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Cheese and Crackers! A 95% score, a dial worthy of an SR and a killer TA for three bucks!
This General is incredibly sweet. Starting from a 0 token state, Raam can do 4 things in a row... and three of those things can hurt!
I wasn't expecting much from a set based on a video game I've never played. And this bad mammer jammer is 10 lbs of crazy in a 5 lb straightjacket! I haven't even mentioned Psychic Blast, Outwit, or *pushing* onto 12 AV and Impervious. This guy is like an Xmas stocking filled with bearer bonds. Can't wait to create an Alien Soldier team led by ol' Gen. Thunderpants here.
Quote : Originally Posted by BrunoHarm
"Man these ribs are good, Hey can I see that guys card?"
I hate this guy. We did a three for all for fun at 230 pts and one of the guys field him. We had to make a trues to fight this guy when we only had 3 pieces on the board that can hurt him. His a big play threat if you don't gun him down
Played against a 400pt locust team, and he was the last figure standing with full health. He ended up killing 1-2 out of the 4 figures I had on my green lantern team. Him and the rest of the locust horde are the ONLY reason I bought the GoW packs. I love him now that I have one, but I hate being at the buisness end of his gun.
Absolutely love this guy. Played him yesterday in a tournament, and even the game he didn't do anything he was useful as a decoy as the opponent focused solely on him.
The grenade dynamic is great, especially against stealth and swarm teams. Ink grenades give you the ability to get through Impervious and Invulnerabilty, and are great when timed right. His free action special power is useful too if you remember to use it (only remembered to use it twice all game).
The team ability though is just pure awesomeness, especially with his running shot with grenade special power. Phase, knock a character back into a wall, off a ledge or into a group, and then grenade him.
A tactic I found useful is to put a character with stealth in front of him as a shield. Grenades ignore characters for line a fire, so you can attack people who can't see you, which prevented Probatility Control and Outwit as well as protected him from attacks. It worked great.
Will be fielding this guy as much as I can and thus will be playing a lot of soldier teams coming up.
So he can Smoke Cloud, Phase, knock a guy back into his smoke cloud or to a group (or off a roof), throw a grenade and roll to damage people in his smoke all in one turn and push the next turn. Ouch
potential one turn damage without critical hit= 41. FORTY ONE. The number of clicks Galactus has.
So he can Smoke Cloud, Phase, knock a guy back into his smoke cloud or to a group (or off a roof), throw a grenade and roll to damage people in his smoke all in one turn and push the next turn. Ouch
potential one turn damage without critical hit= 41. FORTY ONE. The number of clicks Galactus has.
Yeah, and if you play against Galactus. You can not knock him back, so his team ability is worthless. You throw a grenade that can possibly do Galactus 1 damage. I say 1 cause you still have to hit his 21 defense no matter what grenade your using. Then Galactus gets to use Cosmic Multi Attack to attack 3 times at 8 damage and 16 attack. Let's see he needs anything but a Crit miss, then Task Reduces 2 for 6 damage. That puts him on his second to last click with the same defense. 2 swats and he is KO.
Maybe next time compare him to someone his size.
And your Scenario is way to circumstantial.
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.
Going to start rating characters based on the number of "He can do WHAT?" and "What the f***?!"'s I get during a game. So far RAAM is #1 by a wide margin.
Used him once and used the Frag grenade on Bullseye who had Groot, Deadshot, Nightcrawler, and Saint Walker. I rolled a crit hit. 4 to Bullseye and 3 to the others but Groot. He made his Shape change. Nightcrawler, who had nanobots on him, went to heal 2 and did. I pushed ramm and hit him with a frag then had a drone and Kantus just move next to him and knock him in the wall he was next 2 twice for a KO. My best Nightcrawler Kill ever :D
"You all stare But you'll never see, There's something inside me."
"Your MVP is never one of your Clix. It is your Dice."
Cheese and Crackers! A 95% score, a dial worthy of an SR and a killer TA for three bucks!
This General is incredibly sweet. Starting from a 0 token state, Raam can do 4 things in a row... and three of those things can hurt!
I wasn't expecting much from a set based on a video game I've never played. And this bad mammer jammer is 10 lbs of crazy in a 5 lb straightjacket! I haven't even mentioned Psychic Blast, Outwit, or *pushing* onto 12 AV and Impervious. This guy is like an Xmas stocking filled with bearer bonds. Can't wait to create an Alien Soldier team led by ol' Gen. Thunderpants here.
Awesome! Just one Q... what's TA. I'm ignorant. RAAM is a BAMF, Skorge can get raped. That is all
Sculpt could be a little cooler, but I guess for a first set it is fitting.
Raam is a BEAST. People that play me will try to either focus him directly out, or make sure they stay 11+ squares from him. Teleport then grenade, then push to grenade/shoot the next turn. He's nasty, and is a force to be reckoned with.
I never cease to be amazed at the effectiveness of the Locust Horde. Ram makes the perfect tentpole, and with phasing + Knockback as the LH TA, combined with some of the most effective healers in the game, this team dominates every time.
When I first started using them, I discounted the Ink granades in favor of the greater damage Frag granades. Recently however I've been discovering just how powerful those Ink really are, Ink granades being key to my recent victories over teams led by the 300+ pt Sauron, Prof. X + The Chief bunker teams, and others.
There's just something to be said for sharpshooter-esq armor-piercing energy explosion with an additional delayed blast armor piercing energy explosion (A.K.A. Ink Granades). FYI, an enemy character doesn't need to be hit to be affected by the secondary effect. Anyone who is adjacent to that ink splot takes the penetrating beginning of your turn.
And this bad motha Ram here can toss them out with move-and-attack! And he starts with 3 shots of it!