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WizKidsNECA
03/17/2011, 05:00
Giant Size X-Men is in stores now and boosters are flying off the shelves. Now, you may be one of those folks who enjoys the 5-figure boosters, but for me, I enjoy a game with a gigantic figure on the board. As everyone knows, the Super Boosters have one of 6 colossal figures in it, each one towering over the battlefield.

<img src="http://wizkidsgames.com/wp-content/uploads/2011/03/Cyclops_Guard_Magneto.jpg" width=450px">

In any game of HeroClix, actions matter. Whether you are playing 300, 600, 1000 points or more, the number of times per turn that you are doing something matters. Any time that you have can’t do anything with a character, it just feels like you’re missing opportunities. When you are playing with BIG characters that are BIG points, those turns when you have to clear that character feel like you’re about to walk into traffic blind-folded.

To help players understand the rules for :g-colossal: figures, I thought a quick review of the Colossal Size rules would be in order. If you are a veteran player, it’s not only good to review, but trust me, you don’t know everything there is to know about this combat ability.

[Read More on WizKidsGames.com (http://wizkidsgames.com/blog/2011/03/17/normal-distribution-giant-colossal-size-x-men/)]

Rahe Stone
03/17/2011, 05:29
Wow, colossal boost for colossals in that.

Colossals can now take actions if they have double tokens.
They take unavoidable click, so willpower etc doesn't block it.
SO appoc can act 3/3 rounds but takes one click.

Still, Frost giants, sentinels and such can attack EVERY TURN!

Rahe Stone
03/17/2011, 05:32
Check the website here
http://wizkidsgames.com/blog/2011/03/17/normal-distribution-giant-colossal-size-x-men/

Specifically the part about colossals being able to psuedo push for an unavoidable click.


I think this has boosted a lot of the pieces to awesome +1.

Frost giants at 100 points can push to death but be brutal doing so.

Sentinel mark 2 can choose to suck again in round 3.


Not the type to post these usually, but the changes on gameplay really made me happy.

Project: J-ko
03/17/2011, 05:34
Now my old Dark Pheonix Colossal takes damage on Round 3. :tired:

I have become a little sad at this, but I can deal.

JoeGualtieri
03/17/2011, 05:36
"When this character has two action tokens, it can be given a non-free action. After the action resolves, deal it 1 unavoidable damage and do not remove action tokens from it at the end of the turn."

I would have preferred Multi-Attack becoming standard, rather than a lesser version of the Masters of Evil TA. This is irrelevant to every non-GSX colossal other than Groot, as far as I'm aware.

JoeGualtieri
03/17/2011, 05:38
Now my old Dark Pheonix Colossal takes damage on Round 3. :tired:

I have become a little sad at this, but I can deal.

I don't think this new part of the colossal rules over-writes any existing special rules, it just adds to those who don't have special rules. So while your Phoenix could use this ability, she's probably better off not using it.

Rahe Stone
03/17/2011, 05:39
And for those behind a Firewall

Giant Size X-Men is in stores now and boosters are flying off the shelves. Now, you may be one of those folks who enjoys the 5-figure boosters, but for me, I enjoy a game with a gigantic figure on the board. As everyone knows, the Super Boosters have one of 6 colossal figures in it, each one towering over the battlefield.

In any game of HeroClix, actions matter. Whether you are playing 300, 600, 1000 points or more, the number of times per turn that you are doing something matters. Any time that you have can’t do anything with a character, it just feels like you’re missing opportunities. When you are playing with BIG characters that are BIG points, those turns when you have to clear that character feel like you’re about to walk into traffic blind-folded.

To help players understand the rules for damage-colossal figures, I thought a quick review of the Colossal Size rules would be in order. If you are a veteran player, it’s not only good to review, but trust me, you don’t know everything there is to know about this combat ability.

Characters with the damage-standard and damage-giant symbol do not block lines of fire to or from this character.

Colossal figures are the biggest thing on the board and other figures might as well not be there when it comes to drawing lines of fire.

A character with this ability ignores the effects of hindering, elevated, and outdoor blocking terrain on movement.

When a colossal figure moves, the only terrain that slows him down is when he has to move around indoors. Those indoor walls and blocking terrain are a bit of a challenge. Also, remember that inside the figure moving will need an opening as wide as the character’s base. So those big bases might need to blow out some walls if they want to get where they want to go.

This character can’t be knocked back and can make ranged combat attacks against non-adjacent opposing characters when they are adjacent to opposing characters.

The knock back part is easy enough, in fact it applies to all multi-base characters. The ranged combat attack is sometimes confusing to people. Normally, a character that is adjacent to an opposing character is prohibited from making ranged attacks. There are some ways around this, such as the Sharpshooter combat ability, but in that case, the ranged attack that the character is allowed to make is still not allowed to be against a non-adjacent target. So when Cyclops is adjacent to The Hellfire Guard, the X-Men leader can still make ranged attacks against The Hellfire Guard, for example, using his Range Combat Expert. But The Hellfire Guard’s boss Magneto few squares away doesn’t have to worry about Cyclops… yet. This is not true if you replace Cyclops, with say, Apocalypse – who happens to be holding a slightly crushed Cyclops, so I think that would be a fair swap.

