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Pushing applies at the end of the order, so you'll do it after you've placed the pog, marked the unit pushed, etc. The optional AP clicks when you resolve the pog, as you can choose to turn it off at the last minute and avoid the click on the Padilla.
I recall that pushing/clicking a Padilla was tricky, but for a 2 AP unit with two pogs, it can be devastating once it hits the sweet spot.
Pushing damge is made as soon as you declare your making the attack. Drop your pog and turn your dial. As far as your SE AP you have to click it after you declared to use it and before you make the roll. In other words. You claim if AP is on or off. If you use it you make the too hit roll. Hit ot miss after the attack then you take the click for using it. If you miss you still take the click.
I think rose is correct. Single use damage effect push clicks are applied after the resolution of the order. If dice are not rolled, the order isn't resolved.
And dependant upon the unit, you may push yourself (or be damaged by your opponent) out of the Armor Piercing which means you don't get to use it. You only get to use the SEs available on the dial when you resolve the attack.
So you take the pushing damange fro artillery when you place the pogs? This has been disputed before somewhere and as I recall I thought the ruling was that pushing damage was given after you rolled for the attack? You dont take poushing damage before moving, you do it afterwards..
You take the pushing damage for the push when you place the pogs. You take the pushing damage for the single use SEs after you resolve the attack.
The mechanism for giving the click of damage is giving the unit the second order token. The order token for artillery is given on the turn that pogs are placed.
You take the pushing damage for the push when you place the pogs. You take the pushing damage for the single use SEs after you resolve the attack.
The mechanism for giving the click of damage is giving the unit the second order token. The order token for artillery is given on the turn that pogs are placed.
Sorry to revive an ancient thread here, but I was giving the issue some thought and although I agree with cavingjan's assessment (and will play the rules thus), It makes more sense that if an arty unit had ArP shells in it's magazine that it would report those shells spent used as soon as they left the muzzle (i.e. when the pog is placed). The advantage is clearly with the controller of the arty as he/she can delcare at the last minute that the SU SE is off thus avoiding a click of SU damage. Just another one of those little rules-vs-reality issues that we all know and love:tired: . I won't even begin to get into the whole "larger guns having less range than smaller guns" issue.
you mean like the long range machine gun (AC 2) vs the shotgun (AC 20) ?
More like the long range machine gun (AC 2) and the LONGER range 120mm M1A2 Abrams main gun (AC 20). Heavier guns = heavier shells = heavier recoil systems = longer range. While I understand and accept the game mechanic for CBT it is still backwards. Doesn't stop CBT from still being a great game though.
Not neccisarily. Larger shells need more power to be fired. What is actually important is the propellant to projectile weight ratio. *remembers college physics class and shivers*
It follows the simple tenant of the game: use only the stats on the dial at the time of resolution. With the exception of tokens (the pilot abilities that roll from one turn to the next use tokens on the card to denote something), there is nothing that is carried over from one turn to the next.