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Is it possible for the Ram to do 8 points of ram damage to the Hill Giant in one turn with four actions?
Example - Use front section to move side and front sections in = 2 damage. Side section to break away, spin, so the other side and front are in contact. Same for the back and other sides action. Do the rules work this way? comes up to a total of 8 damage.
All the sections to be used for movement must be given actions at the same time. Then the chariot spins in place, and moves straight forward. As soon as it contacts the Hill Giant and does (presumably) two clicks of Ram damage, its movement ends, and it may not move again in that turn. It can make attacks with any sections that have not yet been activated, but it cannot continue to spin, move, etc.
You could attempt to do 8 damage by hitting the giant for two clicks of ram damage, then using a passenger with weapon master, roll a "6." Not quite what you wanted though.
Actually, and this would be an ideal situation, if you have old Frosty in the back you could move forward with the Front and possibly one side and do a Double Ram, then attack with Frosty for 4 and the other side for 4 for a total of 10 damage. Good luck getting there with your Front section intact, however.
...don't you have to give a move action to the section to activate the SA? So for your double-Ram the front and side would need a move action, which would prevent either from taking a combat action. Or am I confused (again)....:confused:
What Altan is saying is that you don't need to use a move action to activate Ram, as is seen in our favorite example of ML/Ram. You use Ram, but you don't give a move action to the guy with Ram.
Same with the Chariot. Other sections can move the chariot with Ram and still apply damage with that one moveless section w/ Ram. Therefore, one of the sides may do Ram damage, and then attack.
Yep, I'm standing at my coffee pot this morning when it clicks: THATS what he was saying!! Sorry for the confusion.:eek:
My personal experience with Hill Giants is that feeding them Ram on subsequent turns (Dwarves or Kruggs) is a good strategy: if he uses an action to break, chase him. If he uses an action to kill your figure, sacrifice another. You lose figures and points, but the trade-off is in your favor.
mathematically using ram on a hill giant is the best thing to do. say you use a War Hatch***. 40 points. if you are able to levitate ram for 3 clicks on the hill giant .
that is worht 76 points to your opponent for the cost of a 40 point figure. also lowers defense and attack.
i once had a pyre spirit single handidly take out a hill giant (thanks to 5 levitators and 2 critical misses by opponent and a crit hit by me)
You could do 8 damage with your Atlantian Ram by moving with one side to put the other side and the front into base contact (ram X 2 = 2 damage), then attack with the front to do 4 (2 + 4 = 6 damage), finally attack with the remaining side to do 2 more damage (6 + 2 = 8 damage!). If you have a good pasanger, 11 attack or higher, you you could attack with him first to increse your chance of hitting with your other attacks and deal even more damage:D [ag]
As long as that section has not already been given an action I see no reason you couldn't attack with it: there's nothing in the Ram SA that causes it to end your action. Are you confusing the effect of Ramming and the effect of being Polearmed?:confused: