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I am looking at Supermen to have and use for my collection and I just want to get a general idea. Both Crisis Superman I can see being extremely powerful and as some would say "Cheesy".
This has nothing to do in comparing them in that 1v1 nonsense that has been all the rage lately, but just which people is more frowned upon in play. The Brave and the Bold Superman is most likely going to be my go-to Superman, But for more larger point formats or just an all out Battle of best of the best I'd like to have an ace in the hole; so to speak.
To the point, Kingdom Come Superman, and Earth-2 Kal-L Superman.
I like KC's all out charge in and for the most part instant KO 1 piece, then repeat. But at the same time I don't want have that happen and my opponent just lose interest and not have fun. Not to mention for 238 points is just shocking for someone with that kind of power. As for Kal-L I like how he costs a LOT more so It makes it more of a
"well, you get what you pay for"
kind of feeling. That while he can EASILY do 10 damage in a single turn, it's 5 on 1 piece, then 5 on another. And his staying power I see as being greater then KC's. Making it a more interesting fight hit for hit, and being able to have a more enjoyable game with it.
To sum this up, KC Superman I see as running in, KO 1 guy(assuming he hits with both) and then he is in turn hit back and assuming his is okay goes and does the same thing next turn. I imagine him as 1 trick pony.-Correct me if I am wrong.
Kal-L I see as just a brawler, being like a real Superman. Fighting but not instantly laying down his opponent, but taking a lot of hits along the way. His price tag makes him something I see as not undercosted such as I'd say about KC Superman.
This is just my view, but I really want to know what is the general consensus is.
Last edited by DarkLordVerjal; 04/10/2010 at 16:33..
"This is THE WORLD! Not that you would be able to see it or even feel it, since time has stopped..." Need Batman-family clix
I have both and have played them both. Both are great pieces, but you just can beat E2. The build in willpower along with the seven clicks of 18 or higher defense. Then add in the superman TA along with the free attack and full speed charge. He just can't be beat. E2 just was made to dismantle teams.
Fortunately for you, neither is being exceedingly rude for no reason.
Seconded. Scruffy. The janitor.
Quote : Originally Posted by DarkLordVerjal
(OP)
I've seen that Kingdom Come Supes in by far the popular choice. I've played against him several dozen times and have only seen the Earth 2 version once. Of course, that's because just about everybody in my area owns the Kingdom Come version but not the Earth 2 version. Then, of course, that's only true because they went out and bought the Kingdom Come one.
Personally I've found that the only time I enjoy playing against the new Kingdom Come Superman is when things go horribly wrong for the other play and he gets thrashed before he connects an attack. Which is surprisingly common given that people tend to be really reckless with him because he's a chase figure.
So in summary, I think your assessment is pretty apt, and the Kingdom Come version seems to be more "cheesy", or at least that's the perception. It's certainly the one with the less fun play style-cripple or KO your opponent's entire team in one or two actions. That's the sort of figure that's fun to play every once in a while, but if I ever chose to use it I would bring an extra, wackier team for use if the game ends in four minutes so that my opponent can get a good game in during the round, even if it doesn't count for anything.
Quote : Originally Posted by Haven13
If I was the kinda guy who put things like this in his sig, I'd put these things in my sig.
The only Superman I currently own is JL (but I broke off the sculpt and glued the Chess Piece from Despero's sculpt in its place. I have never owned one of the Chases, but I would much rather have the E2 one. The KC one is just crazy broken, but he does need some TK to be fully useful. You will be putting all of your eggs in one basket with him in 300 point games, because any higher point games and he can just be taken down by numbers, whereas E2 shines under numbers!
(Special) : Superman does not take pushing damage.
(Speed) This is a job for Superman!: Superman can use Charge. When Superman is not carrying an object or a character, do not halve his speed value when he uses Charge. Superman may not pick up objects or characters when using Charge.
(Damage) Leading the Attack: If Superman is adjacent to an opposing character at the beginning of your turn, he can make a close combat attack as a free action, but he can't attack that character again during that turn. If Superman causes a target opposing character to take damage, until the end of the turn all friendly characters attacking that target have their attack values modified by + 1 for each 100 points (or fraction thereof) of the target's point value.
But what if they Ouwit his defense and hit him for 5? Look again. Still not shabby. Plus I can push even after getting smacked for a lot of damage and not taking push damage.
So why is HT Supes so revered? 1 thing, cost. And, for me, 238 is a lot. I'm a big Wonder Woman fan but I have yet to use her AA version because the cost is absurd. But 238 is certainly cheaper than 316.
cr105 U Superman
Team: Hypertime
Range: 10
Points: 238
Keywords: Future, Justice League
10
12
18
5
10
12
17
5
9
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17
5
9
11
17
4
8
10
16
4
8
10
16
4
10
9
16
4
10
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17
3
9
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16
3
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9
16
3
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Scorched Air: Superman can use Charge and Flurry.
(Attack) Kryptonian Strength: Superman can use Super Strength. Superman can carry 2 objects at the same time if they are both standard objects; he can only use one object per attack.
(Damage) Restoring Order: When the result of a successful attack roll made by Superman is doubles, the target is dealt damage normally, but is not knocked back. Instead, if the target has zero or one action token after the attack has been resolved, give the target an action token.
His first SP is prone to cause the user to be super-aggressive. That is a mistake. This guy does not want to be based by anyone. Lets use my damage formula from above - what happens if he is hit for 5 and fail Imperv? Not too shabby. Only concern is the rest of the opposing team can hit a 17 and without Imperv they know if they hit him they are gonna do some damage. Worse, if he has to push he only gets weaker.
Now if he has his Imper Ouwitted and takes 5 - yikes! Me no likey!!!
Overall, E-2 has the awe power a chase should have and is fairly designed to be solid for a tentpole. HT needs an awesome team around him and can be great if he does.
I guess it depends on what you are looking for...
Visible Dials and Pushing Damage need to be optional. This is the way.