Thursday, February 28, 2013

Lol forgot blog update

Hello,

           Sadly the tactics forum on HCrealms is become more hostile to people looking to play a bit more advanced. Gleaning from those forum pages is getting harder. The culture at hand over there is going down a bit. Hopefully we can get a rally of reasonable people to not take personal offense at every tactic posted.

          On to something more positive. Lets talk about killing Cop Cars. So far the mind control tech is starting to go around the web. Being able to mind control the vehicle to pop out the pilot has been on of the best pieces of tech so far. There are some other options I want to throw out to you deal with Cop Cars.
          Frankenstein's Monster is great. Check out his special power.

CHOKE: When Frankenstein's Monster hits a single opposing character with a close combat attack, that character can't be moved or placed until your next turn.

         Frankenstein's Monster stops movement dependent characters cold. Cop cars can't run people over if they are on blocks. With indom you can be sure to do a two turn lock down.

         Another option to slow down the Cop Cars is Silver Banshee. Her special power is pretty good.

WAIL OF THE BANSHEE: Silver Banshee can use Incapacitate as if she possesses "3 targets". When she uses it, after actions resolve deal damage to each hit character equal to the number of action tokens on them.

If you catch a Cop Car with 1 action token you just Incap and deal the Cop Car two damage. With 3 targets you can also lock down other figures to let your main attackers take control of the tempo.

Remember a Cop Car needs to move just about every turn to make up for it not doing direct damage. This means if you stop the Cop Car from rolling over your figures for a turn you have made your opponent over pay for the Cop Car.

Thanks for reading,
Edward Shelton AKA Darklogos

1 comment:

  1. Was thinking with Frank's monster you could run Dr. McCoy 002 a with the Utility Belt. He already has a starting 11 AV with incap. Run 3 batarangs and 3 gas pellets, using them whenever they are on their belt number (so no detachments). If no attachment is available, he incaps. Otherwise he can multi-incap or use the gas pellets to do penetrating to a vehicle that Frankie has locked down. He also has poison on a couple of clicks if he gets hurt, and is a decent Support healer his whole dial.

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