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Go Back   HeroClix Realms > HeroClix: General > News, Articles & Original Content > Article Series
Reload this Page Marquee Primer HeroClix A to Z: Fantastic Forces Marquee Primer, Pt 1 – “Commons”
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Old 06/22/2005, 12:22
    #16
ciriquen
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Re: HeroClix A to Z: Fantastic Forces Marquee Primer, Pt 1 – “Commons”
Quote : Originally Posted by nivco43
I can see the Thunderbolts feat being quite the game decider in sealed events considering you get to choose the TA after seeing your opponents team. Hope to get at least one with a avengers to go with it.. Hawkey or Atlast
And with half the big figs being Avengers, your chances of pulling Thunderbolts and not being able to play it are really very small...

If only the same could be said about Fantastic Four
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Old 06/22/2005, 15:36
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Re: HeroClix A to Z: Fantastic Forces Marquee Primer, Pt 1 – “Commons”
Nice job as usual, azs. I'm glad you're still doing these despite all the extra work you've heaped on yourself. Now if only Raven_Project would come back...

I agree with most of your assessments. I only wonder about the Yellowjacket and Atlas write-ups. I think Charge is more useful to a Giant Fig then Running Shot - especially a short rang RS.

While I love the idea of Yellowjacket running off Elevated Terrain to blast someone, on an indoor map YJ will have a load of trouble using his RS since becoming based ends his movement and ability to attack.

Compare that to Atlas who will be able to attack figures who don't have LoS to him when indoors.

If I pull a YJ, I'm choosing outside maps. If I have an Atlas, I'm going indoors...

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Old 06/22/2005, 17:18
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Re: HeroClix A to Z: Fantastic Forces Marquee Primer, Pt 1 – “Commons”
Quote : Originally Posted by Mister J
I think that the Giant figs should in general get a slightly lower rank in this set, largely because of the other double based figs. 3 of the 8 double based figs have either RS/PB or Charge/EW(and since the charger is a flyer he will be able to fly right up to the giant fig and not have to stop one square out).
Good point. Suddenly, in a set with no fortitude in the boosters, I'm not real sure I want to pull someone like Juggernaut. Well, not this weekend, anyway. He still has a lot going for him, like the X-Men ability on the vet, but I agree that the giants are the ones that are really going to be hurting as they can't even hide behind anyone.
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Old 06/23/2005, 13:18
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Re: HeroClix A to Z: Fantastic Forces Marquee Primer, Pt 1 – “Commons”
Thanks Azs! Simple but effective overviews of the figures as always. I find them great for the pre-release, but I still look at them as the most concise reviews when building regular teams as well.

With all the damage reduction, and not so much outwit, Ghost Rider, Asp, and Mirage/Moonstar are going to be the pieces that I will have up front come team selection time.
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Old 06/23/2005, 14:55
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Re: HeroClix A to Z: Fantastic Forces Marquee Primer, Pt 1 – “Commons”
Quote : Originally Posted by tyroclix
I agree with most of your assessments. I only wonder about the Yellowjacket and Atlas write-ups. I think Charge is more useful to a Giant Fig then Running Shot - especially a short rang RS.

While I love the idea of Yellowjacket running off Elevated Terrain to blast someone, on an indoor map YJ will have a load of trouble using his RS since becoming based ends his movement and ability to attack.
YJ not only has the RS but he also ends up with Charge in his dial (the first two clicks after RS and then later again in his dial so you do have a good chance of ending up on Charge), meaning he does have that as a "back-up" option. Vet. YJ's range of 6 and Move of 10 also gives him an effective "run and gun" range of 11 for 4 damage, which is pretty handy.

Truth be told though I just want to get YJ and the Thunderbolts card so I can confuse an opponent by declaring YJ's TA as "Kingdom Come" - trying to figure out how that works with "giant rules" should be fun (and, hey, YJ even has range to take advantage of the KC "stay back" ability ).
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Old 06/23/2005, 20:07
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Re: HeroClix A to Z: Fantastic Forces Marquee Primer, Pt 1 – “Commons”
Quote : Originally Posted by ciriquen
And with half the big figs being Avengers, your chances of pulling Thunderbolts and not being able to play it are really very small...

If only the same could be said about Fantastic Four

Well there is 16 different FF figures we can pull so hopefully we can get a good one.

Quote : Originally Posted by tyroclix
While I love the idea of Yellowjacket running off Elevated Terrain to blast someone, on an indoor map YJ will have a load of trouble using his RS since becoming based ends his movement and ability to attack.
I do believe though that a giant character is only based up to two squares away for movement and close cmbat purposes so you could still make a ranged combat attack even if someone is two squares away from you, someone would have to back me up on this though.

Giant characters should be able to ignore character bases for movement and ranged combat purposes just like hovering characters, that makes sense to me.
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