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Red posted:For those of you who keep your character cards in binders, what binder pages do you recommend?
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# ¿ Feb 24, 2014 05:17 |
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# ¿ Apr 28, 2024 09:14 |
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The Grammar Aryan posted:I use these. You can stack them, so they fit pretty much anywhere, and it's been working out pretty well for me so far. Not sure how I'm going to deal with the new scale of giant figs, like Validus or Colossal Boy, though. You can definitely get them cheaper at a Lowe's or something- I nabbed mine for something like ten bucks apiece. As for the big figures, just lie them down. It's annoying because it breaks the nice uniformity of all the pieces lined up in order, but oh well.
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# ¿ Feb 24, 2014 16:58 |
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SLoSH finally gets a dud, with a Daemonite leader whose powers are unreliable and never seem to really gel together, and much more of a finesse piece than he ought to be for his fairly substantial point cost. Sculpt looks cool, though.
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# ¿ Feb 24, 2014 18:39 |
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SublimeDelusions posted:Any advice on what to do?
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# ¿ Feb 24, 2014 23:34 |
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Sanschel posted:The Trait for the chases is gross, getting to steal an attached piece of an opposing Resource and use it as a relic. Though because of the wording I think you can only ever take one; this is written more like Full Moon for the werewolves/Moon Knight, I think it'd need to be "for each character with this Trait" for you to take more than one. Am I reading that right?
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# ¿ Feb 25, 2014 02:32 |
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Stealing the Batman Cowl is definitely the best bet against the Utility Belt, and also the funniest option. DARKSEID DEMANDS A CAPE
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# ¿ Feb 25, 2014 17:09 |
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Everyone gets the same poker chips, it's not an exact character match to who was in the starter.
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# ¿ Feb 25, 2014 23:53 |
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Triplicate Girl syncs up insanely well with her gravity feed self.
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# ¿ Feb 26, 2014 04:04 |
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Allow me to christen the new thread with the very first "gently caress you, Yu-Gi-Oh". Because gently caress you, Yu-Gi-Oh.
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# ¿ Feb 26, 2014 18:22 |
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Call no man a true HeroClix player until he brings at least three sets of dice with him to tournaments, and sometimes brings out an extra set just to show to the regular ones, to put the fear of God into them that they'll be replaced if they keep this bullshit up.
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# ¿ Feb 27, 2014 21:40 |
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ManiacClown posted:DoFP Professor X is up. He's 150 points and has IT: Hindering/Elevated/Blocking/Characters with an 8 Range and Sharpshooter. I don't know about him. He might surprise me, but I think he's overcosted.
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# ¿ Feb 28, 2014 21:53 |
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Captain Satire posted:Like a regular Heroclix map that's printed on some cloth. So instead of having to unfold the paper one or dealing with a bulky laminate you could just roll a cloth one out.
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# ¿ Mar 2, 2014 01:52 |
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Steve Vader posted:I actually won the SLoSH tourney today (which never happens) because I was lucky enough to pull Takion and Cosmic Boy, and I ran Polar Boy and a Daemonite. Takion was a little trickier than I thought given that his HSS/PW range is only 2 (half of half)
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# ¿ Mar 2, 2014 05:16 |
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ManiacClown posted:You still halve your range and then add whatever modifiers, then take whatever half of that is for your Pulse Wave AoE. See here for confirmation. It's a wrong ruling though.
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# ¿ Mar 2, 2014 06:45 |
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Morand posted:Afterwards we ran a quick fun game with Andy doing full point Leatherback and Magik vs THE LEGION OF DOOM *Kaiju comes storming up through the swamp at Lex* Lex: "Awww. That's adorable." *Lex presses a button, Kaiju falls down dead*
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# ¿ Mar 3, 2014 01:09 |
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Captain Satire posted:What do you mean when you say chase? There's a ton of terms I'm completely unfamiliar with. For the record, commons are two per booster, uncommons are either 1 or 2 per booster, rares are 0 or 1 per booster, super-rares are one per every three or four boosters.
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# ¿ Mar 3, 2014 03:10 |
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Captain Satire posted:Edit: Quick question, because the Legion team ability makes them wildcards, does that mean that so long as I include my Science Police Officer in my team they can all make use of the bonus when making a ranged attack?
