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So I've been using the Units section of this website to try to find out what single pieces I might try to purchase or trade for. I'm sort of a Teen Titans fan, and I was looking at the Crisis Wonder Girl piece. She has the Flight symbol on her base, so has the Flight ability, which according to the Modern Age Guide:
"This character ignores the effects of hindering terrain,
elevated terrain, and outdoor blocking terrain on
movement. A character with this ability can move through
squares adjacent to and occupied by opposing characters.
An elevated character with this ability ignores knock back
damage if its knock back path crosses the boundary of
elevated terrain."
Then I see she has Leap/Climb on her last 2 clicks:
"When you give this character a move action it automatically
breaks away, may move through squares adjacent to and
10-2 occupied by opposing figures and ignores the effects of
hindering terrain, elevated terrain, and outdoor blocking
terrain on movement. When you give this character a close
combat action, it can target a character regardless of the
target’s elevation."
So they have some minor differences, but they are very similar in terms of game play. Is there some advanced strategy using the combination of these two abilities that I am missing? Or is this just one of those pieces that leaves everyone confused? Any insights would be appreciated.
I bolded the benefits Wonder Girl gets for Leap/Climb that Flight does not provide.
Quote : Originally Posted by denn2842
"When you give this character a move action it automatically breaks away, may move through squares adjacent to and occupied by opposing figures and ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement. When you give this character a close combat action, it can target a character regardless of the target’s elevation ."
For the first bolded one, understand that any character, whether they are a flyer or not, must roll for breakaway if they start a move adjacent to an opposing character. That's unless they have Leap/Climb, Phasing or some other similar effect.
Leap/Climb will also allow her to qualify for certain feats, if you are at the stage where you are looking for feats.
Oh yeah, I guess flyers don't automatically break away. I knew that, but I think seeing Flight and Leap/Climb together made me forget, lol.
As for the elevation thing, I think I was getting some confusion on the old old flying rules. I started playing Heroclix when Infinity Challenge came out, but left right when Fantastic Forces came out, and the flying rules were completely different, and I keep trying to use old rules vs. new rules. So that does make sense then. I guess its not advances strategy, just advanced thinking, which I'm apparently not doing! I only got back in when Web of Spider-Man came out, and I don't play nearly as much as I want to so there's not been much opportunity for me to practice.
I'm not at the point where I'm using feats yet. There are definitely a few I've read that I'm interested in, but I don't think I'm there yet. Maybe once I've played a few more games. Thanks for your response.