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I was thinking of a dirty trick I could use with TK, but I didn't know if it would work within the rules, since it's not clearly stated whether I can or can't.
So, I know TK is on a close combat action only, so let's assume for the sake of arguement that Cosmic Boy is next to Cyclops, and I've made a successful TK roll. Now when I go to move Cyclops ten spaces away, can I force him through the walls? For instance, say that there's an open space in the wall that I can move Cyclops beside, and for nine more spaces, I keep shoving him through walls for nine damage. Would that be an applicable use for TK? And, if so, would the damage be treated as different attacks (for the different parts of the wall), or as one big attack for the purposes of Toughness, Invulnerability, and Impervious?
It's a long shot, I know, but I had to ask
Can't we replace all the mundane characters with Darkstalkers?
Upon second thought, I realize that it would take 3 damage to knock a wall down, so that's out of the question...
Actually, ro_gan, there's a guy I play with who keeps insisting that the Fastball Special is in the rules. I suppose if he wants to do it, I can pull this TK trick on him, eh?
Personally, I like the idea, but I can see why it isn't done.
Can't we replace all the mundane characters with Darkstalkers?
I wished they redid more rules TK at the top of the list. Like having to be next to the object for one and being completely limited to using heavy object tokens for purposes of attack thus eliminating certain characters advantages like Phoenix' 12 range cause moving her up to an object usually will put her in harms way negating her "range advantage".
Originally posted by Litz I wished they redid more rules TK at the top of the list. Like having to be next to the object for one and being completely limited to using heavy object tokens for purposes of attack thus eliminating certain characters advantages like Phoenix' 12 range cause moving her up to an object usually will put her in harms way negating her "range advantage".
Ummm... To TK an object you do have to start adjacent to it.
If you want to stay out a foes range, why in the world would you move into it just to TK an object? Would restriciting TK to heavy objects effect Phoenix, considering she does a natural damage of 2 and the 12 range doesn't apply to TK? Moreover, Stealth, Deflection, Super Senses, Running Shot/CHarging + soaring, Invulnerability and any number of tactics can minimize Phoenix's 12 range advantage (which doesn't apply to TK).
I don't mean to get bristly, but they did just redo the rules, and I like the game about 200% more than before. Maybe I don't understand what you are trying to say, but IMO the idea of another rule change has questionable merit.
Yes you did misunderstand me. To use her TK to attack she must be adjacent to it. Thus she or anyone else using TK for purose of attack must be where ever the object is thus any advantage to having a long range to keep out of reach of attacks is negated (which is the designer's focus on Phoenix' advantages) Which can also be negated by all the things mentioned above. Making her 85 points or so vastly wastefull. He also said her TK attacks were unaffected by range, am I wrong in that also poses a lose to her effectiveness? As her range is better. Plus the object is wasted even if you miss and does barely any better damage than your ranged attack. (on average) Long to short: TK attacks are inconvinient at best, at lest add a minor RCE effect to TK (picking up various small objects and accelerating them to deadly effect +1dmg to ranged combat) If Hypersonic Speed can have a list of effects a mile long, than something as versitale as TK should do more than move a friend /enemy pick up and throw object. At least allow throwing against a wall like above. Or maybe halve your range for purposes of lifting, that IS the point of TK (moving something not near you,well part of it anyway)
My bad. I thought you were saying it was overpowered.
As for TK being too weak, I think it is underrated, especially with the new rules.
1. Being able to toss a foe onto some forsaken region of the map can effectively neutralize many figures, often for several turns. You may not score points for a KO, but stranding Logan on a rooftop can still win you games. Even more viable a tactic after the rules change.
2. Toss a foe in front of your heaviest hitter.
3. Pull wounded comrades out of the thick of battle.
4. Toss healthy comrades into the thick of battle.
5. Unstealth the joes hiding behind the engine block token, then clock them on the head with it.
6. Etc. A very versatile power.
Using object tokens as weaponry is just gravy, IMO.
No problem, believe me, my friend and I who play regularly know the beauty of TK, my friend rarely uses flyers to taxi, instead he uses TK to move someone to another TK'r than to my figs, etc. It IS a good power especially with the new rules!
Well, I'll still use TK and all, because it's okay the way it is. Like I said, I understand why the rules won't let you throw people into walls- it would just be too easy I like the many uses we have for it, but I just thought there could be a couple of other things to be done with it.
Oh well...party on!
Can't we replace all the mundane characters with Darkstalkers?