Browsing All Posts published on »December, 2011«

Top Ten Needed Change #1: INCAPACITATE

December 30, 2011

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Incapacitate. It’s almost a given: if a figure appears to be overcosted, one is rarely surprised to see multiple slots of Incap on its first few clicks. Sure, Incap is great: against Mystics (if they already have a token AND if they can’t use Willpower) with multiple targets with Stunning Blow against tough targets…IF they already have […]

Top Ten Needed Change #2: “SILVER” AGE

December 29, 2011

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    Remember Feats and Battlefield Conditions? I do. Remember what a colossal pain they were to deal with? I do. Do you miss having to deal with them in nearly every tournament? I don’t. That’s why I was glad for the current Modern and Golden Age formats for HeroClix — the first, for the […]

Top Ten needed change #3: OUTWIT

December 28, 2011

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Outwit is one of the most expensive powers in the game, and with good reason: it alone has the ability to render useless the powers and/or abilities an opposing figure is paying good points for. Not only that, but it can do so from the relative safety of 10 squares away, requiring only a clear […]

Top Ten needed change #4: SUPER STRENGTH

December 27, 2011

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A few revisions of the rules ago, Super Strength got a nice little upgrade for those occasional characters with the power who couldn’t smash through walls or destroy objects without help due to only having 1 or 2 damage value. And for a while, that was all the tweaking Super Strength needed. But other rules […]

Top Ten needed change #5: REGENERATION

December 26, 2011

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< Regeneration is a double-edged power. On the one hand, it’s a chance to do something few effects allow in HeroClix: healing. On the other hand, it’s a defense power that doesn’t help you one bit on defense and even has a solid chance of utter failure. The problem is that, in the game, it’s […]

Top Ten most needed change #6: MIND CONTROL

December 25, 2011

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Mind Control is one of the most expensive powers in the game, and in the early days, it wasn’t hard to see why. Not only did it gain control over a character not on your force, allowing you to move it or make it attack its allies or deactivate one of its powers, but it […]

Top Ten Needed Change #7: BARRIER

December 24, 2011

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Some time ago, I did a Top Ten on Barrier, writing something about how it’s one of those sleeper powers that can totally steal the show when built right. But Barrier has one big, stupid problem: It can only be used on clear terrain. Barrier should be air-tight; the appearance of unoccupied hindering terrain or […]

Top Ten Needed Change #8: INJUSTICE LEAGUE

December 23, 2011

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Originally, both Injustice League and Masters of Evil got this identical team ability: “When two or more friendly Injustice League team members are adjacent to the same opposing character, each team member may use this team ability to be given a close combat or ranged combat action which may target only that adjacent opposing character. […]

Token Totin’ Thursday: HULK edition #2

December 22, 2011

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Welcome back to the photographic record of Super-Strength characters who can hold their own object tokens. Today we’re looking at more from the HULK set! Icehulk (Incredible Hulk #048, center) and A.I.Marine Hulk (#100, right) hboth holds their tokens neatly in the ice formation and under his right arm, respectively. But Hulk Robot (#006, left) really […]

Top Ten needed change #9: Outsiders Team Ability

December 21, 2011

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Outsiders team ability reads: “Once at the beginning of your turn as a free action, characters using the Outsiders team ability may choose a character (including itself) within 10 squares to which it has a clear line of fire. Until the beginning of your next turn, the target’s combat values can’t be modified. This team […]