Colossal figures, like Apocalypse, can make ranged attacks against all non-adjacent characters. Naturally, they still need line of fire and the character needs to be within range. What’s interesting is that, unlike the Sharpshooter, they can’t make ranged attacks against the opposing characters that are adjacent to them, only the ones that are not adjacent. (They have no problems making close combat attacks against those characters though – that’s usually plenty!)

This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated, but terrain effects still apply normally. This character can make close combat attacks against elevated characters, even when this character is grounded.

These lines are just like the rules for damage-giant characters. A character on elevated terrain would not need to be “on the rim” in order to be able to draw a line of fire to a damage-colossal character, as they can treat the damage-colossal character as if it was elevated (and vice versa). Close combat isn’t a problem across elevation either, as a grounded damage-colossal character can do so regardless of the targets elevation. If the damage-colossal character itself is elevated, while it’s free to make close combat against other elevated characters, it would not be able to make close combat attacks against grounded characters, at least, not through this ability.

This ability can’t be countered.

No one should have any trouble with this line, eh? No outwitting a Colossal Size. What are you going to do, squeeze the Frost Giant into a smaller box?

Now, wasn’t there something new that I was promised earlier? Something to take the edge off of players who hate giving up their turn when they’ve invested 500 points in that one big figure?

When this character has two action tokens, it can be given a non-free action. After the action resolves, deal it 1 unavoidable damage and do not remove action tokens from it at the end of the turn.

You read that right. Colossal characters used in a force – all of them, not just the ones in the Giant Size X-Men Super Boosters – can now be given an action every single turn as a bonus for having the damage-colossal damage symbol. It costs you, to be sure. But as the player, you can now make the choice.

Let’s review this ability in a little detail so that it’s clear how pushing damage and willpower come into play.

It’s round 1 and I need to decide what I’m going to do with my Apocalypse. He’s on his first click, sporting a 10 speed with Charge and 5 damage with Close Combat Expert. I move him the full 10 squares with a standard move action and place a token on him.

On round 2, I see that I have an opposing character just a few squares away. I give him a power action to Charge and he attacks the opposing character, dealing 5 damage! When Apocalypse gets assigned a second action token, he is dealt pushing damage. If he did not have Indomitable, he’d be taking a click of damage himself. But thanks to Indomitable, he can ignore pushing damage and end his turn.

On round 3, Apocalypse is sitting there with 2 tokens. Under previous rules, this would the time when the opponent would come in at Apocalypse full force. They’d be able to attack him knowing that Apocalypse would be powerless to retaliate. To be sure, players still have that option. If you want your Colossal character to rest and clear tokens, that’s a choice you can make.

With the new ability in Colossal Size, opposing characters can never rest easy again. On turn 3, Apocalypse can be given a non-free action. Since he has 2 tokens, he is not assigned a third one. And after the action resolves, he’ll be dealt 1 unavoidable damage. This is different from pushing damage – Indomitable isn’t going to help him this time. What’s more, Apocalypse does not get to clear this turn. So, during round 4, Apocalypse’s player can make the choice again – rest Apocalypse so that he can be given actions that do not cause damage or give him another non-free action, attempt to decimate his opponent, but give Apocalypse another unavoidable click.

It may become a tough choice at times, but you’ll find your damage-colossal figures will be having a better time decimating the opposition!

Giant Size X-Men is on sale now. The colossal figures are in the super booster. I mean, of course that’s where they are – how else are you going to fit that much fun in a box?

Quebbster
03/17/2011, 05:40
I know you saw the thread on the front page...

Rahe Stone
03/17/2011, 05:42
I know you saw the thread on the front page...

I did, but first it didn't have the article posted, and second, Main discussion here was more to focus on the Colossal improvements on the specific point of psuedo pushing. If its a problem delete this threat please.

Iceman425
03/17/2011, 05:51
That Apoc just got a LOT more dangerous.

Quebbster
03/17/2011, 05:54
That Apoc just got a LOT more dangerous.

Nemesis, too.
"Oh, I have to take damage to attack? Good thing I heal when I attack too! Now I can do it EVERY ROUND!

Doctor Diesel
03/17/2011, 06:31
Nemesis, too.
"Oh, I have to take damage to attack? Good thing I heal when I attack too! Now I can do it EVERY ROUND!

Yeah, Nemesis just bounded to the top of my want list for GSX Colossals. *Drool!*

incredible
03/17/2011, 06:50
Nice.
Them there giant size thingies just got a lot of help.

Sooo not trading my 2 extra Frost giants!

Behemoth
03/17/2011, 06:51
I applaud this change. This simple change to the basic colossal ability makes it easier for Wizkids to design colossals that aren't Galactus amazing or old Sentinel bad.

I am now viewing the Superboosters in a new light knowing this. I wasn't too impressed with them before this change.

