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Playing the Comic: Patsy Walker aka Hellcat

Posted by Heroes and Dice on August 10, 2016 at 1:50 PM Comments comments (41)

Hello Everyone it is MegaloRob with a Playing the Comic.


So today I'm going to look at the Patsy Walker aka Hellcat series that started a few months ago.  I've been picking them up because I like Hellcat but I haven't sat down to read them until just now.  I'm two issues in and I'm ready to form a team.

So in the book Hellcat was working as a detective for She-Hulk's lawler office but She-Hulk fires her because of a lack of money.  Hellcat has a series of hipster unfortunate events and ends up making an emergency meeting with her super hero community.  They all come running thinking there is some punching that needs to happen but realy Hellcat just needs to see friendly people and have a burger.  The group she calls in are what follows: She-Hulk, America Chaves, Squirrel Girl, Kate Bishop, Spectrum, and Valkyrie.  I can represent this group in a 300 point team if I leave out America, which is easy because she doesn't have a clix representation yet.  


Hellcat and her Amazing Friends 289pts

AVAS012 Hellcat 73

FI005 Valkyrie 130

CA056 Squirrel-Girl 59

AVID Hawkeye 5

AVID Spectrum 5

AVID She-Hulk 5

Iron Man Briefcase 12


For the ID cards I'm using the civil war She-Hulk because she can charge through walls but she is 90 points so only Valkerie can call her in, the secret invasion Hawkeye because this kate is only 57 points so all of the figures can call her in, and the age of ultron specturm but at 77 points she can only be called in by valkerie.  

I have the iron man briefcase Hellcat could use some damage reducers.


So this is a tough team to play right here.  None of my main figures have any range.  So I basically have 2 ranged attacks I can make in the whole game, through Hawkeye and through Specturm.  So I gotta plan my movement and positioning carefully.  However Squirrel-Girl helps with that a great deal.  See she has monkey joe.  I detach monkey joe and he runs over next to the guy I want to deal with.  Monkey joe has 8 speed with leap climb and 16 defense with super sense.  Monkey Joe will run up and stand next to whoever I need based.  They can spend an action to try to kill Monkey Joe and I have a chance to evade that attack or they can try to break away from him.  Either way is fine with me.  See valkerie can be placed in any square another figure was koed in when they are koed.  So in killing monkey joe my opponent then allows me to place valkerie next to them, and that figure that killed monkey joe doesn't get to attack valkerie because they just used their action to take out the squirrel!  Who will just go right back to squirrel-girls base so I can pop him off again next turn.  If my opponent decieds to ignore monkey joe I can then just push him and when he is koed because of the push I can still place valkerie in the square monkey joe ended up, and then I can have valkerie attack!


Hellcat will be running interference.  Squirrel-Girl will be managing the monkey joe madness.  Valkerie is the backbone of the team and will do most of the heavy lifting and damage dealing.  


What are your thoughs?


 

Approaching the Game: Superior Foes of Spiderman Sealed Primer

Posted by Heroes and Dice on August 7, 2016 at 11:35 PM Comments comments (0)

Hello Everyone it is MegaloRob here with an Approaching the Game article!


Today I am going to talk about the Superior Foes of Spiderman set coming out this wendesday (August 10).  This is going to be my primer for approaching sealed games.  This is a little different then other primers you may have read.  Again, this is my primer and how I approach Superior Foes of Spiderman sealeds.  


Starting off we are going to need to make a few assumptions:

  1. You recieve 2 boosters for your sealed team.
  2. You will be building a 300 point team.  
  3. You will not recieve a SR, Chase or Prime.
  4. A booster contains 2-3 common, 1-2 uncommon, and 1 rare.
  5. If a figure has multiple point values I will count the lowest point value.

1 and 2 seem simple.  3 is a shocker, but really I like to bet on the surest thing and expecting to get one of those rarer figures really puts a huge challenge on getting your head ready for the unxepected.  


