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Welcome to web of webhead #4, the 10 cent adventure!
In this issue...beware of falling objects...
"That was simply transmigration of object. There's a great deal of difference between that and pure science, you know."
I wanted to spend some time today discussing a topic that tends to get glossed over in most strategy discussions and sometimes even in gameplay…objects. I've had games where my opponent didn't even want to bother with them, because he didn't have any characters with Super Strength! We'll talk about the basics of picking and placing objects, then move to the tactical implications of those decisions.
(please click on comments below to continue...)
I once used the X-Men Team Ability and Soaring IN THE SAME TURN to win a Battle Royale, like a BOSS.
OK, so after the decisions regarding the map have been made, it’s time to place objects. You and your opponent both provide three objects tokens to the object token pool. Please note, there is no specification as to what combination of light and heavy objects you must add. While most players go with the default of three of each, there is nothing that keeps you from adding either all heavy or all light objects to the pool. Once they are all placed in the pool face-down, the first player randomly selects an object token, turns it face up to see which type it is (heavy or light), then places it on the map. Player’s alternate doing this until each has placed three tokens, emptying the object token pool. Alternatively, after you flip an object token up, but before you place it, you may instead replace it with a 3D object of the same type and place that on the map instead, removing the token from the game. Please keep in mind, when 3D objects were first introduced, they were optional, and your opponent could veto their use...HOWEVER, the rules have changed, 3D objects are now always legal for use in tournament play (unless specifically house ruled against). Also, if you choose to use 3D objects, you are not required to provide them for your opponent as well.
So that’s a lot of words for the simple concept of placing objects, so let’s get into some of the tactical considerations of object selections and placement. Write this down:
Objects are used for three primary reasons, and those reasons are as follows:
Objects are used as weapons by Super Strength (SS) and Telekinesis (TK) characters.
Objects are used as cover by Stealth characters and other characters seeking extra protections from ranged attacks.
Objects are used as roadblocks to hinder the movement of an opponent’s team.
Let's break down each of those three points.
Objects as Weapons: If your team includes attackers with either Super Strength (SS) or Telekenisis (TK), you are probably counting on using objects as weapons. In particular, if you are using TK you will almost always want to choose heavy objects, as you will have the same range with those that you would with light objects, but will deal more damage. Keep in mind, objects used in close combat add to the damage dealt, not the damage value, and hence do not count towards the Rule of Three.
If at all possible, you will want to use the 3D objects if you are planning to use objects as weapons, as each provides an additional benefit beyond the damage boost. Speaking of 3D Objects, let's take a moment to review the eight pieces...
Light Objects
Mailbox – Increase the attacker’s damage dealt by 1. The Mailbox is essentially a light object that deals heavy object level damage. The upside for SS figs is that they can throw it further than a heavy object, but deal the same damage. For both SS and TK figs, this is an avenue to deal more damage even when you only flip light object tokens.
Crate – A character may throw this object 8 squares. An upside for SS characters, increasing their effective range. No upside for TK figs though, as they have a longer default range of 10 to begin with.
Office Desk – May be used as a normal light object, or may increase the carrying character’s defense value by 2. When either option is used, the object is destroyed when an attack roll is made. Again, an upside for SS characters, but not for TK characters, because TK characters can't carry objects.
Bookcase – Increase the attackers attack value by 1. A fairly straightforward bonus to the attack value which works for both SS and TK figs. Keep in mind this attack value bonus falls under the Rule of Three.
Heavy Objects
Dumpster – This object is not destroyed when used in an attack. The attacker places it in any square adjacent to the target after use. Usable by both SS and TK figs...this is a great choice if you have SS fig with mobility (especially HSS), allowing you to attack and then grab the object again for the next attack. Keep in mind that even though this isn't destroyed in attacks, it can still be destroyed through other means.
Computer – Increase the attackers attack value by 1. The heavy version of the Bookcase, a straightforward attack boost for both SS and TK figs. Again, keep in mind this attack value bonus falls under the Rule of Three.
Soda Machine – Increase the attacker’s damage dealt by 1. For max damage, you want the Soda Machine. Usable by both SS and TK figs...a Heavy Object that deals an additional point of damage.
Light Post – Acts as a heavy object. A target with 0 or 1 action tokens that is successfully hit with this object also receives an action token, which can result in pushing damage. This heavy object has a built in Incapacitate effect that is usable by either SS or TK figs.
Bruce Banner smacks Emil Blonsky over the head with a Light Post.
Emil was heard to remark, "Ouch, who hits someone with a light post? Honestly?"
In any case, make sure to place your objects where your SS characters will be able to pick them up, or where your TK characters will be adjacent to them. Count squares...if you plan on TK'ing out a Charging Super Strength character, make sure that you place the object near where you expect to TK the character to. If you plan on having your Super Strength characters pick up the object first, then move, place the objects just outside of your starting area.
