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Okay, you only get to pick two. Which two and why? Now I know there are different strats for different teams. Then tell me which two you use for different team set up.
I am going to try to list them all. Sorry I am on my ipad.
Distraction 4 Generic None Common 3 Y Your opponent targets two of his or her characters. Those characters cannot block (this turn). Pay [1 Mask] to remove one attacker from the attack zone to the field.
Focus Power 3 Generic None Common 3 Y Spin one target character up or down one level. Spin another target character up or down one level. Spin another target character up or down one level.
Force Beam 3 Generic None Common 3 Y Deal 1 damage to each character (including yours). Instead, deal 2 damage to each character. Instead, deal 1 damage to each player and 2 damage to each character.
Gearing Up 4 Generic None Common 3 Y Draw two dice from your bag and roll them (place them in your reserve pool).
Inner Rage 3 Generic None Common 3 Y Two of your target characters get +1A and +1D (until the end of the turn). Those characters get an additional +1A and +1D. Those characters get an additional +1A and +1D.
Invulnerability 2 Generic None Common 3 Y Your attacking characters that are knocked out (this turn) return to the field. Pay [1 Bolt]. One target character gets +1A (until the end of the turn).
Power Bolt 3 Generic None Common 3 Y Deal 2 damage to one target character or player.
Smash! 3 Generic None Common 3 Y Knock out a target level 1 character. Knock out a level 1 or level 2 character instead. Pay [1 Fist]. Target blocked character deals no damage.
Take Cover 3 Generic None Common 3 Y Your characters get +2D. One character gets an extra +3D. One character gets an extra +3D. Pay [1 Shield] to give one targer character +1D (until the end of the turn).
Thrown Car 4 Generic None Common 3 Y Two of your attacking characters get +1A. While attacking, damage those two characters deal in excess of the total defense of blocking characters is dealt to your opponent.
Heroclix is just too spendy with 3 children under 5 Official Advocate for the release of DC/Marvel Heroclix: Access-He would be fun.
Gearing Up 4 Generic None Common 3 Y Draw two dice from your bag and roll them (place them in your reserve pool).
This one seems to be the best for all strats as it thins out your bag and gives you more options.
Thrown Car 4 Generic None Common 3 Y Two of your attacking characters get +1A. While attacking, damage those two characters deal in excess of the total defense of blocking characters is dealt to your opponent.
This one is something that I will be playing a lot with mid to high lvl dice. Making every attack count is going to be huge I think.
The others have there places but I think these two will see the most play. It should be fun to see what everyone is playing after a few weeks of tournaments have gone on though.
Gearing Up 4 Generic None Common 3 Y Draw two dice from your bag and roll them (place them in your reserve pool).
This one seems to be the best for all strats as it thins out your bag and gives you more options.
Thrown Car 4 Generic None Common 3 Y Two of your attacking characters get +1A. While attacking, damage those two characters deal in excess of the total defense of blocking characters is dealt to your opponent.
This one is something that I will be playing a lot with mid to high lvl dice. Making every attack count is going to be huge I think.
The others have there places but I think these two will see the most play. It should be fun to see what everyone is playing after a few weeks of tournaments have gone on though.
I agree, though I think Force Beam may see play if people start sitting on sidekicks to thin their pool.
It is one of my bug fears that we will all be playing the same two BAC every game because there really is only two practice one. I am voting Gearing up and thrown car.
Smash could be helpful too.
Heroclix is just too spendy with 3 children under 5 Official Advocate for the release of DC/Marvel Heroclix: Access-He would be fun.
Hopefully the AvX OP will give us more viable ones but in most games Ive played certain ones stand out to much not to play them. Once more sets come out though everything should be a lot more diverse.
I think the key for the Basic Action cards are that usable by you and your opponent............the trick will be bringing Basic Action cards that are tailored to your characters and thus more useful to you than your opponent (who should have a different strategy, at least in part).
Sure Thrown Car is good but do you want to make it an option for your opponent as well? I can say that the answer will not always be 'yes'.
Looking at each one.......
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#25 Common/Starter Basic Action Card Distraction
Cost: 4
Max Dice:3
Your opponent targets two of his or her characters. Those characters cannot block (this turn).
----------------------------
* NA
-----------------------------
** NA
------------------------------ Global: Pay [1 Mask] to remove one attacker from the attack zone to the field.
==============================
Expensive........but it's going to stop 2 potential blockers from doing so......could make for some game changing turns. Probably better for teams that are designed to have a larger character pool fielded at any given time.
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#26 Common/Starter Basic Action Card Focus Power
Cost: 3
Max Dice:3
Spin one target character up or down one level.