SevenFeathers
03/17/2011, 06:54
My fantasized team of 100 pnt frost giants powns now lol

Gargantua
03/17/2011, 07:06
Can all Colossals use the Capture ability, or only those that specifically say so in their special rules?

AgentP
03/17/2011, 07:16
The change is nice, although I'd rather have colossals be able to ignore normal-size characters with regards to movement. It doesn't make any sense that a bystander can tie up a colossal character - and most importantly: it's a major weakness.

Geof-Force
03/17/2011, 07:26
Since this rule is retroactive, does this mean that this replaces the rules for all colossals which can act every turn even with two tokens without taking pushing damage to taking unavoidable damage instead? That would suck for Galactus and the rest who circumvent this with Power Cosmic/Quintessence.

lastcastle
03/17/2011, 07:44
Since this rule is retroactive, does this mean that this replaces the rules for all colossals which can act every turn even with two tokens without taking pushing damage to taking unavoidable damage instead? That would suck for Galactus and the rest who circumvent this with Power Cosmic/Quintessence.

I think it said in the article that this was the case for all collosuls characters, not just the ones in this set, so yes galactus, spectre, dr. m, foom and the others now would take push damage on turn 3 if they take an action.

Hero_guy
03/17/2011, 07:49
Since this rule is retroactive, does this mean that this replaces the rules for all colossals which can act every turn even with two tokens without taking pushing damage to taking unavoidable damage instead? That would suck for Galactus and the rest who circumvent this with Power Cosmic/Quintessence.

I think it said in the article that this was the case for all collosuls characters, not just the ones in this set, so yes galactus, spectre, dr. m, foom and the others now would take push damage on turn 3 if they take an action.

I don't remember the exact wording on the special rules, but I am pretty sure Lastcastle is correct. They avoid pushing damage only. Which means that they PC/Q colossals have been knocked down a peg. I wouldn't be totally surprised if errata is forthcoming to change the rules for these guys so they don't take damage if given an action while they have 2 action tokens already.

sstralkowski
03/17/2011, 08:05
Why does everyone rag on the old sentinels? I've won tons of games with them. I even have a capture list of who I took back to the mutant camp.

reklawyad
03/17/2011, 08:15
Anyone else notice that in the pictures Mags is on his KO click :)

He's commanding the hellfire from the grave WOOOOOOOOOOOOOOOOOOO!!!

Otherwise I'm quite excited as that was my fear that they would not be able to push every turn and have sooo many points on some of these and not be able to go every turn it just wrong. Now with this I'm happy. Someone already asked the question in the rules and the way I understand it the older figures would not need to use this new ability if they have special rules for them so they won't take the special Push Damage but then again I could be wrong!

lestiff416
03/17/2011, 08:16
Didn't see anything about Collossals and break away...old rules stated that they automatically break away and all characters automatically break away from them, wonder if that is still the case...

nbperp
03/17/2011, 08:17
Can all Colossals use the Capture ability, or only those that specifically say so in their special rules?

Only if their rule (or character card) specify it.

Anyone else notice that in the pictures Mags is on his KO click :)

He's commanding the hellfire from the grave WOOOOOOOOOOOOOOOOOOO

Darn! I tried so hard to get that picture accurate. The one I had uploaded just before posting had Cyclops on a click without RCE and I rushed to redo the picture so he was on the right click, I forgot to even look at Mags 'cause it "didn't matter" which click he was on.

Sorry - that's my bad.

reklawyad
03/17/2011, 08:22
Only if their rule (or character card) specify it.



Darn! I tried so hard to get that picture accurate. The one I had uploaded just before posting had Cyclops on a click without RCE and I rushed to redo the picture so he was on the right click, I forgot to even look at Mags 'cause it "didn't matter" which click he was on.

Sorry - that's my bad.

Dude we're all human it's cool!! You got your point across just fine!

sol
03/17/2011, 08:57
Hmm...the only bug I can detect with this idea is Starro, but to be fair, Starro is so good that nothing can really change that. Bravo.

Bat-Phreak
03/17/2011, 08:57
Since this rule is retroactive, does this mean that this replaces the rules for all colossals which can act every turn even with two tokens without taking pushing damage to taking unavoidable damage instead? That would suck for Galactus and the rest who circumvent this with Power Cosmic/Quintessence.

I think it said in the article that this was the case for all collosuls characters, not just the ones in this set, so yes galactus, spectre, dr. m, foom and the others now would take push damage on turn 3 if they take an action.

Galactus 2004, 2007 (aka CG), Spectre, Starro, Fin Fang Foom, and Dr Manahttan rules sets state: "[figure name] can pushed even when it has two action tokens; it does not take pushing damage."

Dark Phoenix, Anti-Monitor, and Sinestro Corps Anti-Monitor would take Pushing damage, but their Power Cosmic / Quintessence TA allows them to ignore Pushing damage.

All other older Colossals (Sentinels, Sinestro, Jean Grey Phoenix) always took pushing damage.