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# ¿ Mar 3, 2014 06:05 |
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TK is also awesome because the character you've moved can still make an action that turn, letting you fling somebody out 8 squares and then have 'em charge or running shot another 4 or 5.
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# ¿ Mar 3, 2014 17:31 |
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Captain Satire posted:You can use TK on an object somebody is holding? Could you grab a rock from them and hit them with it in the same action? Note that this is why people pretty much don't hide on objects any more, it's way easier to get Smoke Cloud from somewhere.
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# ¿ Mar 3, 2014 18:49 |
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Ha! I knew they were on switchclix! Also, sheeping the other team to screw with their line of fires will be hilarious.
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# ¿ Mar 4, 2014 00:04 |
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Morand posted:I made a trade thread on the realms if anyone is interested. Looking to finish off SLOSH
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# ¿ Mar 4, 2014 04:53 |
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Captain Satire posted:I have a new question: My work make thinks the Avengers team ability, which states "When you give a character using the Avengers team ability a move action, it does not count towards your available actions for the turn," means he doesn't have to put an action on the hero. Like, if you're playing a 300 point game, so you get 3 actions per turn, and give someone with that TA a move action, you still have 3 actions left for your turn. That's what it does.
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# ¿ Mar 4, 2014 06:37 |
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Red posted:- Rules of Thumb for using abilities
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# ¿ Mar 4, 2014 20:00 |
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A Newbie's Guide to Powers and When/How to Use Them Speed Flurry - Always use this if you can. Remember that you can activate Flurry off of the close combat action Charge gives you; there is a reason why special powers love to give both powers at once. Leap/Climb Phasing/Teleport - These are passive powers. Just remember that you have the improved movement. Earthbound/Neutralized - Sucks to be you. Get off those clicks, if possible. Charge - See that guy you want to hit? Is he within half your speed value? Awesome; go hit him. Remember that you've got a close combat action, not an attack, to use once you get there, so all your other cool punching-people powers can still be activated. Mind Control - Think about the absolute stupidest thing your opponent could do right now. Then make him do it. Usual standards are attacking an ally or making someone walk right into your killbox so your entire team can take him apart. You only get one action with the mind-controlled character even if it's a free action, so go ahead and force them to use Outwit or Perplex, just know that that's all you get to make them do. Sidestep - Deceptive little power. Moving two squares every turn for free can really add up over time, but it's still only two squares and still bound by all the rules governing movement. Useful mid-dial to reposition during a fight; not so great to actually get to the fight. Hypersonic Speed - Always use this. Always always always. You're more mobile than anyone else on the map; take advantage of this. Blaze halfway across the map and still make an attack. Hit a guy and then retreat out of his range. Just use it. Stealth - Keep your guy in hindering terrain if at all possible. You can see out, but nobody can see in. Your unstealthy guys can hide behind a stealthy buddy, since they still block line of fire. Running Shot - Charge, but for ranged combat attacks. Count your swing (how many squares away you can target someone from) -- high speed and high range can add up real quick, letting you threaten half the map. Attack Blades/Claws/Fangs - Is your damage value 1 or 2? You want to use this. If it's 3, it's very situational. Against a figure with no damage reducers, you probably want the guaranteed 3. Against someone tougher, you might want risk doing no damage against the possibility of hitting them hard enough to really feel it. At a printed 4 or higher, don't use this unless you have a special version that caps the minimum value (such versions do exist). Because it doesn't take an action to activate (it activates when you're given a close combat action to do anything), this power combos with any other melee power except for Close Combat Expert. Energy Explosion - If two opposing characters are next to each other and none of your guys would be caught in the blast, use it. If some of your guys would be caught in the blast, you still might want to use it anyway, but now it's up to you. Pulse Wave - If you have one and only one figure within half your range and line of fire, use this every time. There's nothing in the game more devastating than a single-target Pulse Wave. If you have multiple targets... it still might be worth it, but you'll only do 1 damage to