Lets look at the Common figures:
  • Lowest point figure 15pts
  • Highest point figure 80pts
  • Average point of a common figure 45
  • 1 (6% of common figures) has outwit, that is Kingpin.
  • 6 (38% of common figures) have a move and attack power. Not counting Serpent Society trait.
  • 2 (12% of common figures) have super senses.
  • 1 (6% of common figures) have percision Strike, that is Trantula.
  • 2 (12% of common figues) have perplex.


Lets look at the Uncommon figures:

  • Lowest point figure 25pts.
  • Highest point figure 100pts.
  • Average point of an uncommon figure 70.
  • 2 (12% of uncommon figues) have outwit.
  • 7 (43% of uncommon figures) have move and attack.
  • 3 (18% of uncommon figures) have super sense.
  • 1 (6% of uncommon figues) have percision strike.
  • 4 (24% of uncommon figures) have perplex.

Lets look at the Rare figures:
  • Lowest point figures 35.
  • Highest point figure 105.
  • Average point figure 69.
  • 1 (6% of rare figues) have figures has outwit, Boomarang.
  • 7 (50% of rare figures) have move and attack.
  • 4 (24% of rare figures) have super sense.
  • 1 (6% of rare figrues) have percision strike, Boomerang
  • 1 (6% of rare figures) have perplex, Mephisto.
  • 1 (6% of rare figurs) have leadership, Beetle.

Now lets say that in your two boosters you get 5 common, 3 uncommon, and 2 rare.  

The average point cost of a figure in the CUR range is 58 points.  This means that you can probabally build a team with 5 figures on it if you so choose.  In a 300 point game this will work out to your advantage as you will be able to out action an opponent.  This also means that if you build a team with less then 4 figures you need to expect to get out actioned.  

Expect to get 3 or 4 figures with super senses.  There is a good chance that you could build a team with all super senses figures.  Now relying on super senses is a big risk.  But those figures are mostly spider-verse figures and they all work together really well.  Outwit and percision strike are much harder to find then super senses so you can expect your opponent to not to be able to cancel your super senses.  This will mean that 1 in 3 of their attacks that would hit will instead miss. If your opponent is Meatloaf (2 out of 3 ain't bad) he would be perfectly fine with those odds.  But if you are making the same ammount of attacks then your opponent and you are hitting 33% more often then they are then you will most likely win that match.

Do not expect to have a figure with outwit.  Out of 48 figures in the CUR set only 3 have outwit.  Those are deep odds.  Now if you pull those outwit figues Norman, Kingpin, Jackle, and Boomarang then heavily consider playing them.  Because if your opponent has 4 figues with super senses that means they have 4 spider-men figures and they all work together really well.  As low of odds seem to get one of those outwit figures your chances of getting one of the 3/48 figures with percision strike that will ignore that super senses. If your oppoent does have a figure with outwit KO that figure first.  

The uncommon figures have the most perplex.  1/4 of them have it.  Odds are good that you will have at least 1 uncommon figure with perplex but remember we only expect to get 3 uncommon figues so odds are still good that we won't have one.  But if you get a figure with perplex then play that figure.  Perplex won't be on every team and that little boost will give you an edge.  

2 figures have leadership, 3 if you count Boomerang's high point value and I am not.  These 2 figues are Beetle and Kingpin.  If you are fielding a team of 5 figures in a 300 point match then leadership will be a great boon to you.  That extra action could make a huge difference.  Kingpin also has outwit.  That fat man brings a lot to the table for 75 points.  Watch out Kraven, he might take your head off with a car door.... ;)

There is a lot of move and attack in this set.  Most of it charge and running shot.  There is one guy though you need to watch out for.  Speed Demon.


In my opinion Speed Demon is the guy who will be winning events.  He is a rare figure but he is also the only CUR figure with Hypersonic Speed.  In my opinion the golden ticket of pulls for doing well in the sealed environment would be Speed Demon with some perplex and Kingpin.  Speed Demon has a 12 speed with hypersonic speed, an 11 attack, and 3 damage.  He also has indomable so he can be pushing a lot.  Kingpin's leadership succeeds on a 4-6 and he removes action tokens regardless of point value.  Keeping Speed Demon and Kingpin close enough together and Speed Demon can return to Kingpin could mean Speed Demon is attacking every turn!!!