I think a slight additional tweak is in order to the newly-issued Colossal rules vis a vis Pushing damage: the unavoidable damage for a 3rd+ consecutive action should only be applied to 2x2 base figures. Figures that are 3x6 should still be able to ignore this unavoidable Pushing damage.

This tweak will keep most of the older Colossals from taking Pushing damage (sorry, Starro, you are no longer part of the upper tier! ) yet still allow the newer Colossals without their own rule set to have the ability to take Actions every turn.

Uberman
03/17/2011, 09:01
While on the one hand, I really like that this gives a little nudge of power to the 6 new colossals and makes them, to me, a bit more fun and viable to play, I really don't like that it comes at the expense of older colossals who were costed to be able to act every turn without taking damage from it. I mean, the old Sentinels pushed every turn anyway, so that's not a big deal. And maybe Starro and the Anti-Monitors were powerful enough that this little bit of pushing might be arguably balancing [especially for Starro], but who I feel really bad for is Foom, who was the most smoothly balanced Colossal because he was fun and big and easy to beat. But now, that one little change has rendered him fairly gimpy.

RIP Foom. You were a lovely flower.

The Arachnid
03/17/2011, 09:04
Some observations:

1. Great. Now Starro just got more annoying.
2. With the influx of Col's, people should stop complaining when I bring Galactus to the table.
3. Now all we need is a Colossal with Prob Control... Oh wait.

Uberman
03/17/2011, 09:09
1. Great. Now Starro just got more annoying.


Zuh? Starro just got snipped a little. His Quintessence allowed him to ignore pushing damage from the second [and onward] action. Now the third action is unavoidable, not pushing. So he's lost some oomph.

In other news, Onslaught and Wolverine will be best buds for realz.

sol
03/17/2011, 09:21
Zuh? Starro just got snipped a little. His Quintessence allowed him to ignore pushing damage from the second [and onward] action. Now the third action is unavoidable, not pushing. So he's lost some oomph.

In other news, Onslaught and Wolverine will be best buds for realz.

You MUST be forgetting Starro's healing ability.

Uberman
03/17/2011, 09:27
You MUST be forgetting Starro's healing ability.

...maybe? Why? I'm not seeing how this change makes that power any better or worse or different. New rules means Starro pushes once in a while, where he never had to before. Hardly makes him any worse, but hey, every little bit helps.

Unless there's something I'm missing?

Ouchmaker
03/17/2011, 09:41
So when a giant with no range and Charge meets a colossal with Charge and the same movement value and no range, the giant actually gets to hit first. Unless I missed the part about close combat 2 squares away. That's funny.

clameire
03/17/2011, 09:41
i think we need clarification of the old colossal booklets and rules

but before we had them, i will think the new rules doesn't affect really much what the old ones did, and they still do what the did before with no change

tchipley
03/17/2011, 09:51
Thank you God!

Now the colossals are DOPE again!

Uberman
03/17/2011, 09:55
So when a giant with no range and Charge meets a colossal with Charge and the same movement value and no range, the giant actually gets to hit first. Unless I missed the part about close combat 2 squares away. That's funny.

I'm not entirely sure how to rectify this weird impropriety. Colossals should be able to do anything giants do, but bigger. [So they should get extended close range and be able to ignore opposing characters for movement]. Although to be fair, how many colossals don't have some other means of ignoring figures [like flight or phasing]? Few, by my brief review [though fliers still need to break away].

But regardless, how do you do that without recosting stuff?

I dunno, man. Weirdness. Maybe revise the ability Colossal Size to just include a thing about range ignoring giants as well and include the new multi-action rule, and then also allow Colossals to use Giant Size and Giant Stride. [I]Boom.

And Clameire, the fist symbol was revised, stating all fist guys get damage on the third action. Old guys have a fist, so old guys are subject to this rule, regardless.

PONX
03/17/2011, 10:52
All colossal take damage for the 3rd consecutive action... I have to be honest, I feel wierd about Galactus, Dr. manhattan, Starro, Spectre getting tired durring battle. These guys are COSMIC SUPER BEINGS!!! It's like Galactus needed to hold his breath to survive in space! Spectre (the spirit of VEGENCE for crying out loud) needed a breather after his second action... Dr. Manhattan (who can multiply himself and deside on a whim to go travel the cosmos and creat LIFE!!) to get fatigued from moving and attacking...!

"But regardless, how do you do that without recosting stuff?"

Isn't that what they've done? by making colossal take that 1 damage haven't they made the old colossal vigs over costed?

EDIT:http://www.hcrealms.com/forum/showthread.php?t=308029 that was a close one..phew...

Uberman
03/17/2011, 11:08
Isn't that what they've done? by making colossal take that 1 damage haven't they made the old colossal vigs over costed?

Well... yes. BUTTT.... Most of them were arguably undercosted anyways. Or at least really felt that way.

As I said before, the only guy I really feel bad about is Foom.

And anyways, I was talking more about adding extended adjacency and stuff, to make Colossals more like Giants [which they should be], rather than the third-action rule.

[Sidebar: does this new rule make Groot kinda cooler?]

