisoner, high attacker, and others surround and kill. Protected doesn't last that long.
However, fort makes him un-outwittable, and tough to pin down, best choice is to try and do like the dude above said, Incap, then attack. I always try and squeeze a high attack value guy on the team, that is healable and recoverable.
Don't forget about poison and mystic damage. I know she's a cliche, but Ghost Widow sure is nice to have around those high defense pieces.
In larger point game any mystic would be a plus, because someone is going to have to deal with them. Give him hard choices. Put a poisoner next to Flash or Wonder Woman, even the others if you have armor piercing. Put a Mystic/Wildcard in position to do some damage, so that they have to take a shot. NGN Supes/Flash/GL going down just one click will be a huge help.
Wow, that is a lot of plot for just one 150 point piece. I like the airial baffler mind control idea. I will have to make sure I never fall into that trap. Hey good luck beakers.... I have lost way more matches than I have won. Yes, I do play to win, but I have fun when I lose as well. Who plays to lose? It is always good to win with an underdog and I always respect more when the little man whoops my ###..... like when Chemo w/ prot, Fort. ICWO, AP, RS and his 20 pogs suisided me to death.... I like that. I will have to keep my eye out for that MC TK AirialBaffler combo...
Try barrier and Poison. Use Barrier to trap him and then move your Poison person into position for the following turn.
Your opponent will then have to waste his actions breaking down the barrier with his other pieces to get him out. (and then leave you alone)
When it is your next turn, the barrier falls and then Flash will take poison damage if they did not free him. You can always wash and repeat with this method too.
The only thing I am unsure of is if your opponent attacks your barrier piece and knocks them off barrier. I believe that the barrier still stands until your turn, but I could be wrong.
Every relationship is fundamentally a power struggle, and the individual in power is whoever likes the other person less.
-Chuck Klosterman, "Sex, Drugs, and Cocoa Puffs"