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View Full Version : Can a 300pt Sentinel take down Superman?


EyeWackett
03/21/2003, 12:19
Imagine it, A Rouge Sentinel wanders into the DC Universe and accidentally mistakes Superman for a mutant. In real comic book life I think we would all agree Superman could take him down a single punch, but in Heroclix gaming is this still true?

jetli72
03/21/2003, 12:38
Far from the reality, of course, considering the fact that Superman in all its version (but especially in the veteran one) is one of the most overvalued charachter of the wholr Heroclix universe. Perhaps the LE version could do something and get some chances agaisnt the 300 pts Sentinel version (because of HHS), but with a bunch of luck on Impervious die roll.

Angelofhate
03/21/2003, 12:41
If superman was alone it would be no contest... All the sentinel would have to do is capture him and its the end of the game... no one to save him.

KaiserSelroc
03/21/2003, 12:44
One on one, a Sentinal (or sinestro, for that matter), can beat any fig in the game, except maybe OWAW Superman (because of ranged HSS attacks). All it takes is one successful capture and its game over.

shin-goji
03/21/2003, 13:10
The Sentinel starts with Running Shot and Energy Deflection. With a 10 inch range he can duck and weave while maintaining a high defense. Superman, starting with an 11 attack, still has a chance of missing. Something that everyone is forgetting that is in favor of the Mark VII or any version of the Sentinel is the ability to keep pushing. While Superman has to pass and clear sooner or later, the Sentinel can push himself to put the pressure on the big S. When Supes pushes, that's a click of damage. The Sentinel has 18 clicks of life [I believe]. Six of those clicks involve running shot. Then it comes down to the all important capture. Superman is eventually going to be pushed or he is going to loose HSS. Then, when the Sentinel bases him, the next round the Sentinel has a chance on capturing him. Impervious gives Supes a chance to escape, but Toughness doesn't.

Now, when Superman is captured, the game ends at that moment. With no other figures on the board, the game is forced to an end. The Sentinel player gains no points, but neither does the Superman player. So the Sentinel player scores 300 points for his remaining figure, and the Superman figure scores a big, fat 0.

Angelofhate
03/21/2003, 13:19
Wouldnt you get double points by default, I mean the logical move is to bring superman back to your starting point?

Or does the game have to end then?

Grinner
03/21/2003, 13:20
It'll all come down to dice rolls. There's no clear-cut winner here. As people have said - one successful capture and Superman loses. But after only 2 hits with a heavy object capturing is the only way the Sentinal can win. He can't do enough damage to get through Impervious, or even Toughness after a single push. This is where the LE Superman would really cause the Sentinal trouble - fly in with an object, hit and move away. If the Sentinal pushes to take a shot it just pushed away its last click of Running Shot. No more move and attack.

shin-goji
03/21/2003, 13:20
The game actually ends when there are no figures on the field. So if it is one on one, Sentinel vs. Superman, and Superman is captured, BAM! The game is over and you don't get to run back to starting point.

PMMJ
03/21/2003, 13:27
Originally posted by shin-goji
The Sentinel starts with Running Shot and Energy Deflection. With a 10 inch range he can duck and weave while maintaining a high defense.

I have a hard time imagining a Sentinel 'ducking and weaving.'

shin-goji
03/21/2003, 13:29
Well, Grinner, I would disagree depending on where you are talking about the dials being. The Sentinel starts with a massive 4 damage, that's 2 on a failed Impervious roll, and 0 on a successful one.

The Sentinel has a 10 inch range and and effective running shot range of 16 [12 speed cut in half plus 10] and Supes has an 8 with an 11 HSS. If the Sentinel makes the first move, he only has to hit a 16 with a 5 or less. On a failed Imperv roll Supes is down to a 10 attack/15 defense and a 9 HSS. Supes sure doesn't want to push while the Sentinel can just rack up tokens. After the first hit, ranged Supes must make an 8 or better to hit the Sentinel from range, 6 or better H2H. But he's down two clicks and probably already has a token on him. If he pushes he loses the all important HSS and is a sitting duck to be based. His defense goes up, but the Sentinel can again wear that down.

I'm not saying it is a SURE thing, I am saying that I believe the Sentinel has the advantage.

shin-goji
03/21/2003, 13:30
Originally posted by PMMJ
I have a hard time imagining a Sentinel 'ducking and weaving.'

Uhm, think of it as the Sentinel is firing from above while his energy shields hold up...

Grinner
03/21/2003, 18:04
Originally posted by shin-goji
Well, Grinner, I would disagree depending on where you are talking about the dials being. The Sentinel starts with a massive 4 damage, that's 2 on a failed Impervious roll, and 0 on a successful one.

But after only 2 hits with a heavy object capturing is the only way the Sentinal can win. He can't do enough damage to get through Impervious, or even Toughness after a single push. That's where on the dial I'm talking about. Superman does the Hypersonic move & hit with an object rather than a ranged attack. 5 damage and Energy Deflection is no help. First hit puts the Sentinal on his last Running Shot/Energy Defection click. The Sentinal can get off one Running Shot if he pushes, and then loses Running Shot. AND even if the Sentinal hits and Superman fails his Impervious roll he takes a mere 1 click of damage and the Sentinal can no longer hurt him.

The Sentinal is now either on his last RS/ED click if he didn't shoot at Superman, or on his first powerless click if he did. Superman follows up with another fly-by heavy object and the Sentinal is now at either 8/10/16/2 with toughness or 7/9/15/1 with toughness, depending upon if he pushed to RS Superman. Now the Sentinal cannot physically hurt Superman if he still has Impervious, and if the Sentinal didn't push for the earlier Running Shot he will not be able to even get through Toughness after a single push.

Which is why I said that the fight between these two largely comes down to dice rolls. Who hits first? If the Big Blue Boyscout can put a forklift upside the Sentinal's head it's only going to win with a capture or some incredible dice rolls. If old Klankenstien hits Superman first and it doesn't just bounce off his chest then the Sentinal's continuous pushing will most likely wear him down before he can take it out.

nacnac
03/21/2003, 18:05
No. I've tried it. thrice

nacnac
03/21/2003, 18:07
wait. i forgot. he was never captured he's to tricky!!!!!!!!!!!!!!!!!!

shin-goji
03/21/2003, 18:08
Who attacks first, and dice rolls I think would be the big deciders. The big thing the Sentinel has going for him in his favor is his ability to push multiple times. Supes will have to stop and rest or push past his HSS. You do have good points though. Something worth testing...