PONX
03/17/2011, 11:19
Well... yes. BUTTT.... Most of them were arguably undercosted anyways. Or at least really felt that way.

As I said before, the only guy I really feel bad about is Foom.

And anyways, I was talking more about adding extended adjacency and stuff, to make Colossals more like Giants [which they should be], rather than the third-action rule.

[Sidebar: does this new rule make Groot kinda cooler?]

might of made groot cooler if he had more than 2 clicks of colossal... nThen again there are those out there that don't mind killing their own figs. I still like using ultimate Hulk from the avengers set.

Uberman
03/17/2011, 11:21
Re: my previous stance on this argument:

Ignore it. Old figures will [maybe?] be updated so as to retain harm-free consecutive actions. And here I was almost convinced Galactus and Starro and such could use the downgrade. There you go.

Boozehound
03/17/2011, 11:44
Galactus 2004, 2007 (aka CG), Spectre, Starro, Fin Fang Foom, and Dr Manahttan rules sets state: "[figure name] can pushed even when it has two action tokens; it does not take pushing damage."

Dark Phoenix, Anti-Monitor, and Sinestro Corps Anti-Monitor would take Pushing damage, but their Power Cosmic / Quintessence TA allows them to ignore Pushing damage.

All other older Colossals (Sentinels, Sinestro, Jean Grey Phoenix) always took pushing damage.

I think a slight additional tweak is in order to the newly-issued Colossal rules vis a vis Pushing damage: the unavoidable damage for a 3rd+ consecutive action should only be applied to 2x2 base figures. Figures that are 3x6 should still be able to ignore this unavoidable Pushing damage.

This tweak will keep most of the older Colossals from taking Pushing damage (sorry, Starro, you are no longer part of the upper tier! ) yet still allow the newer Colossals without their own rule set to have the ability to take Actions every turn.

Good point. States in rules like Dark Phoenix:

Replace the second sentence under Actions and Pushing with ―Dark Phoenix may be pushed each turn; it will not be dealt pushing damage while the Power Cosmic team ability is active.‖

Hellboy
03/17/2011, 12:17
awesome!

this new tweak brings the Colossal rules back to where they were in the Beginning with the original Sentinels!

with this new tweak to the rules making Colossals an even bigger threat, It's going to push their value through the roof!

Rurouni KJS
03/17/2011, 12:24
Nemesis, too.
"Oh, I have to take damage to attack? Good thing I heal when I attack too! Now I can do it EVERY ROUND!Oh, man...this would have helped me last night. My Holocaust was done in by WarHulk's meteorite'd crithit while stuck with two tokens. Just being able to attempt a breakaway at least would've helped.

might of made groot cooler if he had more than 2 clicks of colossal... nThen again there are those out there that don't mind killing their own figs. This way, Groot can not be stranded if he's Colossal with no targets in sight, or can hide behind pals if there's enemy shooters.

Biplane
03/17/2011, 13:00
Galactus 2004, 2007 (aka CG), Spectre, Starro, Fin Fang Foom, and Dr Manahttan rules sets state: "[figure name] can pushed even when it has two action tokens; it does not take pushing damage."

Dark Phoenix, Anti-Monitor, and Sinestro Corps Anti-Monitor would take Pushing damage, but their Power Cosmic / Quintessence TA allows them to ignore Pushing damage.

All other older Colossals (Sentinels, Sinestro, Jean Grey Phoenix) always took pushing damage.

I think a slight additional tweak is in order to the newly-issued Colossal rules vis a vis Pushing damage: the unavoidable damage for a 3rd+ consecutive action should only be applied to 2x2 base figures. Figures that are 3x6 should still be able to ignore this unavoidable Pushing damage.

This tweak will keep most of the older Colossals from taking Pushing damage (sorry, Starro, you are no longer part of the upper tier! ) yet still allow the newer Colossals without their own rule set to have the ability to take Actions every turn.

If I have two action tokens on Galactus, isn't it, based on this new rule and his special rule, more like this: I can choose to give him an unavoidable, non-free, non-pushing action, as he is a colossal, or I can choose to give him a special pushing action (wherein he would take no pushing damage), per his rules? In other words, don't both apply, as their special rules allow them to specifically push, even with two action tokens and even with the new colossal rules?

krusticlese
03/17/2011, 13:19
If I have two action tokens on Galactus, isn't it, based on this new rule and his special rule, more like this: I can choose to give him an unavoidable, non-free, non-pushing action, as he is a colossal, or I can choose to give him a special pushing action (wherein he would take no pushing damage), per his rules? In other words, don't both apply, as their special rules allow them to specifically push, even with two action tokens and even with the new colossal rules?

Yep. Pretty sure that the rules for these specific figures supercede the new rule that was applied to all other colossals that couldn't do it.

Thye cavaet being that their rules specifically state that they can 'push' with 2 action tokens (and not take 'pushing' damage) where all other colossals state that they can take an action with 2 tokens, but take unavoidable damage for doing so.

