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I understand the game text of The Power Cosmic, but I can't quite understand how it is used to end the game. Is it simply a matter of being able to attack first that wins the game?
Can someone sort of walk me through the effective use of TPC?
That's basically it. Turn 7 your opponent has ini and you hope they make a formation mistake i.e. leaving someone in the support row. You play submariner turn 7 to go with your Dr. Doom, VVD then you hit them hard by taking the initiative and attacking a couple of times with Submariner (hopefully more than once).
Yeah, there's no other REAL reason to play TPC unless you can win after using it . . . if you can't then you'll be fighting an uphill struggle since you won't be able to play Doom: LoL or other notable characters.
The Power Cosmic is only if you can guarantee you will win the game on this turn. The most common way this is done is attacking a bunch of support row characters with the Submariner. But many people have come to expect this and thus bring everything to the front row on Turn 7. Probably the only other situation I would use it in is if endurance totals are so close that two straight turns of attack will seal the victory for you. This is a risker gambit because they can still play all their plot twists and locations and you've destroyed all but the ones in your hand.
Because if your opponent pulls out any other tricks that leave them with even one endurance, they can easily go off on their next turn since you can't recruit anything. I honestly haven't played it much since people have begun accounting for Prince Namor's presence.
No, just two. You always pass the initiative at the end of the recovery step. TPC only gives you the initiative beginning at the start of the next phase until the next recovery phase.
Another way to use it which i found is a much better way , use it as a last resort
even though you might be able to attack a several times, it dont garenties your win as your opponet might likely pump their characters or reinforce them and it will total defeat the purpose .you cant paly any thign from hand either since you have 0 resource, unelss ofcourse, its surprise attack. how ever, if you are loosing for sure already, why not take the chance of playing the cosmic and you might get a surprise that you acutally have a chance to win even if you lost all of your resource since simply, you lived for another turn. you got nothing to loose cuz you was going to loose anyway.
I must not be getting this because I read TPC as "KO your resources and you get the initiative at the start of the next phase instead of opponent"
How does this make you attack multiple times?
Like you play it on the opponent's turn and you get the initiative, I don't see how that wins games, because your opponent can still attack you on his attack step.
Well, your subby or whatever 7-drop you have out there is to ensure they do not get to attack during their attack phase.Gaining initiative to attack first gives you first hand at stunning all his defending chars.
Or deal so much BEL that whatever attack they throw at you wont be enough.
Thats why TPC has to be played correctly. Its not as simple as seeing subby in hand and TPC and you immediately play both.
If your opponent has 40 life and he has a 7-drop with a 6-drop both front row then TPC and laying down a subby wont help much either.
Its really not a sure-win combo in my opinion. You have to still use it properly to win.
@Cradok And I do think you get three initiatives. Turn 6 is your initiative to attack, Turn 7 you play TPC to gain initiative during combat phase. Notice its just one phase and not the whole turn. At recovery phase, your opponent recovers first because initiative is his.
If it lasts till turn 8, naturally the attack initiative is back to you.
no, you're mistaken. You swap combat initiatives, so you take over their turn, and effectively gain 2 attack turns in a row (turn 6 and turn 7, for example). On turn 8, it switches back to your opponent. Even more reason why you need to be able to make the killing blow when you play TPC.
Originally posted by Folderpirate Like you play it on the opponent's turn and you get the initiative, I don't see how that wins games, because your opponent can still attack you on his attack step.
You're right, the opponent can still attack but you have to understand that being able to attack first means a lot.
Would you rather have your opponent attack your guys first, have a few of them become stunned and leave you with little to attack with when it's your combat phase?
Or would you prefer to do the stunning with your team as a whole before your opponent has a chance to do anything about it putting them in the position previously mentioned?
If it were up to me, I'd attack first as it creates field advantage.
Originally posted by Magus You're right, the opponent can still attack but you have to understand that being able to attack first means a lot.
Would you rather have your opponent attack your guys first, have a few of them become stunned and leave you with little to attack with when it's your combat phase?
Or would you prefer to do the stunning with your team as a whole before your opponent has a chance to do anything about it putting them in the position previously mentioned?
If it were up to me, I'd attack first as it creates field advantage.
not to mention that endurance totals are generally pretty low at that point. alot of the time who has initiative on a later turn decides the game.