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Ive been setting him up with the fireball pouch (2 red d4) staff (yellow d6, red d4) and medi pack.
This gives a pool of:
2 white d4
1 yellow d6
1 yellow d8
4 red d4
Now, unless im in close combat range, I'll be using the 4d4 to attack with at best. This makes it very easy to roll bad karma or to hit multiple bullseyes and score no real attack value at all.
This makes it seem that his starting equipment may not be the best option.
Do any of you recomend alternate equipment that will give him more range in dice numbers without taking away the versitility of the red dice?
His attack already beats everyone's defense. With two attacks you can throw 2 red d4 each time and probably do at least 2 damage. But your best bet is to do whatever it takes to move him in close.
Ive been using him with his SMG... and even if its only 10 inches, rolling 3 red dice with it really hurts. Every time I attacked I did around 6 clicks of damage. Now.. it was only one attack a turn, but thats a big attack irregardless.
I dont see him as completely viable unless you give him some range besides his magic to use the reds with. Maybe if you gave him that SMG kharkov has.. Instant cheap longrange.
I do agree though, he does have too many D/4's. It's funny because when I equip him wiith only the items he came with, his dice pool looks the most meager out of all four of my figures, even though he is gigantic.
Just the kind of thing that makes me chuckle sadly.
Well, I've only played two games with two different opponents, but I personally would often roll one die to augment a different attack. Just like magic enhancement in Mage Knight: it's just that little extra bit of luck that I'll get a red ace.
as powerful as his stats are, yeah, his d4 overabundance is more often than not a source of lotsa bad karma. the fact that his base dice are 3 d4s isn't something to really be happy about. but hey, this figure still has class. cheesy, but classy. :s
and yes, he is a very scary close combat monster. most effective there if i could say so myself. :)