everyone you hit, and that includes your own guys. You need to ask yourself if you'd rather do that or try a regular attack at full damage against a single target. Remember that Pulse Wave turns off everything. When you're making the attack, anyone you're targeting has no powers, no traits, and no combat symbols. This is why it's so devastating. Fear it. Quake - Can you use Steal Energy? If not, there's almost no reason to ever use this. Super Strength - Might as well carry an object around, if there's one nearby to grab. There's no downside. Incapacitate - If you can't damage somebody, or think they can do more damage on their next turn than you can do to them this turn, by all means, give 'em a token. Incap turns great when being used on characters who are already pushed, because penetrating damage is always good. Penetrating/Psychic Blast - There is literally no reason to not always use this. Even against characters who don't have damage reducers. Just get in the habit of always declaring it. Oh, and you can use it with Running Shot, too. Always use it. Smoke Cloud - It's not really worth a power action most of the time unless you need to provide cover for a Stealth character who's suddenly been caught in the open. The -1 to attack is nice, and makes throwing smoke on your enemies viable just to screw with their aim. There's also a lot of ways to use this for free, and it's great as a free action. Precision Strike - Passive power. Just remember you have it. Poison - The damage is dealt at the beginning of your turn and if you forget to declare it, it doesn't happen. So don't forget. Since it's a free action and you control how free actions resolve during your turn, you can absolutely Outwit someone first and then call the Poison. This is a good idea. Steal Energy - You don't get a choice. You have to heal the click. Sometimes you might wish this wasn't the case, but it is. This is where Quake shines, because you heal 1 damage for every character who takes damage from your close combat attacks, and if you can Quake a bunch of guys at once... well then. Telekinesis - This is the A+ prime mobility power. You get to place -- place, not move -- someone up to 8 squares away, and they can take a non-free action after you do so. This is huge. TK out someone with Running Shot and it is quite possible that you can hit anywhere on the map. TK friendlies out of danger. TK objects into people's faces, even if they've got Stealth and are hiding, because you target the square, not the character. If all else fails, TK opposing characters, although that requires an attack roll. Remember that the TKer and TKee both need line of fire to where you're sending 'em. Defense Super Senses - If the dice roll your way and you keep on dodging attacks, nothing's better. If you miss a roll, though, you take full damage, so watch out. Turning that 6 damage alpha strike into a miss is great, but if you don't, you're likely crippled. Watch out for Penetrating Strike. Toughness - You'll still take damage on all but the weakest hits, but at least you can soak minor annoyances like Poison. Defend - Despite the name, what you really want to do is get behind somebody. Let them use your (likely quite high) defense, with the added benefit that if they get hit, they still keep on using your defense instead, making them just as hard to hit next time. Some healers will have Defend and a very low defense value; this is to make it easier to make their Support rolls, since you can replace your buddy's defense with a much more hittable 15 or 16 before attempting to heal 'em. Combat Reflexes - Makes you very annoying up close. Also lets you ignore knockback, which can come in handy. Useless from range, so get into melee ASAP. If you have Stealth (and that's a popular combination), remember that they can't shoot you if you're in hindering terrain and will have to come to you, where your Combat Reflexes will help. Energy Shield/Deflection - The ranged version of Combat Reflexes. Don't let anyone get into melee with you. Barrier - Sort of an anomaly in that it feels much more like a power that belonged on the attack slot. Use it to hide your entire team behind the blocking terrain, or to isolate opposing characters from their friends. Mastermind - Keep a bunch of lower-point minions around. As long as you've got someone else to take the hit for you, you get to stay on the top of your dial. When you run out of minions, you're in trouble. Willpower - This should be pretty self-explanatory. Push away, just keep in mind you've got absolutely no defenses. Invincible - Has an advantage over the damage reducer powers because it ignores damage, rather than reducing it, meaning Penetrating/Psychic Blast and Exploit Weakness don't work against it. On the other hand, unless you only get dealt 1 damage you will be taking some clicks. Impervious - The cadillac of defense powers. It's basically Invulnerable with Super Senses added on, but the difference is that Super Senses evades the attack while Impervious reduces damage to 0. This matters for powers like Incapacitate that activate off of a successful hit, not damage being dealt. Also, since penetrating damage can't be reduced, Penetrating/Psychic Blast and Exploit Weakness will go right through you anyway, while Super Senses would have