Objects as Cover: Objects allow you to customize the map slightly by adding three squares of hindering terrain in strategically advantageous positions. Traditionally, “stealthed snipers” like to hide up on roof corners, usually sitting on an object token that creates hindering terrain. If you plan to move a figure out 10 squares and then have him sit there and shoot…make sure you place an object 10 squares out for that character to sit in so they can either use Stealth or even just the natural +1 ranged defense that hindering terrain provides. Often, on outdoor maps, these spots tend to be the corners of rooftops, allowing your shooters a wide spectrum of line of sight.
As a general rule of thumb...when moving your figures, if their movement is not affected by hindering terrain, and if you have the choice between moving them into clear or hindering terrain, move them into hindering terrain. Sometimes the +1 defense against ranged attacks is the difference between a hit and a miss.
Objects as Roadblocks: As above…objects allow you to add three squares of hindering terrain to a map. If natural hindering terrain provides you with the cover you need, then use your objects to hinder your opponent’s movement. For example, on an indoor map, most hallways are only two squares wide. By placing two objects adjacent to each other in a hallway, you will force some of your opponent’s characters to stop midway through the hallway, slowing down their advance. Or perhaps there is a line of existing hindering terrain with one open square in it…you can always plug that hole with an object, creating a longer line of hindering terrain. On outdoor maps, objects placed on stairwells or around ladders hinder your opponent's ability to gain high ground. And don't forget, hindering terrain is all it takes to stop a grounded Charging or Hypersonic Speed character dead in their tracks.
The moral of the story is Don’t just throw your object tokens out on the map…you should always put some thought into their placement. Use them for one or more of the above three mentioned uses. This is something that advanced players consider while building their teams...making decisions based on character's speeds and their plans for deploying their force. Using objects to your advantage is a great way to elevate your level of play.
That's all for this week...check back next week as we gear up for the DC: Legacy pre-release. See you in seven! - webhead817
Last edited by webhead817; 01/15/2008 at 14:48.
I once used the X-Men Team Ability and Soaring IN THE SAME TURN to win a Battle Royale, like a BOSS.
Very nice article, although I'll admit my favorite part is the picture of Hulk walloping Abomination.
I have the 3D objects but I'm afraid I've never actually used them. At the strore I play at, a friend generally provides his for everyone to use so there's no need for mine. And while I know this is a collectable game, when I'm playing against friends who don't collect as much HC as I do I just don't feel right using 3D objects or BFC cards or Feats when I know they don't have any of their own.
"Think of it, Batman. To never again walk on a summer's day with a hot wind in your face and a warm hand to hold. Oh yes, I'd KILL for that." Mister Freeze
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"You may think I am evil. I am not. I am efficient." Darth Maul
If you are not using an object as a Weapon and your opponent has a HSS bruiser who will rely on them, it may behoove you to put your 3 objects far away from the battle area in the corners. This will hopefully downplay the advantages to your opponent.
If you have a SS character, you do want to have 1 object handy to your starting area. You may want to place the other objects away from your starting areas.
#1 If you plan to fly a grounded SS character to the combat area, it is more benficial to put the objects in the area where the combat is likely to occur as you cannot carry a fig holding an object and you don't want a wasted object sitting way back by your starting area.
#2 After the initial object is used in an attack, you should try to put 1 or more objects in the suspected area of combat so that your SS figures will have an opportunity to use them in the game.
Originally posted by squirrelfarmer I hope someone from the pre-release in Michigan reads this article because that's NOT how they ruled it last pre-release!!!!!!!!!!!!!!
Good article
I'll be printing this one for future reference! Thanks
I was at the MI Prerelease...how did they rule it?
Quote : Originally Posted by Old Lady from JLU "Patriot Act" to the General
You think killing Superman would make the world safe? Or killing this boy? Or killing us? Tell me, how many of us do you have to kill to keep us safe?
If the map choice has minimal terrain...
If you have a SS figure that can ignore bases while moving {flying, L/C, etc}....
If your opponent has a likely Stealthed figure that could use the object as terrain...
If these 3 criteria are present...you can sometimes put an object out 'for your opponent to use'. Goading him to put his stealth figure on an object, thus allowing you to charge in and swoop the object away, leaving the character without hindering terrain to protect him via his stealth.
Originally posted by squirrelfarmer I hope someone from the pre-release in Michigan reads this article because that's NOT how they ruled it last pre-release!!!!!!!!!!!!!!
I'll be printing this one for future reference! Thanks
Instead, print out the new FAQ's for tournament rules. It specifically states that NO HOUSE RULES are legal. It was ruled the same way in the New England pre-release.
To the person who asked: These venues house ruled the 3d objects, saying that both players had to agree to use them. I see their point... but didn't agree. I paid for my dang objects, why couldn't I use them?
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