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i can't find my rulebook, and i'm curious. on an artillery attack, when you roll for the token, do you use the attack modifier on the token or the unit's base? and after that, do you do the 1 damage on the token, or the # for the damage that's on the base?
For almost all artillery attacks you use the the numbers and special equipment on the dial. The attack and damage numbers on the artillery token are only used if your artillery unit is salvaged after placing the token. So for example, if I were to give my Sniper Artillery unit an order to make an artillery attack on my turn, and the enemy salvaged the artillery unit on his/her turn, I would use the attack and damage numbers on the artillery token to resolve the attack on my next turn. Note that if the enemy eliminates your unit before the artillery attack is resolved, the artillery token is immediately taken off the board. And of course, while an arty unit may be able to resolve attacks while it's salvaged, it can't make any new artillery attacks.
It depends on the wording. Attacks and defensive equipment that require targeting a unit (e.g Decoy, Agility on the defender or anti-personnel/streaks on the attacker) won't apply whilst more generic SE (e.g. armor on the defender or armor piercing/improved targeting on the attacker will apply). What determines what applies and what does not is all about the wording.
ok with the arrow artillery tank thing, it does 2 dammage and has two tokens, does the dammage get split between them for 1 each, or does it get 2 each
If i use a Ranged Combat Formation to do the artillery attack, can I use the Steel Wolves/Wolf Hunters - Rasalhague Dominion SA card to increase the damage of my unit. Going by the exact wording it would seem so, but this would make some pretty powerful artillery.
As worded I would have to say yes. Worth asking in the rules forum that because a trio of SW Padilla suddenly look very, very nasty dealing potentially 4 armor piercing...
As worded I would have to say yes. Worth asking in the rules forum that because a trio of SW Padilla suddenly look very, very nasty dealing potentially 4 armor piercing...
I was thinking of two Padillas each combined with a pair of Mortar Squads. Shorter range, but it lets you lay down the 4 damage armor piercing arty every turn.
Or even putting three Mortar Squads together. They can now threaten Hardened/Reactive Armored opponents.
This army would also have good synergy with CW Purifiers who potentially get 4 damage pulse (only 2 damage on the second shot however) or the CW SRM Teams that get 4 damage Armored piercing w/ a 10 attack.