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7 figures on a 300 point team. Flyers acting as taxi's for each other. Paramedic?
Yep, that looks like the game I learned to play. I'm fortunate enough to still play it, but consider it a completely separate game using the same figures.
New Heroclix has it's merits too. Off the top of my head; a group of guys can get together and open a few boosters to play out of and with very few exceptions you can expect a basically even game. Resources don't come in boosters, War of Light cannot be purchased by the general public, and you can't count on pulling super rare+ in the situation described. REV's tend to be better balanced against each other now.
If you really want to have some fun with the new kids, dust off your old figures and challenge someone with new figures to a Golden Age game. Not many know how to deal with figures who may have lower stats, but they do have longer dials. My Mystic Sentinel still remains undefeated.
For those of you who don't know what a mystic sentinel is, here's a sneak peek at the fun.
CT043 Invisible Girl
ICS01R Sentinel Mark I
ORF001 Mercenary
WXM034 Magik
You can substitute Magik with any Mystic TA figure that's more than 100 points, but I like keeping the point cost down. Throw in some cheap distraction figures/ secondary attackers and you've got a pretty decent team.
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I was going through my subscribed list, deleting stuff. Its fun to go back and read your old posts from way back.
One of mine was about my team from the Xplosion Marquee.
My team was:
Yup, kiddies - that is 7 figures on a 300 point team.
You don't do that in sealed anymore. That's for sure...
Oh, and I went 2-1 - losing to a Vet Mandarin being carried by a Storm - yo-yo'd to a medic.
Using the rules of that day, I wonder how long that team would last against 300 point common Supes (sm001). He's one of the few newer figures with a long dial and no traits and special powers. I guess the main difference is that his numbers don't drop off as he takes damage like the older figures.
Using the rules of that day, I wonder how long that team would last against 300 point common Supes (sm001). He's one of the few newer figures with a long dial and no traits and special powers. I guess the main difference is that his numbers don't drop off as he takes damage like the older figures.
Using strictly the rules of that day, Common Superman loses Indomitable, but does gain Soaring.
And unlike veteran Icons Superman he has no TK, no PC, no medic, no nothing in 300 points. And less range and movement.
Comparing him further to veteran Icons Superman... Common Superman doesn't lose mobility, keeps high AV stats, but loses his mega-damage values and powers in the second half of his dial while veteran Icons Superman is still dealing 5-6 damage on his final clicks.
I think they're about even.
Yoda of Borg, we are: Futile, resistance is. Assimilate you, we will.
I think the game, as a whole, is better and more diverse. However, I do really miss the days of several figures on one team. I used to love building teams in sealed - now it is just "who is my big figure and what can I pile on him".
We often play 600 points now with me building teams of 80-100 point figures just to try to replicate what used to be my favourite part of the game - a super team going against another super team.
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Only problem is that Superclone is a unique member. The irrational members never get made uniques, which is why we see so many swarms of them.
Someone in another thread was asking about basic game advice to get better. I was going to go into an explanation about knowing when and when not to push, when I realized how common Willpower is now (through the regular purple power, Indom, SPs, and resources). It's not as big a deal as it used to be.
Ditto for knowing when to base an opponent or stay at range. Sharpshooter and Improved Movement have taken "tying up" out of the equation a good deal.
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.
60 points for a DEO Agent?!?!? 60 points is where super-spies and low powered meta-humans should be at like Black Widow and Fire.
DEO Agents should max out at 25. They don't need 5 clicks of life and 2 clicks of Outwit.
Back in the day you had a DEO Agent with Perplex and two clix of Support, and 5 life, and the PD TA. All for 21 points. So it's not just the powers and amount of clicks they give the generics.
Yoda of Borg, we are: Futile, resistance is. Assimilate you, we will.
Back in the day, I had to walk two miles in the snow to and from the comic store, to buy my HeroClix boosters at a nickel each. We'd break open the piggy bank once a month on a Wednesday and count up all our pennies!
And we didn't have fancy tackle boxes and other storage, we just had to use our leather book straps for our school books, and wrap them around boxes of boosters.
We even had to take an extra mile and a half around Smith St. because Jimmy and his friends would always make fun of us and stomp on our new boosters
But then one Christmas, I got a Red Rider BB gun for Christmas, and let's just say I made a big mistake...
Someone in another thread was asking about basic game advice to get better. I was going to go into an explanation about knowing when and when not to push, when I realized how common Willpower is now (through the regular purple power, Indom, SPs, and resources). It's not as big a deal as it used to be.
Ditto for knowing when to base an opponent or stay at range. Sharpshooter and Improved Movement have taken "tying up" out of the equation a good deal.
Pushing and tying up are about action management, not damage. Willpower/Indom doesn't change the fact that you lose your next turn, just that you take 1 click of damage.
Similarly if you have "Improved Movement: Ignores Characters" and just walk away from the thug I placed next to you, you spent the turn moving instead of whatever nasty thing you had planned that made me put the generic in your face to begin with.
I agree that generics are way too expensive. Perhaps game design thought that 6 points to take an extra turn was too few. Then again it wouldn't be a complete extra turn if the point value of virtually everything I see played wasn't 75+.
Back in the day, I had to walk two miles in the snow to and from the comic store, to buy my HeroClix boosters at a nickel each. We'd break open the piggy bank once a month on a Wednesday and count up all our pennies!
And we didn't have fancy tackle boxes and other storage, we just had to use our leather book straps for our school books, and wrap them around boxes of boosters.
We even had to take an extra mile and a half around Smith St. because Jimmy and his friends would always make fun of us and stomp on our new boosters
But then one Christmas, I got a Red Rider BB gun for Christmas, and let's just say I made a big mistake...
Judging by your join date, I bet you joined just so you could post things like this all over the site.
I know this isn't your fist post.
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You win at HCRealms posting for today.
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