allowed you to dodge the attack altogether. Regeneration - This takes a power action to activate and has 33% odds of not healing you at all, so if you're surrounded by enemies it might be best to go out in a blaze of glory instead of taking time out to try and heal. If you're safe for the moment, there's no reason not to try. Invulnerability - Like Toughness, but better. Now people have to hit you fairly hard before you start feeling it. Damage Ranged Combat Expert - Judging whether to add to your attack value, damage value, or split the bonus between them is situational. You need to figure out if you're more concerned with hitting the guy or hurting him. Keep in mind that this takes a power action to activate, so you can't use it with Running Shot. Battle Fury - Does more harm than good most of the time, but getting to ignore Shape Change, Incapacitate, and Mind Control can be great in the right situations. Support - You're a medic. Keep this piece out of harm's way; it's built to heal up its friends, not deal damage. Has a minimum result of 1, unlike Regeneration, but you can't heal somebody if you or your target are based by an opposing character. The other team knows that and will try to get someone up there to interfere. Exploit Weakness - Penetrating/Psychic Blast, except for close combat attacks. Doesn't work with Flurry, so when both powers are showing you need to decide if you'd rather deal regular damage twice or penetrating damage once. Enhancement - Stay close to friendlies who are making ranged attacks. Probability Control - The first of the big three damage powers. Works once per your turn and once per your opponent's turn. This is insanely powerful. Attack rolls, B/C/F, healing, anything that requires a die roll and doesn't say "can't be rerolled" -- you get to make them do it again if you don't like what came up the first time. Learn to use it or forever get whupped by those who do. Shape Change - If the dice roll your way, they can't even target you. That's really good! But it's optional and your opponent will be hoping you forget you have it. Don't forget. Declare Shape Change and make the roll. Close Combat Expert - The melee version of Ranged Combat Expert. Same decision to make, same power action to activate. Empower - Enhancement, but for close combat. Stay close to the punchy guys. Perplex - Second of the big three damage powers. Knowing what value you need to go up or down by one at the time is situational and will take practice to learn. They can all be useful. If you've got nothing else to do with it, Perplex up the defense of the friendly character you think is most likely to be attacked. Outwit - Third of the big three. You can turn off any power you like. You can't turn off combat symbols, but you can get the abilities those symbols grant, so basically: whatever is annoying you the most? That goes away. Leadership - Getting to add an action to your available actions for the turn is nice, but rarely the big prize. The big prize is getting to take an action token off an adjacent friend. Get lucky with that and you can change the flow of an entire match. CapnAndy fucked around with this message at 04:52 on Mar 5, 2014 |
# ¿ Mar 5, 2014 01:43 |
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Morand posted:Depending on how busy I am tomorrow, I'll take a stab at this. I'll do a quick writeup on all the different resources tomorrow.
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# ¿ Mar 5, 2014 05:29 |
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Except for defense, the only non-optional powers are Steal Energy and Earthbound/Neutralized.
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# ¿ Mar 5, 2014 17:07 |
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A Newbie's Guide to Resources and How They Play Okay, so if you're just starting out, you don't have any of these. Everyone else does, and you're gonna see them frequently. You can get them on eBay if you want; they're pretty cheap for the most part. Infinity Gauntlet: The first resource, and at 40 points, this is still the 400 pound gorilla of resources. It starts off great and goes up from there, slowly spinning up in power the longer the game goes on. Once it hits Apotheosis Obtained or Ultimate Godhood Approaching, watch the gently caress out. Characters with the Gauntlet will generally try to hang back out of harm's way while they power up. If you're facing one, don't let them do that. The guy with the big shiny glove is your priority target. Take them out before that's not an option any more. Utility Belt: Ridiculously good for its points -- a mere 13 points for Willpower and the Batman Ally TA is a steal all on its own. Add to that the belt's propensity for giving out +1 or +2 to all combat stats, its extreme flexibility (you can change the item loadout on the belt before every match), and the sheer usefulness of most of the items, it's no surprise why you'll see it so often. There's not much you can do about it. Just get in there and beat up the guy wearing it; times when the belt isn't giving out any stat bonuses are the times to strike as hard as you can. Book of the Skull: Unlike the Belt or Gauntlet, this is assigned to the entire force, not just one person. The Book itself is pretty negligible; it grants bonuses to