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This week we turn our spotlight on the Mutations and Monsters Colossus: the Big Red Ruskie's got a brand new bag of tricks.
How does it work?
How is it best used?
What are the drawbacks?
Step inside to see the answers to all these questions and more!
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
Welcome to a spotlight on Special Powers: Fastball Special
What is it? Here's the text.
Quote
FASTBALL SPECIAL: Colossus can use Telekinesis, but only Option 3. When using Telekinesis, Colossus can treat any adjacent friendly character that has a point value more than 30 and the Starburst damage symbol as if it were a light object. but the character is not destroyed in the attack. After the attack is resolved, modify the character's attack value and damage value by -2 until the end of the turn, deal it 1 unavoidable damage, and place it in the square nearest to the target to which Colossus has a clear line of fire. If the square is not adjacent to the target, deal the character 1 additional unavoidable damage.
What does it mean? Here's a breakdown.
Colossus can use Telekinesis (hereafter referred to as TK) but only option 3.
When Colossus uses option 3 of TK he can move adjacent objects up to 10 squares in an attack as normal or...
Colossus can use friendly characters -in the place of objects - in a TK attack.
If Colossus makes a successful attack on an opposing character using one of his teammates - the opposing character takes two damage - the same as flinging a light object via TK.
Note that Colossus cannot TK an object he is holding - per the rulebook objects held are considered "off the board."
Colossus may only use Fastball Special on figures that are: friendly, greater than 30 points, and possess the Starburst damage symbol.
After a TK attack involving a thrown character is resolved the character "thrown" in the attack takes a click of damage and...
the character thrown in the attack can be given an action as is normally allowed by Option 2 of TK.
The character "thrown" as a Fastball suffers a -2 penalty to both attack value AND damage value for the rest of the turn.
Finally - and because it's the #1 question I see regarding this power - the figure thrown CAN BE holding an object - it's no different than TK'ing a figure holding an object (using option 2)
It's going...going...gone!
Looking at Fastball Special the drawbacks seem overwhelming to the point where it almost feels like too much trouble to use. First, the character thrown suffers a click of damage. One click of life doesn't seem like much, unless it's Invulnerability+, in which case it's 3 clicks of life handed over to the opponent. In any event, spinning your own dial is doing your opponents work for them, which is never a good thing - unless there's a substantial payoff. In this case the payoff is that the Fastball character can make an immediate attack - but there's yet another catch - the second drawback. The character thrown suffers a -2 to AV & a -2 to damage. Compare this to the Haymaker feat where a figure takes a click and suffers a -1 AV to get a +2 spike to their damage, and the initial assumption would be that Fastball Special is a dud of a special power much like the Parasite - it won't see much use in many games.
Offsetting the AV deficits seems daunting at best - a mound of Perplexers would be necessary to boost the thrown character's numbers - even Contingency Plan won't help increase the figures damage output. Fortunately the rules have several loopholes, or circumstances where using Fastball Special is advantageous.
Battlefield Conditions can help: Communication Breakdown can stop either Damage or Attack value from being modified the whole game. Back Alley Brawl will offset the AV so long as no powers are used in the attack from the character thrown as the Fastball.
There's also a list of feats, powers, and abilities that make Fastball Special worth playing.
Examine:
1. Outsiders
The Outsiders Team Ability is crucial to the success of the Fastball Strategy. Look at the wording from the current PAC.
Quote : Originally Posted by LoSH PAC
OUTSIDERS Once at the beginning of your turn as a free action, an Outsiders team member on your force may choose a target friendly or opposing character. The team member must be within 10 squares of the target and have a clear line of fire to the target. Until the beginning of your next turn, the target’s combat values can’t be modified by powers or team abilities. This team ability can’t be used by wild cards.Once at the beginning of your turn as a free action, an Outsiders team member on your force may choose a target friendly or opposing character. The team member must be within 10 squares of the target and have a clear line of fire to the target. Until the beginning of your next turn, the target’s combat values can’t be modified by powers or team abilities. This team ability can’t be used by wild cards.
In short - this Team Ability lets a player target their own teammate thereby offsetting the -2/-2 penalty. The only thing to keep in mind is that in turn, none of the characters abilities can be made any better via Perplex, ICWO, Alpha Flight, etc.
