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I've been interested in learning what 1.0 figures will be usefule in 2.0. I'm sure we've all heard that the Werewolves, Blade Golems, etc. will be very powerful. Anyway, at my venue several people are talking up the Striker.
However, I was clicking through it's dial this evening when it hit me. It will be very powerful the first 2 clicks, but then it moves to bound. All the sudden it's speed is decreased to 6" unless you want to take a click of push damage. After the 2 bound clicks it speeds back up again. This just struck me as strange.
I remain convinced that the current 1.0 charge and bound SA rules should remain unchanged allowing figures with these 2 SA's the ability to double their speed if they want to move only (irregarless if they have a foot or horseshoe speed symbol).
I think Striker will be about as effective (if not more) in 2.0 as he is currently in 1.0.
The real focus should be the Avenger and Tormentor. They are getting a definate boost underneath the 2.0 rules. If only the Tormentor had Dodge for one more click after the first. So many people underestimate the Flight ability, even on the new Celestial Titan, but I still feel it is one of the most versatile ability for movement. It servies as an ability to allow a figure with it to pick his spot on the board,a nd hide behind terrain until he can get to that spot. It serves as an ability to tie up figure then break away while some other friendly figure Bounds it to death. If you're lucky enough to capture a figure with a Flight captor, then you are so much better off getting to your start area and keep breaking away during a tie-up rescue.
Granted the Fell Reapers fall into this category, plus have the horshoe symbol, but the other Solonavi have a bit more stamina. Whether or not the inflated point cost on them is worth it comparably is a question we'll have to test out to see.
As for figures like Corpheus, I have no problem with him using double-time to move 40". It'll give him a click of damage and, after all, he IS a speed demon. Besides, he still has to be within 22" to get a shot away...
I totally agree that bound and charge on 1.0 figures shouldn't be nerfed to mean slower than a turtle.
I still think the Striker will be useful - the high move gets him into the thick of the fight. Once there, if he gets hurt short ranged bounds shouldn't be a problem. My real concern is for all the suddenly slow models with bound/charge 3-7 that have to limp along and take half the game to even get near the objectives!
They have fixed the problem for cavalry by the way; they have said that models with a horseshoe symbol don't take a click for doubletiming which lets them move normally at the double rate. I think that's fine.
I don't think it will make much of a difference to Corpheus whether he can move 10 or 20...the table is only 36 by 36 and most of the fighting will center on the objectives. So I really don't think a move of 10 is much of a limit. He might want to move farther to get into position, and after that he'll probably want to keep making moving shots anyway. He'll still be nasty. On the flip side, if he could somehow doubletime 40...how often would he ever actually need to go that far? Sure, he can way the heck ahead of the rest of the army, inside his own long shooting range...but why?
I was just thinking...will Striker & Tormentor be able to Surge 14" ? Effectively a 14" Charge.
To the initial point I raised...my concern is more about escape speed. Lets say your high pointed Striker gets into the think of things and gets smacked for 3. If you want to evade you are stuck at moving at only 6" unless you want to take a click of push damage. In this case almost any figure can outrun Striker and finish it off. Kind of defeats the figure point formula. I always thought that Stiker and similar figures had high costs because of it's unique blend of speed, and striking power. In 2.0 the point values won't change, but unless they maintain the integrity of the current Charge and Bound SA it will be a less effective figure. Sure it is somewhat compensated in it's ability to double-time at the start of it's dial, but I don't know about you, but I don't want to get such a high priced figure too far ahead of my supporting troopers.
Striker will be incredibly powerful think park him into a huge patch of hindering so he cant be swarmed or surged easily, then eaither 14" surge (hindering wont reduce flight speed) or take a shot from 14" away either way he remains AT LEAST as good if not much better.
yeah you'll better have to watch out for those bound clicks but other then that he'll be awsome imo
I think it will be cool, now with the +1 to defense, if a figure has flight, the Solonavi Creator will be as devastating as the Amazon, able to move 28" and with a 19 defense with Invulnerability? Well I am gonna be using it in most of my 2.0 battles.
I used the striker and tormentor yesterday, in a 1,200 pt (used the 2.0 demo rules and conquest rules for actions) battle, both, even with bound and charge are still very effective killing machines. As far as the tormentor goes, IMHO she really should not push or surge until she loses dodge in her first click. Another charge fig that I saw work well were a couple of half-troll gorgers, their pretty ugly in a fight (and looking).