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and it allow you to move a dr. doom you control to your hidden area, right?
(and forgive me if this has already come up, but i just thought about this)
so if i play a decoy program on a robot enforcer for instance, then i try to use D.I. to move him to my hidden area.
so the trick is : since equipment cannot go to the hidden area, the resolution of this effect would remove the equipment from the doom robot, and he would essentially be stuck there, right?
now while i have not finished working out the useful strategies for doing this yet, other than allowing you to not have to replace the robot when you do play doom, this could be important to know.
The biggest benefit of that strategy is that it would be incredibly hard to 'turn off' Doom since you will almost always have a non-stunned Doom character on the field now.
The 'Monks idea was the best. They're usually targets aren't they? Take them down before they can jack up their master? So if you hide them away, and use say.. a salvage to recover the equipment and do it again. Tricky parts you hit are somethinged "foiled-ing" your salvage or a ultility belt(type thing) to block your DI because, remember folks, it can only be used once per turn...
Unless You have a Clayface-Load of them in going off at the same time. :devious:
Originally posted by tchalla so the trick is : since equipment cannot go to the hidden area, the resolution of this effect would remove the equipment from the doom robot, and he would essentially be stuck there, right?
Actually the way I took it, the equipment would be KOd first and your character would lose the name Dr.Doom. Therefore Diplomatic Immunity wouldn't work on that character. Im not positive on this, but it is just the way I thought. Because I thought about this trick too. Puppet Master in the hidden area would be sweet.
Originally posted by tchalla but invisible woman is not nor can she become an army doom character, so she would need something else altogether to get her into the concealed zone.
Originally posted by RoT Actually the way I took it, the equipment would be KOd first and your character would lose the name Dr.Doom. Therefore Diplomatic Immunity wouldn't work on that character. Im not positive on this, but it is just the way I thought. Because I thought about this trick too. Puppet Master in the hidden area would be sweet.
Based on what has been stated, Equipment is not KO'd until the character is actually 'moving' (similar to characters of the same name are not KO'd until a new one is recruited). The end result would be that as part of moving to the Hidden Zone, the Equipment would be KO'd. The movement, however, is still in process so would not be stopped.
yea, I could definately see doing it with guys like Monks, Sentries, and even Doom Guards. Hey, free +1 Def for Doom (and Purple Man if you run him)? I'd take it!
Of course, it IS a rather expensive combo, since you need to pack Decoys, DIs AND the army characters to get it to work. And IMO, Salvage would be a must, to put multiple guys in the Hidden area. Still, it might be something to consider. I don't see Mark Vs being worth the effort though, since Doom is the important guy on the board, and the Mark V only reinforces Army guys.
while this would be a trickier thing to pull of in some ways, the idea of a doom deck being able to wreck shop on turn 4 is nothing new. but the idea of the titans losing all of their steam against doom..? that i like a lot!
oh, so um, huh. ya already team attacked my whatever was in front of doom, did ya? and you've played your teen titans go to ready all of those little poopheads to team attack my doom as well..to bad doom has diplomatic immunity to such trivial little cheesy things as teen titans tricks!