Suggestions - Constructed: For cheap Outsiders TA, try R Katana for 37 points or use R Halo for 43 points - she doubles as a taxi too! Unrestricted: V Jade (Legacy) offers a lot as a Taxi/TK piece. She can use her TA to nerf any penalties then use TK to throw (or just taxi)Colossus closer to the battle after he uses his Special Power.
2. Blades/Claws/Fangs
Aside from the -2 AV, suffering a -2 to damage penalty (if the attack is even successful) just plain stinks. Fortunately the - 2 penalty applies only to printed damage - it doesn't carry over to the replacement damage B/C/F provides. Specifically the text of B/C/F reads:
Quote : Originally Posted by (optional)
: When you give this character a close combat action, if the attack succeeds, roll one six-sided die. The result of the die roll becomes this character's damage value.
Historically the Fastball Special was almost always used with the "claw popping cancuklehead" - so it makes sens that B/C/F is "compatible" with this special power. Blades damage is random - but odds are good that the end result will be better than the printed value with a -2 penalty.
Suggestions - Constructed: V Echo (AW), Shatterstar (M&M), Thin Man (Av), V Copperhead (Or) V Drax (SN) Unrestricted: LE Morlock Leader (Ult), Spiral U (CT) REV Wolverine (Ult), U Wolverine FF, U Wolverine (Ninja) IC
3. Flurry
Another way to offset the attack penalty is to pack a figure that can attack twice - and Flurry lets a player do just that.
Quote : Originally Posted by Flurry
(optional): Give this character a close combat action. This character may make two close combat attacks (making two separate attack rolls) against either one target or two targets that are adjacent to this character.
Figures with solid AVs and 3 damage on their second click like Shang-Chi or R Wildcat make good Fastball Candidates, but there's an even better combo with more synergy available - figures with Blades and Flurry (I'm looking at you Ultimates Wolverine!). Unfortunately most of the vicious B/C/F-Flurry pieces have been retired, so this trick will have to wait for an unrestricted environment.
Suggestions - Constructed: Shang-Chi (AV), R Wildcat (OR), Ronin (AV), Spider-man U (AW) Unrestricted: E,V Logan (CT), REV Wolverine (Ult)
4. Incapacitate.
Who cares about a damage penalty if the figure attacking isn't dealing damage anyway? Use a decent Incap figure to try and push an opponent, or equip them with...
Quote
Stunning Blow 10 points
Sets:Legacy, Avengers
Prerequisites: Incapacitate
When the character makes a successful attack using Incapacitate, in addition to the normal effect of Incapacitate the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets.
The emboldened part is the key to success, as Stunning Blow damage may not be modified for better or worse! Be sure to really hit them where it hurts by playing Exhaustion with this tactic!
Suggestions - Constructed: Ronin (AV), E Daredevil (Sin), U Scarlet Spider (Sin), NGN Wonder Woman (OR) Unrestricted: Nightmare, REV Batman (Icons)
5.Pulse Wave
Speaking of unmodified damage:
Quote
Give this character a ranged combat action. Reduce its range value by half. Draw lines of fire to every character (friendly and opposing) within range in every direction. This attack ignores all team abilities and powers and abilities possessed by characters within range. These lines of fire are not blocked by character bases, but are affected normally by terrain. If clear lines of fire can be drawn to two or more characters, this character's damage value becomes 1 for this attack; otherwise, use this character's normal damage value. Compare the attack roll to the defense value of each character in range; each hit character is dealt damage.
Draw your attention to the emboldened part. If Colossus happens to be in range when the Pulse Wave goes off - his powers (like Impervious or... Fastball Special) are ignored. Be sure to use a flying Pulse Wave figure - as a grounded PW'er won't be able to make a ranged attack on another grounded target.
With Nova Blast - damage can't be modified but the AV still suffers the -2. Unless an Outsider is on the team, the Pulse Waver will be hard pressed to hit anything with a -2 AV, and still take two clicks from using the feat to boot.