But then what if you pull a SR.  Well there is an easy answer to this.  In my opinion the last few sets have had a shift in their design.  The CUR base of the set creates a kind of law of physics within the set in what you can expect from figures.  But then the SR figures come in and break those rules.  If you get a SR I will strongly suggest that you build your team to support that SR figure.  Like if you get Ares, he has a high defense with damage reducers you do not see a lot in the CUR set, he has a really high attack, he has a high base damage.  But Ares wants to be in close, he has a 6 range but his tools are close combat tools.  So give him some running shot support or a taxi figure.  


There you go.  This is my primer.  I'm not going to tell you what figures to play or even rate a figure on its own.  You know how you like to play the game.  What I hope I did with this article was give you a good overview of how the set behaves so you can build your team without regrets and maximize on your fun.

I'll see you around.


Approaching the Game: ID Cards

Posted by Heroes and Dice on July 25, 2016 at 7:15 PM Comments comments (0)

Hello Everyone, its MegaloRob.  Sorry I haven't posted anything on this blod in at least a week.  I have been sick.  So when the little boy went to bed instead of coming here and typing one of these up I went to bed too.  But I am healthy and feeling strong again so here we go. 


Today I'm going to talk about ID Cards.   

Ok so in my Playing the Comic features I haven't featured ID cards all that heavily but I really do love these things.  I don't care if all of the top teams at worlds used them or if there are certian ones that are more powerful then others or whatever.  I just really enjoy the whole ID card idea and I wish every figure just worked like an ID card.  


Let me tell you why.  It opens up more of my collection to be played.  It is that simple. For 5 points I can play an additional one of my figures, granted its for a single turn but still I get to play that extra figure.  It is a good deal.  Now I have a friend who is every much eh on ID cards.  So lets get into some tatics with ID cards to make them more useful in play.


Lets say you have a figure that you feel is really good but drops in its usefulness quick as it takes damage.  Like any of the Skrulls.  Well I like the Skrulls but when they take some damage their attack really can drop.  They are a little outdated for the modern design of the game.  However when my Super Skrull: X-Men (106 points) is on the middle part of his dial (clix 3-6, he is 8 clix deep) he swings with an 8 and 9 attack.  This is the point where he can call in the Civil War movie War Machine (105 points) who has 7 range, 10 speed with running shot, 11 attack, and 4 damage.  


Another use of ID cards is when your team is lacking something.  Another thing I enjoy are my Hulked Out Heroes.  Now some of them have a bit of range but they are a bunch of hulks.  They want to get in your opponents face and smash.  Well if I stack a few range ID card figures into my build then I will be able to have a way to lay down some supression fire while my other hulks get into the close combat mix.  The reverse rings true for a heavily ranged team that is light on the damage reducers.  Stack that team with some good punching figures like black knight or even tigra and when your ranged guys get based you still have a way to deal good damage.  


But really, I just like to have a few more options and a few more of my figures on the board.  It makes me happy, and really that is what the game is all about.  You don't have to min, max.  Just play and have fun.

Approaching the Game: Wording

Posted by Heroes and Dice on July 18, 2016 at 11:10 PM Comments comments (0)

Hello Heroclix Fans!  It is MegaloRob with another Approaching the Game blog entry.  Today I am going to talk about wording.


This has been something Heroclix has had a hard time with ever since... well the game started.  Some things have been harder to figure out.  Here is an example:

Hammer of Thor Captain America's special power; Deflection Trajectory: "Captain America's line of fire is blocked only by walls and indoor blocking terrain."

This seems really straight forward and simple.  They even wrote a blog about this on the heroclix website where the game designers quoted the Captain America theme song "When Captain America throws his mighty shield all those who oppose his shield must yeild."  They said that when they say "only" in a power they mean only.  Again simple, right?  

