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For awhile, a buddy and I were playing with house rules -moving through Hindering Terrain cost 2 movement instead of 1- instead of stopping movement upon entering it.
Ultimately, that made for a pretty dynamic game and made things like , , and traits that ignored hindering terrain super useful.
Now that we're playing with the actual rules, is there a point in having a water team?
We noticed during a recent game that once every piece entered water terrain on a map (Anura Temple - Outdoor), was suddenly moot. There seemed, at that point, to be no functional difference between and .
For awhile, a buddy and I were playing with house rules -moving through Hindering Terrain cost 2 movement instead of 1- instead of stopping movement upon entering it.
Ultimately, that made for a pretty dynamic game and made things like , , and traits that ignored hindering terrain super useful.
Now that we're playing with the actual rules, is there a point in having a water team?
We noticed during a recent game that once every piece entered water terrain on a map (Anura Temple - Outdoor), was suddenly moot. There seemed, at that point, to be no functional difference between and .
Thanks in advance for the words of wisdom!
Unless there is something special on that map, would halve their move value when starting a move in water terrain, whereas would not.
characters get a +1 to their defense against range attacks when they occupy water as well.
pieces tend to be a little less optimal than your average figure.
With VD (Visible Dials), their design weaknesses are more exploitable so be careful if you are using the CoD (card on dial) versions. The pre-CoD dials can still surprise given most players don't use them.
I am hoping for new dials for the sub-optimal pieces we currently have.
Visible Dials and Pushing Damage need to be optional. This is the way.
On the all water maps, tend to get more bonuses in addition to the base +1 DV against range. Also, in golden age, Submerged is your best friend.
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????
If feats are allowed. Teen Titans Aquaman loves that on a water heavy map...
Well... he would if he weren't instead of
But yeah, I had dreamed about playing an Atlantis team on a water map for years. When SM Aquaman came out, I thought I had a chance, then the FI water map came out and made it a reality. Oh, and Nerkkod is a dream (or a nightmare) with Submerged on that map.
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????
Fist thing that comes to mind would be the Submerged Feat Card. IDK why they just don't allow water characters to gain stealth in water. Aside from that, its a useless power since there hardly any water on maps.
I used to always keep an Atlantis team in my case. fi022 Nerkkod for my main attacker, sm048 Aquaman to give the majority of my team free movement, ffbvs004 Aquaman for free Barrier, jltw029 Ocean Master in case I didn't get to pick the Atlantis map and for full map attacking, 3 cwsop111 Namor's(totally lame!) so my entire team had +3 Attack and spamming a possible 18 bystanders, fi015 Attuma to shut down opposing characters power actions(and with Submerged, they just couldn't do anything about it!), bd006 Aquaman to turn every Atlantean Warrior bystander and everyone else, into a bomb, 2 smww042 Lori Lemaris's and a handful of smww022 Mermaid's to turn all the Mermaids into mega-bombs, Submerged on everyone eligible, and some other filler for a crazy 1800 Atlantis Theme Team. Yeah, not much fun for anyone, including myself trying to keep up with all those pieces! I wouldn't recommend it, but it is totally busted!
Fist thing that comes to mind would be the Submerged Feat Card. IDK why they just don't allow water characters to gain stealth in water. Aside from that, its a useless power since there hardly any water on maps.
There is a difference between "useless" and "not as universally useful".
Flight makes both water terrain and hindering terrain the same for movement, but water will not offer a flier a +1 defense against ranged attacks.
A team built around can try to take advantage of that.
And there are maps with water, some with a great deal of it, so if you have built a it is up to you to build with those maps in mind.
You must spread some Reputation around before giving it to Sassamo again.
Well, rep to you for an awesome team build that would normally be ignored, even if you never got to play it.
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????