Suggestions- Constructed: REV Banshee (AW), REV Emerald Empress (CD), Black Bolt U (Sin) Unrestricted: V Cyborg, U Brainiac
6. Mind Control
Another tactic to consider is Mind Control. The -2 damage penalty on the damage means nada. Nothing could wreck an opponents plans like grabbing one of their pieces and using it to attack or reposition one of their own figures. Likewise, nothing could be funnier than Colossus throwing Mr. Mind, Hector Hammond or Professor X across the board at an enemy.
Suggestions- Constructed: Saturn Girl (Losh Starter), Mr. Mind, U Professor X (M&M) & Deadman (JL) Unrestricted: E, V Karma (FF), Prometheus (Leg), U Sauron (Xpl)
7. Force Blast
Quote
optional): Give this character a power action. Target a single adjacent opposing character and move it directly away from this character a number of squares equal to this character's damage value. The target character automatically breaks away, may move through squares adjacent to opposing characters, and ignores the effects of hindering terrain while being moved in this way. This attack deals no damage. The target may take knockback damage.
Knockback damage taken from this action is not subject to the -2 penalty to damage. In a similar vein, no attack roll is necessary to use Force Blast, so a -2 penalty to hit holds no value. Use it with WHIRLWIND (Supernova, 6) to break up a flock of Cuckoos.
Suggestions - Constructed: R Vance Astro (SN), E Trickster, R Dr. Light (JL), LE Omac 5674 (CD), R, E Red Tornado (CD) Unrestricted: R Blue Beetle (HT), R Zatanna (CJ)
8. Poison
Another power that doesn't require an attack roll is Poison. Of course the Poison damage can be reduced by toughness so equip the Fastball with Armor Piercing, to make the damage stick. It may behoove a player to slap Protected on the Poisoner to make sure the figure stays alive long enough for the Poison to seep in - as it won't take effect until the beginning of your next turn. Target a non-Willpower opposing figure that already has an action token and watch the mayhem ensue as an opponent decides whether it's better to push to attack and get rid of the Poison, push to roll for breakaway or suck it up and take it on the chin. Make sure to tie up or eliminate any opposing Outwit Pieces before using this tactic.
Suggestions - Constructed: R Magma (AW), E Mano (OR), E,V Metamorpho (CD) Red Skull (AV), V Radioactive Man (Sin) Unrestricted: V Cheshire, REV Cloak (MM), Ultimate Clayface
9. Plasticity & Drag
Fastball Special can be used defensively as well: Throwing a Plasticity figure into base contact with an opponent can really ruin their day. It's even worse if the Plasticity figure has Poison, and ten times as worse if both the opponent & Fastball are grounded figures, and the Fastball is equipped with Entangle - which would reduce the chance of an opposing figure striking back.
Finally, another strategy would be to equip a Plasticity powered flyer with the Drag feat:
Quote
Drag 5 points
Sets:Legion of Super Heroes
Prerequisites : (Wing Speed)
Choose a character. Give the character a power action when it is adjacent to a target opposing character. If the character successfully breaks away, move the character up to half its speed value and then place the target in an unoccupied square adjacent to the character. If the target is not a flying character and occupied a square of elevated terrain, and then was placed in a square of grounded terrain, deal it 2 damage after being placed.
Rolling for breakaway will be a lot easier than rolling to hit with a -2 penalty and repositioning a member of the opposing force could lead to any number of tactical advantages for a savvy player to take advantage of.
Suggestions for Fastball Drag: Constructed: R Triplicate Girl (OR), Allen the Alien (Invincible), Morph (M&M) Unrestricted: Super Skrull (CT), R Chameleon (Unl), Warlock (FF)
10. Activation Clicks
Another use for Fastball is to bypass activation clicks. R Shazam is a good choice - as he can activate, hit and run away. Do the new "throw and grow" trick with Living Monolith to tie up a bunch of opposing figures as he springs into giant form.
Suggestions - Constructed: R Shazam, Living Monolith Unrestricted: any Hulk with an activation click.
11. Dirty Tricks
Pick a character like Blue Beetle who has Super Strength on his first click. Have him pick up a special object - like an Aerial Baffler or Shield Disruptor. When Colossus "Fastball Specials" Blue Beetle, Beetle will:
Take a click of damage thereby...
pushing off of Super Strength.