Well...before the 2015 Colossal rules changes there was a point where the wording for line of fire for colossal characters was "Only characters with the colossal symbol block lines of fire to or from this character."  This was 2010.  I actually wrote wizkids about this because so far as I'm concerned my Sentinel could blow up batman in a bush and behind a wall.  This was the response I got "You have a fair point in terms of Colossal Size, and all I can comment on that at this time is that it is something that has already begun being discussed and will be addressed in the not too distant future (i.e., not this week but not in 6 months)."  It was addressed in 2015.  :)


Anyway I may have been the only guy who was always on the hunt to make his old sentinel better and took the rules this way but that is how they were written, intent in writing doesn't matter some times.  But I am sure that every single person who plays heorclix has a rule like this in their history.  Where you are sure the wording says one thing but you know that isn't the intent of the rule so you accept playing it another way.  


I am really excited about the Superior Foes of Spider-Man set.  The thing that gets me the most excited is Stilt-Man.  Now I'm not a super fan of the guy but I am a super fan of his Colossal Retaliation power.  "Place Stilt-Man such that he can make a close combat attack against the chosen character, then do so."  How direct and simple is that?  Really!  If this is how wording is going to be appraoched then I am super hyped.  I've been waiting for this for over 10 years!



Playing the Comics: Ultimates

Posted by Heroes and Dice on July 14, 2016 at 12:25 AM Comments comments (0)

Hello again.  It is MegaloRob with Playing the Comic.  Today I'm going to break down the new run of the Ultimates.


The Ultimates is a team that Captain Marvel (Carol Danvers) formed as a think tank and a preemptive response unit.  They are meant to figure out what the big issues are and then make them non issues.  Their first target was Galactus.  They actually managed to change him (THROUGH SCIENCE!) from Galactus the Devourer of Wrolds into Galactus the Lifebringer.  The big guy always said one day he would return to the galaxy 1000x what he took from it.  I know it sounds silly but its cool.  The book actually has a subplot of Galactus working as an agent of Eternity because Eternity is somehow bound.  Who could bind a universe? My money is on Doom.  


So the team in the comic is Captain Marvel, Black Panther, Blue Marvel, Spectrum, and America Chaves.  The only figure we don't have made is America Chaves.  And we are building, like always, a 300 point team so we are going to skip over Blue Marvel because he is 230 points.  The Ultimates were also the team that kicked off the Civil War 2 event after hearing that Thanos was coming to town.  In that story War Machine and She-Hulked joined them to stop Thanos so we are going to reflect that as well.


The Ultimates: Avengers Theme Team: Secret Avengers ATA 5pts(15): 297 points


Civil War Movie set

CACW013 Black Panther 80

CACW004 War Machine 105

Guardians of the Galaxy

GOGT207r Captain Marvel 115

Age of Ultron

AOU034 Spectrum 77

AOU23e She-Hulk 75

Nick Fury, Agent of S.H.I.E.L.D.

IDcard War Machine 5

IDcard She-Hulk 5


Our team is made up of 3 figures.  We have 2 fliers, 2 figures with willpower (indomiable for cap), 2 characters with pulse wave (cap at the end and spec in the beginning), 1 character with outwit, 1 character with percision strike.  


Here is how I would play the team.  I would have CM carry around BP.  She would be pinging away at figures with damage reducers with her 3 damage.  She has a 9 speed with her hypersonic so carrying BP would give her a 7 speed.  Now this doesn't realy let her hit then get away, it can but it isn't something you would be able to set up easily so you gotta assume that figures will get to her.  That is fine beause if they get to her then next turn they have to deal with BP.  BP has sidestep and outwit so when you get CM away after her attack you don't need to really think about where to put BP right away.  He can always sidestep to get into a better position for his outwit.  I would focus BP outwit on move and attack powers before I focus on defense powers.  Missing is a real possibility and you don't want to get rid of some damage reducer just to miss and then have a running shot psychic blast totally destroy your CM.  Then you have S.  She has phasing and pulse wave and a special power that lets her choose empower, enhancement or willpower.  That is pretty good.  You can place her in a position you want your CM to attack next to and pick the power that would increase CM's damage.  Your next turn you could have S pulse wave picking willpower.


