Showing posts with label heroclix. Show all posts
Showing posts with label heroclix. Show all posts

Wednesday, December 12, 2012

The gauntlet has been thrown

The starting over podcast and glass cabinet teams are...

Darklogos
Dc10 Supes
Eradicator
Ig 40
Cypher
Harvey dent
Enchantress @ 50
Bm Alfred 42

Ryan
Magog
Full utility belt no costume
Sunboy
Gf Klaw 60
Dkr alfred
Nu52 green lantern 72
Cw tony stark
Secret avengers 6

Push to regen has a monster team. This will be tough. Check out push to regens new blog page.

Sen from my phone.

Tuesday, December 11, 2012

Who is that behind the wheel? Is that a baby?

Yo,

        Today's blog post is brought to you by the great mental thinking of George Massu the 2010 champ. I had a great converstation with George Massu and after watching his game against Ryan of Glass Cabinet Films I came to some realizations.

1. Anyone can drive a vehicle and get it into position.

    The first thing that even I over looked is that any figure, even a pog or Monkey Joe, can drive a vehicle. They may not get the piloted abilities but they can get the vehicle int position.

2. I call it the clown car effect. Redacted

   Edit(previous info was removed due to a misunderstanding on my part)

     You can have a pilot on turn 1 get inside. Deploy your force. You get the cop car into position next to a friendly piece that may be in trouble. Eject your current pilot and then put the figure in danger inside of the car. You now are able to save a figure while putting a major attacker out on the field. Since it is a free action you can do it any time.

3. There are more things to come.

Effects that happen when you go off the map or can't be ignored even off map then you have something broken. This is just month 1 of us learning all we can do. There are more exploits to come. Just wait until we get those figures with the pilot abilities.

      Overall we are

Monday, December 3, 2012

The Insider

Hello,

          I got this pm from hcrealms so I decided to answer it here. 

Really enjoyed the bell curve analogy. As I have been learning I have been thinking about character playability in point range but you really took it from abstract and congealed it into something I can better use.

I know you said you were willing to analyze units if we asked. I just pulled the insider. As I have been testing him I have found him to be a great taxi and secondary attacker plus the outwit and range are handy. Early on I have him move around alfred to heal my primary attacker and gain better control of the map. Then as time goes on I switch to picking off peoples support but I find myself wondering what a more experienced player like you would do. I was thinking he might be a good candidate for the bat belt seeing as he has the ability to move for free. He could use the +2 to move and base weaker units then attack next turn with +2 before having to spin the dial.


Thanks again for your input and insight`


 Well first of all grats on pulling a chase. The biggest issue with the insider is his trait is rather weak. He can keep phasing every turn as a  long as he doesn't get an action token. That is the only thing that can be abused. But you are paying a really high cost to get that. The first thing I would say is not to play him in 300 or 400 pts. He is to much of a target in those games. You want him to be in a big point game where he is not as much of a threat.

There are two figures that I think go with him really well that let you do a lot with him. The first is Wonder Woman from the Justice League Fast Forces. The second figure is Beta Ray Bill from the Annihilators Fast Forces. Wonder Woman has the ability to do do a power action after being carried. This means Insider can carry her, put himself in a good position for a follow up attack next turn, and let Wonder Woman do her thing. This works best if you are able to keep the pressure on another part of the board.  When you look at Beta Ray Bill he allows Insider to stay alive from range attacks and outwit. Also the Insider is a great taxi to get other stealth pieces in position to protect Beta Ray Bill or other key pieces on the board.

Sadly the Insiders stats are nothing to write home about. He can do a lot of cool things but just not in a way that gives you a lot of options you can control. You are banking your game on clicks two and three. Most of his cost is in that phasing trait. The best thing I can tell you is keep him if you want him but trade him for other figures you might need in the collection. You could in all honesty trade him for most of the rares in the set. If you want to keep him I understand a 100% . Chases make your collection feel special. Even more so when you pull them.

That's it everyone. I will be recording a new episode soon. I will also be thinking about advice for the training series.

Thanks for reading,
Edward Shelton Aka Darklogos