View Full Version : Charge + Close Combat Expert
lancelot
03/02/2003, 19:28
i know that CCE says it cannot work with any other power, yet Charge says that this character can use any power that requires a close combat action...so which one is which? It'd be nice if my Veteran Hawkman could deal 4 damage everytime he Charged, but...?
Gambit266
03/02/2003, 19:33
Straight from the DC FAQ
In addition he can't use Charge and Close Combat Expert in the same turn.
lancelot
03/02/2003, 19:39
ok cool thanks...i have a question regarding breakaway...
last night i had pushed my unique catwoman for a CCE action, she missed, so i put 2 tokens and clicked her for one damage, she still had Leap/Climb...Hawkman was right behind her, with only one token for him.
i decided i d push hawkman to ferry catwoman over to a medic...did i have to roll for breakaway? since it was hawkman s move carrying catwoman, but since she was the adjacdent one and she doesnt need to roll for breakaway...so did i do the right thing, took her out of battle without a breakaway roll?
thanks!
jedigeof
03/02/2003, 19:51
You need to go read the rules & PAC again. The FAQ can answer all your many questions.
lancelot
03/02/2003, 19:54
i did look, why else would i ask here? it really pertains to hawkman being ABLE to carry catwoman if she was adjacdent to a foe with 2 tokens herself, but still had Leap/Climb...that s all, nobody griped about it, I just wanted to make sure, since catwoman was pushed and wouldnt have done anything on my next turn, which is why i pulled her out of there...can anybody said what i did was legit?
Funky Jett
03/02/2003, 20:00
As long as Hawkman wasn't adjacent to any opposing figure, he can taxi Catwoman away without rolling for breakaway. Even if she didn't have L/C, you could have still done that. You did just fine. Trust your instincts, my young padawan. ;)
lancelot
03/02/2003, 20:03
Yes, my master Funky-Jett, but the force grows stronger and unbalanced. The force called...Xplosion. MARVEL MUST DIE!
phonixinmi
03/02/2003, 20:06
I just noticed your signature line. Would you mind sharing a little it about how you were able to pull that off? Was it 200 point? 300? Which version of FL? What did your team consist of?
lancelot
03/02/2003, 20:19
how indeed, as i ve heard of its' notriety
Funky Jett
03/03/2003, 15:03
Originally posted by phonixinmi
I just noticed your signature line. Would you mind sharing a little it about how you were able to pull that off? Was it 200 point? 300? Which version of FL? What did your team consist of?
(Sorry for the length...)
It was a 500 pt Marvel-only tourney, either all bad or all good team. Non-aligned had to be determined to be either good (Moondragon), bad (Vampire Lackey), or neutral (Lackey, Thug). We played a variation of the Winner Takes All scenario in the back of the Marvel Rules. In our version, if you had the object in your possession when the game ended, you got a bonus of 150 pts (instead of winning the game).
I am well-known in our playing group for my Puppetron team. I don't remember who else my team consisted of now (as the tourney was over3 weeks ago), but I had at least 2 Sinister Syndicate members on my team. On his turn, he moved up his Firelord to get him in fighting position. On my turn, I used Ultron to taxi in Puppet Master, then PM used Ultron's attack to MC Firelord. FL then took out his own Vulture and took a click for pushing. Next turn, I moved someone in to block FL's LoF to my Puppetron, so he refreshed. On my next turn, I MC'd him again to hit his own Kang for a bunch of points. He didn't want to use him on his turn for fear of pushing him out of his good click, so he just cleared. At this point, I pushed my PM to MC him again (but I forget now what I had him do). Ultron taxied PM back to a medic and healed him back up after he was hit by Kang. I repeated this cycle again. In the meantime, I had brought up V Magneto behind Puppetron. I had the last turn in the game and this was it... PM had pushed again, and couldn't do anything this time, so Ultron moved PM out of the way, clearing a shot for Mags on FL. Mags was going to push, but was currently at full strength. BAM... 4 clicks of damage to FL. Unfortunately it wasn't quite enough to kill him, but it was one of the best moves I have ever pulled off.
While I might not have pushed FL every turn, I kept him in check by putting a token on him each turn I could. My opponent would have had to push FL to make a move at any point, and the way he was rolling, he didn't want to take the chance unless it was a guaranteed hit. So a little strategy went a long way in holding FL in check. He was a non-factor in the game.
phonixinmi
03/03/2003, 17:47
Puppe/'tron and other mind control strategies usually are what is needed to keep qtip neutralized.
I guess I thought that there may have also been an incapacitate strategy involved in keeping FL "pushed".
Interesting. Thanks for the report.
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