So your team has 2 big threats, CM and S.  Both of those threats can opperate on their own. Although CM + BP is the main threat and S is secondary.  You can use S to set up a trap.  S can call in She-Hulk who has charge + flurry + super strength.  So when she gets knocked around a little she can still bring in some pain through She-Hulk.  BP can call in She-Hulk as well.  CM can also call in She-Hulk but she gets to call in War Machine too.  War Machine has running shot, 11 attack, and 4 damage.  So if it looks like your opponent has set up a trap for your CM you send in War Machine instead.  


Then we have the secret avengers ata.  This ata makes it so your opponent has to target your figures with an attack before they can use outwit or perplex on your figures.  Pretty good.  


What are your thoughts on this team?  Or the comic?




Weekend Clix Challenge 7/8/2016

Posted by Heroes and Dice on July 8, 2016 at 8:05 AM Comments comments (0)

Hello Everyone MegaloRob here with a clix challenge for you this weekend.


Here is what I want you to do.  I want you to build a team where at least half the team is generic figures.  


Playing the Comics: New Avengers

Posted by Heroes and Dice on July 7, 2016 at 1:30 AM Comments comments (0)

Hello this is MegaloRob with another of my Playing the Comics.  Today we are going to form a 300 point team around the New Avengers.  Now there have been a lot of New Avengers line ups but we are going to build around Sunspot's team.  


What is Sunspot doing with an Avengers team you ask?  Well he performed a corprate take over of A.I.M. and shifted it from the evil Advanced Idea Mechanics to the good Avengers Idea Mechanics.  Money talks.  And he treats the A.I.M. guys really well.  New Avengers is actualy my favorite of the current Avengers books right now.  While everyone is playing ball with shady/dirtbag Maria Hill and her S.H.I.E.L.D. Sunspot is the one guy who is standing up to her.  All while he has ultimate Reed Richards out to get him.  And the A.I.M. guys love him so we get some super brosie moments too.  They call him the Totally Awesome Supreme Leader of A.I.M.


So who is on his team?  Sunspot, Wicken, Hulkling, White Tiger, Power Man, Song Bird, Hawkeye (Clint), P.O.D. (a killer robot not clixed... Box would work for P.O.D.), Squirrel Girl, and A.I.M. Agents.  Yes the A.I.M. guys are part of the team.  When the team is on a mission the entirity of A.I.M. is following a stream of the mission and any A.I.M. Agent that helps out with a solution to a problem gets a big bonus.  


Here is what I have: 300 points on the nose, not a theme team.

Wolverine and the X-Men

WXM018 Sunspot 76

Captain America

CA056 Squirrel Girl 59

Civil War Summer OP

CWSOP024 Song Bird 70

CWSOP027 Hulkling 90

Avengers Assembled

AVASAVID Hawkeye 5

Avengers: Age of Ultron Starter Set

AAOU106 Hawkeye 75


Ok so lets break down this team.  Using the ID card I can fit 5 characters from the team into my 300 point build and I think that is pretty cool.  

Sunspot start out with charge and super strength and he ends with flight running shot and pulse wave.  He is also 76 points  and can call in that 75 point Hawkeye to do some running shot psychic blasting.

Songbird is the one flyer in the team (Sunspot and Hulkling gain the ability to fly through a power end dial though) and she starts out with sidestep and telekenisis and ends with running shot pulse wave.  Her Justice Like Lighting trait can help her clear tokens from just herself as she is the only one with the thunderbolts keyword.  

Hulkling starts with charge super strength and ends with flight and improved movement ignores characters regeneration.  So he can go in and throw some punches then run away to heal.

Squirrel girl is the tie up piece.  She has a lot of leap climb and combat reflexes and super sense if monkey joe is attached.  But monkey joe has leap climb super sense and while he is a squirrel he is from 2011 and predates tiny figures so you can use him as a meat shield for your guys.  Song bird can carry monkey joe around and drop him next to your opponent.

Hawkeye has traited running shot, 11 attack psychic blast and 3 damage with an 8 range and 2 targets.  So as a guy who comes in just for one turn he is really good.


