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Have 2 figures that can use Smoke Cloud and have fairly respectable ranges (V Checkmate Agent comes to mind). Move them far enough out of your starting position so that they can project Smoke Clouds farily far, but try to keep them concealed from enemy attack. Then move your Stealth figs forward, using the Smoke tiles as a protective shield. I used this strat at a local venue with R Batman, E Deathstroke, 2 V Checkmate Agents, a couple ranged Hand Ninjas and a medic and it worked out very well. This was before the Indy rule change though, and I'm not sure I'd risk using a team this reliant on Stealth again for fear of Pulse Wave or a wildcard team toting a R Steel.
use smoke cloud (ROBIN my BUDDY!) to put four squares of Hindering around any HSS fig. The Smoke (hindering) blocks HSS, so the fig will have to stop once it enters the smoke, or moves between the corners of two smoke markers, just like hindering. Amazo CAN soar over the cloud, so watch for that!
FLASH! Watch OUT! it is a Smoke Cloud TRAP! ARGHHHHHH!
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amazo and OWAW superman are flying figs, thus they ignore the effects of hindering terrain, even more so is superman and his TA. so the only way you can stop them is basically barriering them, they arent much fun to play against imo, they're bastards >.<. smoke cloud should be used to stop opposing teams figure movement, even though its rare that they'll have an all ground based team.
Originally posted by sylentspy amazo and OWAW superman are flying figs, thus they ignore the effects of hindering terrain, even more so is superman and his TA. so the only way you can stop them is basically barriering them, they arent much fun to play against imo, they're bastards .
i know, but he would still get his butt handed to him by the HSS figures imo, low AV. the only saving grace he has is the stealth and outiwt plus willpower, but in the end, superman would def rape him, and amazo would have a hard, but not impossible time w/ him. i dont know what the point was, so yeah...
Amazo could. But if Batman goes into soaring mode, he can get within 10 spaces of Superman, outwit the HSS, and give his teammates time to get up there and take him out. Vampire Batman is the bane of LE Superman. He only needs a 7 to hit Superman, which is as average a roll as you can get. He can handle Superman.
but then supes only needs a 5 to hit batman, not that hard imo, that would knock him off his outwit clicks, effectively neutering him. you never accounted for hindering terrain either...
Hindering terrain doesn't affect a soaring Batman, or Superman. The reason to use Vamp Batman is to get within 10 spaces (outside Supes' 8 range), outwit HSS, and let Bat's troops move in to take out Superman. If Superman runs, Batman can chase, staying 10 spaces away and continuing to outwit the HSS. The other figures get within range of Superman, and plink away. I'm telling you, Vampire Batman is the answer to LE Supes.
In a 300 pt DC game, I can use
Vampire Batman
Vet Nightwing
Vet Deathstroke
Vet Robin
Vet Checkmate Agent
Vet Easy Company Medic
You would have 64 points to come up with a supporting cast, I can chase Superman no matter where he goes, and there's no way that you can block off line of sight from all three of my outwits, who can outwit you from soaring or ground level.
But, if you throw in more support, I get to throw in more support. How about adding Vet Wonder Woman or the Martian Manhunter to my team? I know that LE Supes can win (I've done it), but I don't think the Vampire Batman has been considered as a Superman beater in the new rules yet.
If you move through the diagnoal space between two hindering terrain squares without moving out of or into hindering you have to stop? Is this from the new rules?
Quote : Originally Posted by mbauers
Ok, so this game's finally over?
Who the eff daykilled me back to back days? Seriously.