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He's an awesome figure just due to the fact that he's under 600 points and sports both the Green Lantern Corps and Quintessence team abilities. Given the lack of Impervious, he's very easy to damage. However, the full-damage Pulse Wave+"Steal Energy" SP is a nice touch. Another perk is that he can't be captured (unlike Thor's Chariot or World's Finest).
TIP: If you give him the Green Lantern Corps ATA, he gets +1 to his attack value on the second attack when using the Multiattack ability on a single target.
An absolute terror on the battle-field, especially in high point games where his two offense SP's can devastate an entire field. I find his 400 point incarnation much more effective than the 600 level.
The real brutality of him is the endless action-after-action-after-action he can do without taking pushing damage or slowing down. Your opponent will be able to hit him, but without the benefit of Psychic Blasts, Exploit Weaknes, or even Outwit, they're going to have to work through his dial's damage reducers the hard way. His major weakness is Stealth, as he has no options but to walk right up to them. He's not much afraid of Batmans though since he ignores Outwit.
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Great piece but has to be played carefully since has mostly toughness.
The Sculpt reminds me of the heighsmen trophy.
You really dont have to be carefull. ive used him 3 times and he does not get beat by teams of his own point level. I dont think you have seen him in action or your playability rating would have been a 5.
Having recently played against this character @400 points, in a 500 points everything goes game (golden, feats, bfc, entities, everything), he wasn't that rough all things considered.
He had played him at 400, despotellis, repulsor shield, shellhead, automatic regen, and a yellow lantern battery with a decoy and nurse.
Essentially we misplayed the piece really badly, and I was letting the SCAM (that acronym makes me laugh) use free action regen at the beginning of his turns, and then make actions, despite the line in his rules that says he may only be given one action per turn. Also I let him assign shellhead to SCAM. Also I let him ignore my powers when he used his pulsewave power...
The list goes on.
But still, I was able to get him to his last click before he did really heavy damage to my team.
I think the issue is that he just gets crazy out paced due to the fact that he can only be given a single action every turn, and the way that I read that power means he can't actually be given a power action to multi attack? Because then he couldn't be assigned the free action attacks? (I haven't actually been able to read any kind of ruling or errata on this anywhere...)
Having recently played against this character @400 points, in a 500 points everything goes game (golden, feats, bfc, entities, everything), he wasn't that rough all things considered.
He had played him at 400, despotellis, repulsor shield, shellhead, automatic regen, and a yellow lantern battery with a decoy and nurse.
Essentially we misplayed the piece really badly, and I was letting the SCAM (that acronym makes me laugh) use free action regen at the beginning of his turns, and then make actions, despite the line in his rules that says he may only be given one action per turn. Also I let him assign shellhead to SCAM. Also I let him ignore my powers when he used his pulsewave power...
The list goes on.
But still, I was able to get him to his last click before he did really heavy damage to my team.
I think the issue is that he just gets crazy out paced due to the fact that he can only be given a single action every turn, and the way that I read that power means he can't actually be given a power action to multi attack? Because then he couldn't be assigned the free action attacks? (I haven't actually been able to read any kind of ruling or errata on this anywhere...)
Yeah. It seems you played him incorrectly. He can multi-attack each turn. Plus, he does not take pushing damage due to colossal stamina because of the way he is supposed to be played relative to his original rules. That means he never stops getting actions even while having two tokens. So, while others rest when with double tokens or take damage, he does not. So, you should have had a very hard time against him.
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Having recently played against this character @400 points, in a 500 points everything goes game (golden, feats, bfc, entities, everything), he wasn't that rough all things considered.
He had played him at 400, despotellis, repulsor shield, shellhead, automatic regen, and a yellow lantern battery with a decoy and nurse.
Essentially we misplayed the piece really badly, and I was letting the SCAM (that acronym makes me laugh) use free action regen at the beginning of his turns, and then make actions, despite the line in his rules that says he may only be given one action per turn. Also I let him assign shellhead to SCAM. Also I let him ignore my powers when he used his pulsewave power...
The list goes on.
But still, I was able to get him to his last click before he did really heavy damage to my team.
I think the issue is that he just gets crazy out paced due to the fact that he can only be given a single action every turn, and the way that I read that power means he can't actually be given a power action to multi attack? Because then he couldn't be assigned the free action attacks? (I haven't actually been able to read any kind of ruling or errata on this anywhere...)
Yeah, I was the guy playing against you using SCAM. Like I said, I think we all knew he was meant to be able to do only one POWER action per turn, but there was no way to demonstrate that so we did switch to that. We were definitely inconsistant in that game, but really I am pretty sure he should have been free action regenerating AND multi-attacking every turn.
Just curious, what was wrong with assigning Shellhead to SCAM? He has invuln and toughness, did I miss something?