So this team plays out kind of like two teams.  It can be tricky for you playing it but if you remember and plan for it you could totally take your opponent by suprise.  Its starts out as a bruiser in your face team.  Song bird has a low range so she isn't going to be shooting much and you have Sunspot, hulkling, and Squirrel Girl getting in faces and trying to do some damage.  Once Sunspot gets knocked into the second part of his dial he can start pulse waving and running shotting which is a great combo.  The same goes for Song bird.  She has 2 clix of her special TK power so do not be afraid to push her to get your guys in positions.  Followed by two clix of energy explosion and perplex so do not be afraid to push her to get that energy explosion blast off.  Then comes her running shot pulse wave.  Hulkling is a straight forward brick.  He just gets a defense spike end dial and can easily get away to heal back to his brick clixs easy.  Don't be afraid to make him run away.  Squirrel Girl is your tie up piece, use her and monkey joe to hold your opponent down while your other guys get into position.


I think this is a fun team.  What do you guys think?

 

Playing the Comic: Thunderbolts

Posted by Heroes and Dice on June 29, 2016 at 3:15 PM Comments comments (0)

Hello everyone, its MegaloRob with a Playing the Comic write up.  Today I'm going to build a team from the new Thunderbolts run.

This book has some backstory I gotta explain.  So..... Maria Hill got ahold of a fractured cosmic cube that gained sentience or self awarness or whatever and decided it was a 5 year old little girl.  Maria takes this little girl called Kobiak and brings it to a small town and then talks Kobiak into rewriting the reality of super villians.  Kobiak turned Graviaton into a balding accountant.  So the super villians didn't know who they really were, they just went about life in this little town.  Stuff went down, Zemo got away, the different avengers groups got involved, Kobiak turned Steve Rodgers from a grumpy old man into his normal young strong self.  In the fall out of all this while everyone was getting away Kobiak goes to Winter Soldier and tells me that people tried to control her and use her like a think just like how they did to Winter Soldier.  She asks that he keep her safe and watch out for her friends.... THE THUNDERBOLTS!


So the team is Winter Solder in the lead with Moonstone, Fixer, Atlas, and Mach V.  Then of course Kobiak just pops up and does amazing or terrible things sometimes.  


Lets do our 300 point team: 297 points total. Not a theme team.

Captain America

CA045 Fixer 102

Civil War

CWSOP030 Atlas 90

Nick Fury, Agent of S.H.I.E.L.D.

NFAOS100 Winter Soldier 95

Age of Ultron

AOUAUID103 Captain America

AOU020 Captain America

Guardians of the Galaxy 

GoGS101 Terrigin Crystals 5


Ok so what do we got.

Fixer is 102 poitns (higher point value then bucky), has the scientist keyword, perplex, and the masters of evil team ability.  

Atlas is 90 points of a big beat stick.  He is going to get shot but his 18 starting def can be perplexed up to 19.  Assuming your opponents high attack value will be 11 that means your opponent will need to roll an 8 to hit Atlas and the odds are in your favor for them to miss that attack.  

Winter Soldier has range combat expert that lets him target all opposing characters along a line (within his range) and his range combat expert special damage power also gives him imporved targeting ignores characters.  The Winter Soldier also has a trait that allows friendly figres with the scientist keyword and a higher point value then him to use mind control on him.  

We have the Cap ID card and the AOU cap because Cap is someone that Winter Soldier would call in for help and this cap has hypersonic speed, outwit, and can be brought in by any of my three figures.  

We have the terrigin crystals to represent the randomness of the Kobiak little girl.  


How do I plan to play this team:

Well I'll keep everyone within fixers range so fixer can perplex atlas.  Atlas will move forward as a big and hopefully hard to hit target.  Then the Winter Soldier will be using range combat expert ignoring Atlas and any other figure I want to ignor.  Now the beauty of Fixer, he can mind control Winter Soldier to have him make additional attacks each turn.  Between Bucky's willpower, and Fixers Masters of Evil TA the Winter Soldier will have a ton of oppertunities to attack.  Hell, how often do you get to have the same figure make multiple ranged combat expert attacks in the same turn?  Remember the damage depletion rule doesn't apply here.  This rule makes it so if a figure attacks a second time in a turn its damage goes down by 1 (flurrys power description states that it ignores this).  The mind controled attack doesn't count as Winter Soldier making an attack because the Fixer made him do it.  