I think Starro, Galactus, et all are still as cool as they ever were.

fox007
03/17/2011, 13:36
ok i have a couple questions:
1) colossals still cant be assigned feats,right?
2) if a colosal has mind control, do they take feed back damage?
thanks

nbperp
03/17/2011, 13:49
ok i have a couple questions:
1) colossals still cant be assigned feats,right?

I'm actually worried about looking like an idiot here - but to my recollection, Colossals could always be assigned feats. They can't use them in Multiattack, but other than that, I'm pretty sure they've always been able to be assigned feats.

2) if a colosal has mind control, do they take feed back damage?


Yes. What would make you think they wouldn't?

Jareth
03/17/2011, 14:41
I don't see why you guys are so excited about the pushing thing. You know, seeing as how Colossals have been able to do that since the original sentinel was released in Infinity Challenge. In fact, they actually made the power a whole lot worse, because before, the vast majority of those colossals WOULDN'T take a push acting on rounds when they have two tokens. So those of you looking at your colossals (besides Frost Giant) saying "Oh wow, now I can attack every turn!" Guess what, you always could. Except someone at wizkids either didn't read the rules, or decided to screw you over, because beforehand, those colossals would never take pushing damage, and now they do.

nbperp
03/17/2011, 14:48
I don't see why you guys are so excited about the pushing thing. You know, seeing as how Colossals have been able to do that since the original sentinel was released in Infinity Challenge. In fact, they actually made the power a whole lot worse, because before, the vast majority of those colossals WOULDN'T take a push acting on rounds when they have two tokens. So those of you looking at your colossals (besides Frost Giant) saying "Oh wow, now I can attack every turn!" Guess what, you always could. Except someone at wizkids either didn't read the rules, or decided to screw you over, because beforehand, those colossals would never take pushing damage, and now they do.

I welcome the education. Please show me a rule that allows all colossal figures to perform as you describe. You can find various ones for individual figures. but a global sweeping rule that applies to them all? Please, enlighten me.

fox007
03/17/2011, 14:52
I'm actually worried about looking like an idiot here - but to my recollection, Colossals could always be assigned feats. They can't use them in Multiattack, but other than that, I'm pretty sure they've always been able to be assigned feats.



Yes. What would make you think they wouldn't?

thanks i ask cus i think about wat type of questions i would be asked if i was judging, believe me i have heard some pretty off the wall things.

macewyndu
03/17/2011, 14:53
I just have one question. Would Galactus and (CoG) Galactus would take an 1 unavoidable damage based on this rule even though they have the power cosmic team ability?

Jareth
03/17/2011, 14:58
They didn't bother to print general colossal rules because up until now, every colossal came with their own rules. And up until now, every colossal ever made, without exception, had the ability to act every turn regardless of tokens. Some of them still took clicks from this, but the majority did not. Now, because of this rule, they ALL take clicks

Rahxepha
03/17/2011, 15:12
So I have a question. Do colossal figures actually have to roll a normal break away when based? Are they able to make close combat attacks on characters 2 squares away? Are they able to make ranged combat attacks against adjacent characters?

ChaosBattalion
03/17/2011, 15:13
That's pretty awesome. Nemesis becomes kinda horrible with that last add on. All he does is nom nom on some unfortunate soul and that 1 unavoidable damge become moot.

Uberman
03/17/2011, 15:28
They didn't bother to print general colossal rules because up until now, every colossal came with their own rules. And up until now, every colossal ever made, without exception, had the ability to act every turn regardless of tokens. Some of them still took clicks from this, but the majority did not. Now, because of this rule, they ALL take clicks

While your tone if offputting, you're not technically wrong when looked at in a certain way. Yes, all old colossals could multipush.

But up until this new tweak, none of the 6 new ones could. So, yeah. This forced older guys to be re-written to remain as good [or perhaps they will be somewhat handicapped], but it really did improve the new guys quite a bit.

QueensGambit
03/17/2011, 15:40
Awesome change, although I feel bad for they guy who played one of the new Mark II Sentinels at our Deadpool tournament last night...

2Face
03/17/2011, 15:41
I think this is the best change that could be made for all colassals; I think it's even better than multiattack.

mike_houghton
03/17/2011, 15:49
Awesome change, although I feel bad for they guy who played one of the new Mark II Sentinels at our Deadpool tournament last night...
Ahhh he just wanted to play a colossal so he had fun. Except for spending a hundred bucks to get nemesis

Magnetrex
03/17/2011, 16:06
Thanks man. Now I can get a better understanding on this

JoeGualtieri
03/17/2011, 16:49
I'm actually worried about looking like an idiot here - but to my recollection, Colossals could always be assigned feats. They can't use them in Multiattack, but other than that, I'm pretty sure they've always been able to be assigned feats.

Perhaps Fox007 was thinking of feats such as Shellhead which specifically cannot be assigned to colossi (though that may be the only one).

JoeGualtieri
03/17/2011, 16:51
While your tone if offputting, you're not technically wrong when looked at in a certain way. Yes, all old colossals could multipush.


