Heroes and Dice


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  They are a little outdated for the modern design of the game.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!

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? 


Approaching the Game: Odds

Posted by Heroes and Dice on June 21, 2016 at 10:55 AM Comments comments (0)

Hi.  MegaloRob here for another Approaching the Game.  Today I'm going to talk about odds.  May they ever be in your favor.

To start off I'm going to list the odds of each 2ds roll:

2 or higher: 100

3 or higher: 97

4 or higher: 91

5 or higher: 83

6 or higher: 72

7 or higher: 58

8 or higher: 41

9 or higher: 27

10 or higher: 16

11 or higher: 8

12: 2

So... the first think that stands out are my odds of rolling a 12 is at 2%.  That is the same as rolling any exact number with 2ds.  2% seems right for the ammount of times I seem to roll a crit hit but that is the same odds for rolling a crit miss. I swear I have a 40% chance to roll a crit miss when I'm playing.  

Now rolling an 11 or higher has an 8% chance.  There are a few characters that set it so you get a crit hit on an 11 or 12 (like Sugar Man) this now seems like a pretty significant change.  Sugar Man has 4 times the probability of making a crit hit.  

But crits aren't something that you can count on.  Lets look at what we can count on HITTING!  The odds start shifting in our attacking favor when we need to roll a 7 or lower.  Needing to roll a 7 or lower puts us at 58% probability.  But then the next number higher, 8, has a 41% probability.  That is a 17% shift in probability between hit chances.  

This chart is something I keep in mind when I am planning my attacks.  I don't try an memorize all the probabilities, I just keep in mind that if I need a 7 the odds are in my favor and if I need an 8 they are against me.  

For pushing decisions this is a big help for me.  If I need a 6 or lower I will always push to hit.  If I need a 7 I will push if my opponent needs to roll a 7 or lower to hit me on their turn.  If I need an 8 I won't push unless I'm backed in a corner and desperate.  

Now the difference between 58 and 41 is big but it might not seem like it is that big.  No, it is pretty big.  Lets consider a casion.  Your odds of winning are set by law at a casino but they are set much closer. The casino has a 54% chance to take your money in every hand.  So as each hand starts you have a 46% chance to come up.  That is pretty close in your favor.  However, should play multiple hand over a period of time that slight tip in the casino's favor will take all of your money.  You are much better off playing a single hand for a large sum of money.  

So in heroclix if I can influence the odds so I need to roll a 7 or lower for more of my attacks and my opponent needs to roll an 8 or higher for their attacks then the odds of my winning are much higher then theirs.  Now this is purly on dice rolls, this is not taking into consideration skill.  

Let me give you an example with one of my favorite odd influencing teams.  The KILLER ROBOT SWARM!


Sister Superior 80

6 Ultron drones @ 30 points each 180

Robot ata @ 4 points each for 7 figures 28

Ok so the Ultron drones only have like 2 clicks of health but they have will power when the start or end an action next to another one and when they do not have an action token their action doesn't count towards your total.  What this does is give me a great deal of attack oppertunities.  The robot ata gives a robot perplex if it is adjacent to another robot (only one of the two robots can use that perplex).  With the perplex I can lower my targets defense or raise one of my robots attack.  If I am going to attack a single figure with multiple figures I would perfer to perplex down my targets attack (in case the first guy I attack with happends to miss the effect will still carry over for the next attack).  Then Sister Superior has a special leadership where when she makes the roll (a 6 on 1d6 there is a  33% chance for that) all friendly figures that share a keyword with her get +1 attack that turn.

So all the ultrons have a starting 10 attack, half of them have perplex through the ata, and 1/3 of the time they will have +1 attack from Sister Superior's leadership.  With these multiple ways to raise my already high attack my chances of hitting (and I'm going to be attacking often) are really high.  Lets say I am going to make an attack where I perplex down my opponents def and have the +1 attack from Sister Superior.  If my opponent has a starting 17 def then I will need to roll a 5 and I have an 83% chance to hit.  If my opponent has a starting 18 def then I will need a 6  and will have a 72% chance to hit.  If my opponent has a starting 19 def then I will need a 7 and will have a 58% chance to hit.  The odds are with me until they have a 20 starting def and even then I will have a 41% chance to hit and those odds don't seem that bad when attack a 20.  

Well there you go.  This is what I think about in terms of hit chances and die rolls when I'm building teams and planning my attacks.  What are your thoughs on probabilities in heroclix?

Approaching the Game: Respect

Posted by Heroes and Dice on June 13, 2016 at 7:50 AM Comments comments (0)

Hi everyone, MegaloRob here.

Today in Approaching the Game I'm going to talk about respect.  

To start I'm going to tell you that I have spent my entire life in competition.  At a very young age I became active in competitive fencing.  I grew up in the sport and immersed in the competitive nature of an individual sport.  As an adult I taught the game to both children and adults.  I have seen a wide range of ways people have approached fencing and those approaches have been very similar to how I have seen people approach the game of heroclix.

I know not everyone has grown up in a competitive sport so the emotions and politics of competition might be new to some.  In all this respect is key.  One should always treat their opponent, judge, and hosting venue with respect.  You do this because you appreciate their presence because if they were not there then you would have noone to play against.

For your opponent this does not mean that you play the game like a care bear bowing down to whatever they say or not playing to win.  No, you shake your opponents hand and introduce yourself (if you don't know them) at the start of the match and at the end of the match you shake their hand and say thank you.

During the game respect means that you treat them like a threat and play as intelligently and hard as you can.  This doesn't mean you have to be a rule nazi, this just means that you play to score as many vistory points as possible while preventing them from scoring as many as possible.  You can still challenge how they say powers work, double checking their cards and figures to make sure they have the powers they say and end up on the clix they should be.  This also means that you accept that they might beat you..  Its a hard pill to take sometimes but it happends and you must be gracious in your defeat and still shake their hand and say thank you.

For the judge you must always go with their ruleing.  I have see people argue and push and intimidate their judge until the judge makes the incorrect ruling in their favor.  This is wrong.  The judge is a necessicary part of competition and while they may not always be right they are never wrong.  You can call them over and tell them a situation, but all you can say after they give their ruleing is thank you.  It is ok to keep a rule book with you so that you can look up the rules and show them but without that everything you say is just noise.  

The venue should be treated well.  They are hosting the game you are playing and giving you the oppertunity to play.  So clean up after yourself and purchase a little bit from them.  Show them you appreciate havng a place to come play.

Respect really comes down to Bill and Ted.  Are you being excellent to each other?  If yes then everyone you interact with should want to interact with you again, even if you beat them.  If no, then you are doing it wrong.