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I know any figure with the Giants symbol can attack people up to 2 squares away. But what is there zone of control?
In the last DC rule book they had a 2 square zone that grounded figs had to stop at when they were moving/charging through. But in the FF rulebook that has disappeared.
Both of us playing yesterday and the Judge spent almost 20 minutes looking for it through the last FAQ and both rule books.
He finally rules that since its not listed anymore in the FF starter and that we couldnt find it in the FAQ he said that giants now have a 1 square ZOC just like regular figs do.
If anyone can help solve this I would appreciate it greatly. I need a page number or where it might be at in the last FAQ. Or what the last official ruling was on giants ZOC.
Simply put, the giant rules were simplified with the FF rules. They no longer have an extended zone of control (to use your term) - they can make close combat attacks against figures 2 squares away, but that is more or less it.
Simply put, the giant rules were simplified with the FF rules. They no longer have an extended zone of control (to use your term) - they can make close combat attacks against figures 2 squares away, but that is more or less it.
Not only they lost the 2-square control, they gained the ability to carry friendlies and the ability to be TK'd. I'd say the tradeoff is far more than fair, I'd take the TKing and Carrying over the 2-square control anyday.
Carry a friendly and drop the friendly in between your giant and your target, you're good to go!
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Damn! I got the same message!
(and double "Damn!", I can't rep Harpua either)
Quote : Originally Posted by Harpua
People also shouldn't forget how giants can no longer Quake characters two away because of the smaller adjacency.
Indeed. Giants lost a lot with the latest rules (and the simili-Carry doesn't make for it - though the added Telekinesis thingy is nice, but not transcendental).
Quote : Originally Posted by Harpua
Oh, but this: "Simply put, the giant rules were simplified with the FF rules." I completely disagree.
They WERE simple...no more complicated than the water terrain rules. Now they're extremely complex.
What he said...
(if you ask me, they should have gotten the Giant Stride ability - minus the simili-Carry - and retain the 2-squares adjacency for close combat and movement...)
I'm glad giants lost their 2-square adjacency. That caused way too many problems and raised way too many confusing questions. Time was nobody could play a giant without having questions about what it applies or doesn't apply to.
I'm glad giants lost their 2-square adjacency. That caused way too many problems and raised way too many confusing questions. Time was nobody could play a giant without having questions about what it applies or doesn't apply to.
And I would say that people simply didn't take a few moments to bother learning the giant rules. As I said before, the old ones were no more complicated than the water rules. If one could understand those, one could understand the giants.
With water, you ask yourself what is happening and the answer determines if the terrain is clear or hindering.
With the old giants, you ask yourself what is happening and the answer determines if the figures are adjacent.
The two square adjacency was the giants' best asset, imo.
The biggest problem with the giants was in the dial designs.
The two square adjacency was the giants' best asset, imo.
The biggest problem with the giants was in the dial designs.
/much agreement with the sentiments above.
Any of the "classic" giants with Leap/Climb, Flight, and decent ranged attacks were all fine. A few of the giants (SR Spectre) lost serious play value IMO under the new rules.
The one deficiency of (all versions) of the giant rules I never liked that was never mitigated: Super strong giants couldn't pick up objects that they could make close combat attacks against (two squares away, or on a different elevation).
The one deficiency of (all versions) of the giant rules I never liked that was never mitigated: Super strong giants couldn't pick up objects that they could make close combat attacks against (two squares away, or on a different elevation).
I see your point, but wanted to point out that you couldn't make close combat attacks against the objects either.
The giants were adjacent to CHARACTERS two away and on higher elevations during movement and close combat. Since the same adjacency rules were applied, you could neither attack nor pick up the object in those squares. (And yes, it is a bit silly that you could punch a guy in a square but not punch the object in the same square.)
In my opinion, people didn't like that a giant was forced to end its movement because Lian Harper was two squares away. The "fix" to this was what we got which succeeded in preventing Lian from stopping Giant Man but also took away far more than was gained.