So what are your thoughts on this team?


Approaching the Game: Outwit

Posted by Heroes and Dice on June 27, 2016 at 7:25 PM Comments comments (0)

Hello everyone, MegaloRob here with another Approaching the Game.  This week I'm going to talk about outwit.

"Give this character a free action to counter a power or a combat ability possessed by a single target opposing character until the beginning of your next turn.  Any game effects with a duration specified by the countered power or combat ability are removed.  A character using this power must be within range (minimum range 6) and line of fire to the target"

 


 

  • So you counter a power or combat ability your opposing target figure possessed.  Note that if it is thing the opposing figure "can use" is not the same as possess so any "can use" powers can not be countered with outwit.
  • You can counter combat abilities: indomable, duo, flight, dolphin, giant/colossal, sharp shooter, improved movement, and improved targeting are all combat abilities.
  • If a countered power no longer shows on the dial, but then returns to the dial before the beginning of the Outwitting characters next turn, the power is still countered.
  • If Outwit is countered or lost after having been used, then the countered power or combat ability is no longer countered and will not return to being countered if the Outwitting character regains the use of Outwit before the beginning of its next turn.
  • If a possessed power or combat ability is countered, but the character "can use" the same countered power or combat ability from a different source; they may still use the "can use" power or combat ability through that source.  

Now about the range of your outwit.  The minimum 6 range is a soft range.  There are a few effects out there that raise or lower the range of outwit specifically.  The S.H.I.E.L.D. and Hydra Deep Science Division are some of those effects.  The S.H.I.E.L.D. ATA is easy, it raises the range of outwit and there is no maximum range.  However, the Hydra ata reduces the minimum range of outwit.  So a figure with outwit using the minimum range could possibly have its outwit range be reduced to 3.  The rule of three still applies, so if you have 5 hydra guys using the ata your opponents outwit range is still only reduced by 3.  


Outwit is not a power that is necessicary on any team you build.  Don't get into the habbit of thinking things are necessicary to have.  Nothing is.  Its easier if you have outwit but don't let it limit you.  


Situationally anything can be the prime thing to use outwit on, even leap climb.  But, in a generalized thought I perfer to use outwit to hinder my opponent rather then to enhance my attacks.  This means I would rather use outwit to counter a move and attack power, indomiable, improved targeting/movement, support free action powers (outwit, perplex, prob, and even sidestep) before I would outwit damage reducing powers.  But again situationally.  If you think you can KO a figure if you outwit his imvulnerable then do it.  You do not want to outwit invulnerability just to knock the figure onto charge/flurry.  

Another use of outwit I always enjoy doing is canceling super strength.  Imagine this scenerio, your opponent has a hulk with an ultra heavy object 5 just far enough from you that he can charge you his next turn.  You can't move your figure, it has 2 action tokens.  There are 2 ways you can stop this hulk.  The first is outwit his charge, this is the simple approach and one your opponent expects.  The second is to outwit his super strength.  Doing this will force the hulk to drop the ultra haavy into his own square.  Now the hulk still has charge but he is in hindering terrain from the object and his movement is cut in half, so his charge range goes from 5 to 3 and he can not reach you with a charge anymore.  The second option also has an added bennifit of suprising your opponet.  When you stop their plan with something they don't expect you make them uneasy, like you know something about the game they don't and they start to second guess what they do.

This way of thinking goes along with my probability chrat from the previous Approaching the Game.  If I can lower the ammount of times my oppoent attacks then I will win.  This is where I think outwit really changes the game.

What do you think? 

 


Weekend Clix Challenge 6/24/16

Posted by Heroes and Dice on June 24, 2016 at 7:20 PM Comments comments (0)

Hi Guys MegaloRob here with your weekend Clix Challenge.  This week is an easy one.  So take a look at your collection and find a SR/Chase/Prime that you haven't used yet and build a theme team around that figure.  




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