one person per turn, the bonuses are pretty minor, and even if the book spins up to the good bonuses there's no way of stopping it from spinning right past them again and back onto the weak stuff. The real issue here are the hammers, which all give +2 to attack and an array of powerful abilities. The good news is, picking up the hammers is still a relic roll, which requires a power action, which will slow Book teams down in the beginning as they all move out, get a hammer dropped, pick it up, and then have to clear off those action tokens. You can use that time to get set up and maybe even ambush somebody. The bad news is, there's a figure named Splitlip who lets you make relic rolls as a free action, and nearly all Book teams will bring Splitlip along. The hammers are huge offensive boosts but do nothing for defense, so your best bet is to start crippling the hammer-wielders as soon as possible. Don't worry about KOs, worry about dropping attack and damage values so that they're not offensive threats even with the hammer. Oh, and watch out for falling hammers: a character with a hammer dropped in its square gets to Quake as a free action. Clever players will exploit this to get in free attacks. Power Plant: This is the finesse resource. It's assigned to the entire force, like the Book, and hands out one Mandarin ring per turn to whoever its controller wants to have that ring. The rings go back to the plant when that character clears, making it very unpredictable; usually the player will have a plan to exploit free actions to keep at least some of the rings on one character, but the other rings will be moving back and forth constantly. The Black Light ring in particular will give you grief, as it gives free action Smoke Cloud that grants Stealth to the wielder and any friendly character adjacent to him. It's powerful as hell. If somebody's using free actions to stack rings, that character is your target -- take them out. Incap will work wonders here if you can use it, since that'll force them to clear tokens and send all the rings back to the Plant. Phoenix Force: Assigned to up to five characters, this resource is unique in that it actually incentivizes knocking out characters assigned to it. Every time one character with the Phoenix Force goes down, the remainder get more powerful. Go for crippling over KOing here to avoid that, not actually taking anyone out until they've all been weakened. If they just assign it to one character and leave a bunch of fragments on the base, go after that one dude and take him out while he's still only got a bonus to his speed value.
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# ¿ Mar 5, 2014 21:27 |
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SublimeDelusions posted:Also, another stupid question. When the character is assigned the phoenix fragment, do they use the yellow or blue side of the card? People have been mentioning how they get the free flight and poison regardless just by being given the phoenix force. Which, I thought only came with the fragment when using it as a relic, not a resource.
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# ¿ Mar 5, 2014 22:52 |
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Yeah, that's an opportunity you seriously should have to pay money for.
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# ¿ Mar 6, 2014 22:35 |
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Fought in an AvX Month 3 today, with some unique rules: you have to play a themed team of your faction (Avengers, in my case), 400 points constructed, minimum 4 figures on your force, anything with a card is Modern Age, and the Phoenix Force is the only allowed resource. I played full point AvX Spider-Man, 100 point Scarlet Witch, AvX Black Panther, Tony Stark, and the Phoenix Force with three fragments, assigning it to Panther and Spidey. Right before Round 1 began I discovered another house rule: last month the judge had ruled that you couldn't leave fragments on the base of the Phoenix Force, you had to assign as many characters as you did fragments. I called him on that being incredibly wrong and he retreated, but said that since people had built thinking that was a rule, it wasn't fair to them to change it for this month. Not sure how it was fair to me for building things correctly only to get hit with that when I couldn't rebuild, especially since the key to my plans was leaving Colossus on the Phoenix Force to give Spidey and Panther invul down their dial and starting charge, which Panther in particular desperately needs. In rather ill graces I took the Namor fragment off my team. Round 1 was against Dazzler, AvX Cyke and Emma, and 40 point Jean Grey, with everyone but Jean Phoenix Forced. It was a very close match (loving Emma and her loving uncounterable powers, she is so goddamn good it makes me sick) but I squeaked out a win 175-141, KOing Emma literally as last action was called. Round 2 against AvX Wolverine and Spidey, Sharon Carter, and Dr. Voodoo, with only Voodoo using the Phoenix Force -- with the Cyclops fragment, no less. Dude didn't know what the gently caress he was doing. He kept splitting everyone up, I'd pounce on the most vulnerable one, and basically he fed his team to me one piece at a time. Won that 397-103. Round 3 was against