BB will then drop the object, and any special abilities the object has will immediately go into effect.
Fliers will drop from the skies, damage reduction powers will be countered, etc. This trick is especially dirty if you pack a Laser Turret and drop onto it to fire for a second attack.
Honorable Mentions: Super Senses / Shape Change
Finally, it should be noted that if nothing else, Fastball Special is a good way to tie up an opposing figure. It doesn't matter if the opponent plans on attacking with that figure or not - the mere presence of an opposing character in base contact with the enemy forces them to make a "fight or flight" choice - they can roll breakawy and run or attempt to deal some damage with an attack. The best way to avoid the attack is by evading it via powers or abilities - Shape Change, Super Senses, Skrull TA, Danger Girl, etc.
Heads Up!
Thanks for reading!
Stay tuned as next Tuesday we run a Top Ten List spotlighting Fastball Special.
Check out this coming Wednesday's DemonRS: Comprehensive Review on Colossus and watch next week as Shield001 Builds some Competitive Theme Teams with the Armored X-man.
Post any stories of success you've had with Fastball Special below!
Last edited by anonym0use; 12/14/2007 at 09:41..
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
Wow. Truly, a thorough write-up on a Special power. Only 60 or so more to go!
Really though, great write-up, 'm0use. Colossus sounds like he'd be really fun to use, especially in high-point games. It's a shame he's so expensive...
I really like the fact that "claws" bypass the damage reducer (super themey and comic accurate, after all). Can you imagine fielding Colossus with Vet Logan? :knockedou
Very well thought out article and appropriate since so many people have been uncertain about the power. Personally, I have to say I still would rather play a cheap TK'er and a brick (i.e., Marvel Girl and Strong Guy) rather than a brick who spends his action putting another character into play when he could be attacking himself. But that's just me. Great article!
I didn't see any mention of Energy Explosion, which would ignore the modifier to Damage, or Barrier, which could take the tie-up element to a whole new level. If I can think of a character with 1st click SS and 1st and 2nd click Barrier, I will have to try to FS, drop a Laser Turret, Shoot with the turret, barrier the target up and say... Nanobots the turret.
I was given rep for my screen name alone! Now I feel all warm inside
Very cool write-up. I'm lookin' fwd to seeing more of these for other special powers.
It's possible that I'm just not fully awake to comprehend at the moment (since I've yet to have my full daily intake of soda), but since the rule is "replace then modify" and since the Blades/Claws/Fangs roll "becomes" (replaces) the Fastball figure's damage value... Wouldn't that replacement value be subject to modification by the -2 from being a Fastball?
I have used the R-Vance Astro Force Blast thing(don't laugh), and it was really effective to knock some people out off of rooftops and into walls. R-Vance Astro, who knew.
"We may get beaten, but we won't get outworked"
-Steve Yzerman
There is no such thing as a conservative hero.
"You lost today kid, but you don't have to like it!"
Another candidate for a Fastball Special bullet: U Black King, from Armor Wars. His second click puts him at a 12AV, which will offset the -2 AV penalty. He'll need help to deal with the damage penalty, but Exploit Weakness will ensure that whatever damage he does will actually stick.
I can't see any way to make a legal 300-point team with this combo that would do any good. For a TK option, you're still going to be better off using an actual TKer.
2. Blades/Claws/Fangs
Aside from the -2 AV, suffering a -2 to damage penalty (if the attack is even successful) just plain stinks. Fortunately the rule of thumb with Heroclix has always been "replace then modify."
If it's replace then modify, wouldn't the BCF roll replace the damage value, and then the roll would be modified by -2?
"One day I feel I'm ahead of the wheel, and the next it's rolling over me."
If it's replace then modify, wouldn't the BCF roll replace the damage value, and then the roll would be modified by -2?
I think because you toss Wolvie and he suffers those until the end of turn...THEN he decides to attack. BCF is then triggered which replaces your damage value.
KILOWOG not KILOWAG, KILAWOG or KILAWAG ROGUE not ROUGE (which happens to be RED in French) GRAVITON not GRAVITRON (Decepticon that never got made?)