----------------------------
* Spin another target character up or down one level.
-----------------------------
** Spin another target character up or down one level.
------------------------------ Global: NA
==============================
Medium Cost. Not to devastating but depending on the characters involved (yours and your opponents) sometimes getting a specific Lv (and the *, and ** that come with it) this could be a big deal. Probably better/worse for characters who would benefit from being on specific levels (like Beast `Genetic Expert`)
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#27 Common/Starter Basic Action Card Force Beam
Cost: 3
Max Dice:3
Deal 1 damage to each character (including yours).
----------------------------
* Instead, deal 2 damage to each character.
-----------------------------
** Instead, deal 1 damage to each player and 2 damage to each character.
------------------------------ Global: NA
==============================
Medium Cost. If you're running Cap or Gobby (or anyone who key's on Sidekicks) you don't want to see this show up. Might be a good way to protect yourslef from those types of builds.
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#28 Common/Starter Basic Action Card Gearing Up
Cost: 4
Max Dice:3
Draw two dice from your bag and roll them (place them in your reserve pool).
----------------------------
* NA
-----------------------------
** NA
------------------------------ Global: NA
==============================
Expensive. But it's a 'portal' (Quarriors terminology) and is very useful for increasing your hand size, which was/is very important in Quarriors and I believe it will be in Dice Masters as well. Could be more useful for teams that bring higher cost cards and/or relies on having more characters put out each turn.
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#29 Common/Starter Basic Action Card Inner Rage
Cost: 3
Max Dice:3
Two of your target characters get +1A and +1D (until the end of the turn).
----------------------------
* Those characters get an additional +1A and +1D.
-----------------------------
** Those characters get an additional +1A and +1D.
------------------------------ Global: NA
==============================
Medium Cost. Not a huge effect....so it might be a safe one to pick. I suppose it could be better for teams that are putting out 2 characters at a time. I think Doc Ock 'Fully Armed' and Nova (most of them) would benefit from this.
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#30 Common/Starter Basic Action Card Invulnerability
Cost: 2
Max Dice:3
Your attacking characters that are knocked out (this turn) return to the field.
----------------------------
* NA
-----------------------------
** NA
------------------------------ Global: Pay . One target character gets +1A (until the end of the turn).
==============================
Cheap! Decent effect and a Global that can be an nice bump when you have the to spend. Most teams will benefit from it, but those with limited 2 cost characters will like this options and teams that have multiple characters will probably find more use out of the global power.
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#31 Common/Starter Basic Action Card Power Bolt
Cost: 3
Max Dice:3
Deal 2 damage to one target character or player.
----------------------------
* NA
-----------------------------
** NA
------------------------------ Global: NA
==============================
Medium Cost. Good effect. Most teams will benefit from this.....probably worse against teams that key on being damaged while blocking or have multiple ways to prevent direct life damage as this has the ability to by pass most defenses
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#32 Common/Starter Basic Action Card Smash!
Cost: 3
Max Dice:3
Knock out a target level 1 character.
----------------------------
* NA
-----------------------------
** Knock out a level 1 or level 2 character instead.
------------------------------ Global: Pay . Target blocked character deals no damage.
==============================
Medium Cost. Similar to 'power bolt' without being able to do direct life damage. Global effect will help with blocking strategies. Probably best for defensive builds (like Nightcrawler who is designed to block but is a weaker die) and strong against teams with stronger Lv1 characters.
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#33 Common/Starter Basic Action Card Take Cover
Cost: 3
Max Dice:3
Your characters get +2D.
----------------------------
* One character gets an extra +3D.
-----------------------------
** One character gets an extra +3D.
------------------------------ Global: Pay to give one targer character +1D (until the end of the turn).
==============================
Medium cost. More defensive buffs. Will help defensive teams, and the Gobby/Cap teams that plan on having more characters out at a time.
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#34 Common/Starter Basic Action Card Thrown Car
Cost: 4
Max Dice:3
Two of your attacking characters get +1A. While attacking, damage those two characters deal in excess of the total defense of blocking characters is dealt to your opponent.
----------------------------
* NA
-----------------------------
** NA
------------------------------ Global: NA
==============================
Expensive. Very Powerful. If you're running Hulk/Surfer/Thor you're probably going to bring this. Definitely best for teams capable of having very large attacks.
None eliminate characters from the Field/knock them out, and the spill damage isn't excessive (due to the setup time/chance it takes to get two decent attackers in position).
The others introduce elements that could shorten play significantly (additional dice, quick recovery, etc.)