AvX Cyclops, 100 point Jean Grey, Polaris, and GSX Archangel. I alpha'd Archangel with a heavy to the face and the guy gave up right then and there, you could just see all the fight go out of him. He basically just stood his team in place and let me beat them to shreds, barely fighting back -- like, with Scarlet Witch and Black Panther standing literally next to each other, he focused his ranged attacks on Scarlet Witch, the harder target he'd have to roll more times to hit. Explain that to me. Clean sweep, 39-whatever to 0. There's enough players at that venue that two people can go 3-0 and I had the lower point total, so I ended up in second. Counts as a win in my book. The overall skill at that venue is pretty low, which helped me out a great deal. That second guy had no idea how to play (seriously -- Dr. Voodoo? seriously?), the third one walked his biggest guns right up into my alpha strike range and then was surprised when Spidey took away his best attacker. First round dude knew what he was doing and made me work for it, at least. Black Panther is an absolutely sick combination with Spidey and the Witch, though. Just keep on pumping out willpower so at least one of them is attacking every turn (Spidey in particular is devastating when he can keep on attacking instead of having to rest every other turn), plus you can immediately slap Willpower onto Scarlet Witch on turn 1 and No More Whatever without pushing her. Month 4 is same rules except 500 points and the Phoenix Force will be ruled correctly. I'm a little sore about today and I want that Cyclops, I intend to bring the heat. CapnAndy fucked around with this message at 05:40 on Mar 10, 2014 |
# ¿ Mar 10, 2014 03:49 |
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I usually play theme teams, just to avoid choice-lock if nothing else.
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# ¿ Mar 10, 2014 16:14 |
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The guy making the roll you want to re-roll has to be in range and LoF of the PCer. So in your example, no, you can't make them re-roll the attack. Yes, characters can Perplex themselves.
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# ¿ Mar 10, 2014 22:03 |
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That is one hell of a Widow. Also, I think I like Steve Rogers AEing into Cap better than full-point Cap, which is a first for me.
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# ¿ Mar 11, 2014 00:25 |
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VELOUR SPACESUIT posted:On first hearing all this I was kind of shocked, but now I am pretty okay with this. This puts a nice spin on the meta, but doesn't completely destroy it. Everything seems like a solid balance. I wish they'd actually put up the 2014 rulebook and PAC, though. I want to see if there's any other changes. Modern Age in particular is due for a major trimming -- if we're going all the way back to Superman for yet another year, why even have the Ages at all?
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# ¿ Mar 11, 2014 17:49 |
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Sanschel posted:Actually I am now sad that I never got to fling a Light object 8 squares with Gambit for maximum effect In a post-GenCon blowout event, In the third round with a record of 2-0, with Con LEs as the stakes. Against Sentroid, Sharon Carter, and a ridiculous pit crew all clustered together in hindering... with one character, just one, in clear terrain. Yeah, that was a good time. Everybody but Sentroid died in the explosion.
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# ¿ Mar 11, 2014 21:48 |
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SublimeDelusions posted:Yes, I was taking Mystics damage. The judge ruled that you have to take the mystics damage for PW on someone. It's been that way for as long as I've played at the venue.
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# ¿ Mar 12, 2014 06:31 |
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Lazy is exactly the right word. There's no reason to rule that way other than "Mystics is my favorite crutch, how dare someone work around it, rather than get better I will change the rules so my way always works".
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# ¿ Mar 12, 2014 17:03 |
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ManiacClown posted:You can play multiple special objects. You just can't play more than one of the same special object. Unless you're talking about the 3d special heavies and lights, of course.
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# ¿ Mar 13, 2014 00:03 |
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ManiacClown posted:Edit: Wait, are you equating special objects with immobile objects?
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# ¿ Mar 13, 2014 03:52 |
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# ¿ Apr 28, 2024 09:14 |
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Is Nightcrawler's Everywhere At Once worded that he gets to use probability control every time he's attacked? Like, if you attack him three times in one turn, he gets to prob each of those once? Because it really looks like that to me.
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# ¿ Mar 14, 2014 19:21 |