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I'm surprised that no one here mentioned this yet. Metagame.com (the guys who brought you Sabretooth) now have an article on the Danger Room. Won't put up a link because you can't do that here, so if you want to see the pic, go to the site yourself. I will paraphrase the article though:
Danger Room
Of all the rooms in the Marvel Universe, the X-Men’s Danger Room is certainly the most famous. Time and again in the comics, we find X-Men new and old taking some time out of their busy schedules to practice in the room that Shi’ar Technology built.
In the Marvel TCG, the Danger Room provides a continuous modifier, which means it’s always turned on. You don’t have to do anything to make it work (except flip it face up). X-Men team members practice a lot of maneuvers and hone their combat skills here, so the game text of the card reflects that by giving them bonuses in combat. Front row characters (who are usually your heavy-hitters) get a +1 ATK bonus. Support row characters (usually your back-up characters) get a +1 DEF bonus.
This gives the X-Men player the opportunity to set up his characters in an absolutely deadly formation, one where the front row bristles with Wolverine-like claws and the support row is as solid as Colossus. How you set up your formation depends a great deal on whether or not you have the initiative for the turn. But it usually isn’t the right move to just throw everyone up front for your attacks and retreat them to support when you’re defending. What’s the key to the ultimate formation? Know thy enemy.
Careful observation of your opponent’s characters and predicting his likely character recruits are both crucial. That +1 bonus to the ATK or DEF could mean the difference in combat, especially when both players are using characters of roughly the same size. If an opponent’s biggest character has an 8 ATK and your key character has an 8 DEF, put your character into the support row to keep him safe (barring any dastardly manuevers).
One of the greatest tricks to play with the Danger Room is the surprise reveal. While you could just flip it face up on turn one, it might be more worthwhile to wait until your opponent makes an attack. Just when he thinks he’s going to take down one of your characters… surprise! Cyclops has been training in the Danger Room all this time and saw the attack coming a mile a way.
Locations provide powerful effects throughout the game, but keep in mind that they only work when they’re face-up in your resource row. Since you’re (usually) only able to play one resource per turn, each slot on your resource row is a piece of prime real estate. Be careful not to overstock your deck with locations or you may not be able to make use of them all. And that would be sad, as there are so many good ones out there…
i mentioned it, just not here, tee hee. i was going to, but i checked the news/events forum and i was not allowed to create a topic, so i just opted to put it up in the marveltcg.net forums...
Give it time. Too many people have been burned on CCGs based on the comics (with the exception of Wildstorms). It will take time for everyone to see that this is a good game worth their time and money. March 31st can't come soon enough (Marvel VS TCG and DC HeroClix Unleashed, oh my aching wallet):eek: