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So I have a really great Flash I have been using and have decided to buy a Quicksilver to go alongside him on my Bro Team. Unfortunately I am struggling to figure out a cool strategy involving both of them. I know HSS is great for hit and runs so i'm trying to find a way to get multiple successful hits with both of them without getting caught in a long close combat fight.
getting the right map helps get a map with lots of blocking to hide behind map i would try would be mybe space track the one ig map o and depends on what hss you use because plast figures will stop you cold
So sounds like HSS is good for indoor maps. I can maybe get the opponents figures in a small
hallway then hit and run them, run back to safety, THEN do the same with my other speedster.
The big thing with speedsters is you need those support powers to make them effective. Outwit, Prob, Perplex, TK (Very useful) all make them so much better.
The Kid Flash from Teen Titans at 117 points is REALLY good. He starts with Perplex and can DPA (causing no damage) to go anywhere on the map and then retreat to wherever he can see within line of sight.
Professor Zoom is another really good speedster. Hypersonic, Flurry and Prob Control
Most of the Barry Allen flashes start with outwit but the range will be 6 at best.
The big thing with speedsters is you need those support powers to make them effective. Outwit, Prob, Perplex, TK (Very useful) all make them so much better.
The Kid Flash from Teen Titans at 117 points is REALLY good. He starts with Perplex and can DPA (causing no damage) to go anywhere on the map and then retreat to wherever he can see within line of sight.
Professor Zoom is another really good speedster. Hypersonic, Flurry and Prob Control
Most of the Barry Allen flashes start with outwit but the range will be 6 at best.
I agree on the kid flash!! He never gets stuck because he is placed with the DPA, not a moving action. On the right map (usually a more open one) he will rarely take damage because he can jump all over the place. I stuck Skadi's hammer on him, 12 attack w/ 3 Exploit. Every other turn your hitting any of his figs for 3 damage. I especially like to tie up his big guys and chip away while my kid flash jumps around and takes out their support pieces. Then move in on their tent pole or other "main" figs.
I agree on the kid flash!! He never gets stuck because he is placed with the DPA, not a moving action. On the right map (usually a more open one) he will rarely take damage because he can jump all over the place. I stuck Skadi's hammer on him, 12 attack w/ 3 Exploit. Every other turn your hitting any of his figs for 3 damage. I especially like to tie up his big guys and chip away while my kid flash jumps around and takes out their support pieces. Then move in on their tent pole or other "main" figs.
Maybe you are doing it correctly, but your reply implies that you're using the Exploit weakness from Skadi's Hammer when using Kid Flash's DPA. If so, that's incorrect, as the DPA grants you a close combat attack and Exploit Weakness requires a close combat action to activate.
Still, a hammer (I'd say Angrir's, for the Steal Energy) helps him immensely, with the +2 attack and toughness.
Maybe you are doing it correctly, but your reply implies that you're using the Exploit weakness from Skadi's Hammer when using Kid Flash's DPA. If so, that's incorrect, as the DPA grants you a close combat attack and Exploit Weakness requires a close combat action to activate.
Still, a hammer (I'd say Angrir's, for the Steal Energy) helps him immensely, with the +2 attack and toughness.
I learn something new everyday! I did do that wrong, thank you for catching that.
So last night I had my Superman Beyond and 10th Anniversary Flash on my team and landed a beautiful combo on Parasite. I had Parasite down to 3 clicks. Ran by hit with HSS with both Flash and Supes one after another. Had Flash to where He had his ability where damage can;t be reduced below 1. KO'd. Firt time in a while i fully understood what I was doing.lol