Not true.

http://4.bp.blogspot.com/_MDB9sk_wpF4/S8PB-20LD1I/AAAAAAAAAOg/Gih8PZe5T0w/s1600/groot-splash.jpg

JoeGualtieri
03/17/2011, 16:53
I think this is the best change that could be made for all colassals; I think it's even better than multiattack.

It's really not. If multi-attack had been made a normal part of the Colossal Ability instead of the Masters of Evil TA (which is really what the change amounts to), colossi could attack four times in three turns. With MA, they can attack three out of three and take damage for the third attack and any subsequent turns unless they take a turn off.

CrabbyDad
03/17/2011, 20:36
Apparently these booster & super boosters are impossible to come by in south Florida. Also sold out on many websites.

Any thoughts on how to get them?????

Sentinel25
03/17/2011, 20:42
I welcome the education. Please show me a rule that allows all colossal figures to perform as you describe. You can find various ones for individual figures. but a global sweeping rule that applies to them all? Please, enlighten me.

No such rule exists. Almost all colossal rules are specific to each colossal. This change is great!

Now...pleasepleaseplease create the "Colossal Stride" ability which is exactly the same as the Giant Stride ability so Onslaught can't be tied up by a space phantom pog. Pretty please? :nervous:

Questions
03/18/2011, 02:05
Didn't see anything about Collossals and break away...old rules stated that they automatically break away and all characters automatically break away from them, wonder if that is still the case...

Those were special functions of each colossals' rules sheet. Colossal Size says nothing regarding breakaway so colossal characters and opposing characters adjacent to them need to break away from each other just like any two characters normally would.

This way, Groot can not be stranded if he's Colossal with no targets in sight, or can hide behind pals if there's enemy shooters.

Groot is still going to be stranded if you don't have a legal non-free action that you can assign him. This hasn't fixed his problem.

I'm also not sure I understand how he will hide behind pals?

1) colossals still cant be assigned feats,right?


I'm actually worried about looking like an idiot here - but to my recollection, Colossals could always be assigned feats. They can't use them in Multiattack, but other than that, I'm pretty sure they've always been able to be assigned feats.

Perhaps Fox007 was thinking of feats such as Shellhead which specifically cannot be assigned to colossi (though that may be the only one).

Lazarus Pit is the other. Now keep in mind that some colossal characters cannot be assigned feats as a function of their special rules. (For example, feats cannot be assigned to either version of Galactus.) But this is a function of their special rules and has nothing to do with being colossal characters.

So I have a question. Do colossal figures actually have to roll a normal break away when based?

Yes.

Are they able to make close combat attacks on characters 2 squares away?

No. That's a function of Giant Size, not Colossal Size.

Are they able to make ranged combat attacks against adjacent characters?

No.

AgentP
03/18/2011, 04:28
Colossals CAN make ranged attacks against adjacent opposing characters, also against non-adjacent opposing characters even if adjacent to a opposing character.

turdburglar47
03/18/2011, 05:02
Colossals CAN make ranged attacks against adjacent opposing characters, also against non-adjacent opposing characters even if adjacent to a opposing character.


According to the article, the first part is wrong, but the second part is right.

ThwartHog
03/18/2011, 06:38
When this character has two action tokens, it can be given a non-free action. After the action resolves, deal it 1 unavoidable damage and do not remove action tokens from it at the end of the turn.


Don't mean to be a pain, but when is this going to be official? Is this rule already reflected in a PAC, Rulebook, or PG yet? Or Does the post on Wizkidsgames.com suffice as official text now?

Quebbster
03/18/2011, 06:42
Don't mean to be a pain, but when is this going to be official? Is this rule already reflected in a PAC, Rulebook, or PG yet? Or Does the post on Wizkidsgames.com suffice as official text now?
Yet? No.
Very, very soon? Yes.

ThwartHog
03/18/2011, 06:50
Yet? No.
Very, very soon? Yes.

Gracias......

nbperp
03/18/2011, 08:56
Don't mean to be a pain, but when is this going to be official? Is this rule already reflected in a PAC, Rulebook, or PG yet? Or Does the post on Wizkidsgames.com suffice as official text now?

Literally working on it as we speak. Very VERY hopeful it gets posted TODAY.

Uberman
03/18/2011, 09:07
Literally working on it as we speak. Very VERY hopeful it gets posted TODAY.

This makes me happy. Will it include the re-defining of older big guys, too?

Striker Mcbain
03/18/2011, 09:41
Wow, its really terrible that colossals have to break away normally. That needs changed... Even giant figures get a little bit of a break.

Uberman
03/18/2011, 09:53
Wow, its really terrible that colossals have to break away normally. That needs changed... Even giant figures get a little bit of a break.

I'm tellin' ya, they need to reduce the verbage of Colossal Size to include only what it needs to, and then give :g-colossal: figures Giant Size and Giant Stride as well. Use the powers that already exist.

eagletsi
03/18/2011, 10:09
I agree with many others here. The old colossals, could just keep moving, (ie the Guardian of Fear and others, without damage. Now I think it brings them down a peg and helps maintain, some balance. While helping the older figures and the new ones a great deal.

I just played the 300 point sinestro, colossal with these rules and it really adds a new element to the game. People are afraid to attack him when he has two tokens, because he can just push and go again. It was quite a fun game to use him for a change and not have to worry once he had two token he was dead meat.

Uberman
03/18/2011, 10:26
I just played the 300 point sinestro, colossal with these rules and it really adds a new element to the game. People are afraid to attack him when he has two tokens, because he can just push and go again. It was quite a fun came to use him for a change and not have to worry once he had two token he was dead meat.

He could always have done this.

fox007
03/18/2011, 14:01
Oh this came up last night:
Apoc has pulse wave and he is based w/ 4 figures and one he is not based w/, can he do pulse wave? Follow up question if so, does everyone take damage or just does the one he is not based w/ do?

ThwartHog
03/18/2011, 16:51
Oh this came up last night:
Apoc has pulse wave and he is based w/ 4 figures and one he is not based w/, can he do pulse wave? Follow up question if so, does everyone take damage or just does the one he is not based w/ do?

Yes, he can use pulse wave to effect the nonadjacent opposing fig. And yes the adjacent figs will take pulse wave damage as a result.

Rahxepha
03/18/2011, 22:35
Those were special functions of each colossals' rules sheet. Colossal Size says nothing regarding breakaway so colossal characters and opposing characters adjacent to them need to break away from each other just like any two characters normally would.



Groot is still going to be stranded if you don't have a legal non-free action that you can assign him. This hasn't fixed his problem.

I'm also not sure I understand how he will hide behind pals?







Lazarus Pit is the other. Now keep in mind that some colossal characters cannot be assigned feats as a function of their special rules. (For example, feats cannot be assigned to either version of Galactus.) But this is a function of their special rules and has nothing to do with being colossal characters.



Yes.



No. That's a function of Giant Size, not Colossal Size.



No.

Thanks man for the answer although it does seem dumb that giants have a built in better chance to break away. So I'm assuming they a are also can't reach more than one square for a close combat attack. How is it that a giant has longer arms lol. Not getting upset with you are anything just find it sooo funny. Thanks again for the help man.

turdburglar47
03/19/2011, 02:42
Man, just played Onslaught tonight against an X-Men team and got frustrated by that corner of blocking terrain on the Madripoor map, as well as Cyclops's super-heal and Inspiring Command. They rolled three critical misses, too. I just could not get a shot off. I only killed four of them (although it didn't help that he was teamed with a Sentinel Mark II who whiffed with a 12 attack to potentially finish off Cyclops early.

I finally managed to get in their faces once, and Nightcrawler bamfed me away.

The whole 'can't shoot someone adjacent' anymore really threw monkeywrenches in the works, as I wanted to triple target a couple of times on the rare occasion I had line of sight, but it forced me to pick the guy next to me or the guy two squares from me.

I should've just blasted away early at all that blocking terrain, but then they'd find other ones to hide in. We'll see what happens when we play on a better map - or I let them come to me first over on the boat.

nbperp
03/19/2011, 07:43
The whole 'can't shoot someone adjacent' anymore really threw monkeywrenches in the works, as I wanted to triple target a couple of times on the rare occasion I had line of sight, but it forced me to pick the guy next to me or the guy two squares from me.

FWIW, this isn't new, it's just a rule that's been relatively widely misunderstood.

Ignatz_Mouse
03/19/2011, 09:08
Refresh my memory:

Could either of the Anti-Monitors act every turn before?
And the original Sentinels/Sinestro worked like this already, no?

Questions
03/19/2011, 18:48
So I'm assuming they a are also can't reach more than one square for a close combat attack.

You are correct. That is an effect provided by Giant Size and colossal characters do not have Giant Size.

Refresh my memory:

Could either of the Anti-Monitors act every turn before?

They both could although the Quintessence team ability protected them from pushing damage.

And the original Sentinels/Sinestro worked like this already, no?

They both have this ability already.

turdburglar47
03/20/2011, 04:03
Also, do colossals destroy objects by walking over them, or is that just in special rules for older ones?

Also, they can't see over outdoor blocking terrain, right?

Questions
03/20/2011, 12:16
Also, do colossals destroy objects by walking over them, or is that just in special rules for older ones?

That's just an effect of the special rules and not part of Colossal Size.

Also, they can't see over outdoor blocking terrain, right?

They do not ignore any blocking terrain for LOF.

Dr. Morbius
03/22/2011, 06:25
Great article nbperp. Oh how much I'd like to play a few games with you, teaching me the fine art of the Clix-rules :)

synnth
03/22/2011, 15:52
Hmmm
Interesting Stuff.

Quebbster
03/22/2011, 16:01
Great article nbperp. Oh how much I'd like to play a few games with you, teaching me the fine art of the Clix-rules :)

Set up a date in HCOnline. :)

Questions
03/22/2011, 16:24
Set up a date in HCOnline. :)

And hear...it let you do what?!?!? No, it doesn't actually work that way. :)