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Let me start with saying that I don't have anything against reptiles protected by a bony shell developed from their ribs.
What I mean are those lame-os who think it is cool to park their team on the Marvel Outdoor Rooftop, throw barriers and stall the whole game, because their team has fewer points than allowed.
How do you deal with this in a 300 point restricted environment?
Thou shalt not suffer a witch to live! For the Emperor!
And here, poor fool! with all my lore
I stand, no wiser than before.
It depends on thier build total. 295 tends to be the total of a lot of Turtle teams. If that is the case then build yours at 300 and included a 2 point pog.
Then let them turtle all they want. Then as close to the end as possible push your pog into KO land.
Them, 295 + 2 = 297
You, 300 - 2 = 298 WINNAH!!
Now if you want to actually KO one of THIERS then the best bet is to have KC FLash (ICWO) and a TK'er (for the long range ability) and then have Flash zip up to the barrier and ICWO his damage to 3, punch a hole in the wall and then TK up your Uber-damage dealer and have them one shot one of his minion types.
Again, wait until it is as close to the end as possible, Really irks them
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BFC's can severly limit the power of the Turtle. Earthquake is the most obvious and Darkness and Deep Shadows are great at allowing you to get very close.
Poor Teamwork can be handy in negating their TK.
Map Choice is huge too. Selecting the right map (namely indoors) can prevent the turtle from having easy access to run out, attack, and run back.
Tactics - Turtles stink in close-combat. All their precious suppor figs are rendered ineffective when they can't gain Line of Fire to anything without burning actions moving around.
Powers - HSS, RS, Charge are solid ways of getting in attacks. Sometimes overlooked, Pulse-Wave, Quake, and EE can be lethal too.
Having the right figures is also key. Northstar is great at KO'ing pogs and hampering figures like Destiny and Paramedics. Guys like Solomon Grundy, Man-Bat, Steel, etc have long dials for cheap costs. They can handle some punishment and then retreat.
Cheap tie up figures (especially with Phasing) will force your opponent to waste attacks on them or drive them into the risky world of the Break-Away roll. Having Super-Senses can give you that chance that his attack will be wasted.
Mastermind figs, Pounce figs, Fortitude figs all can get where they want with little fear of being attacked by a turtling team.
One key to taking on a turtle is to take your time. Don't rush. Clear your figures and keep pressing forward. Break down walls, create hindering terrain, layer your figures so their arcs of fire overlap,and understand the rules completely. Parking a figure on EBT for example will prevent Black Adam from being able to attack that figure. Thats a perfect spot for a figure with range, TS and Fortitude.
Remember, all you usually have to do is KO some little dweeb to get the win. You see a pog - that's your target. Con Artists are the next easiest to KO followed by Paramedics. Either run in, get the KO and force the turtle to play or wait until the end of the game and zip out there and get that KO.
And always check what their build total is. The turtling behavior could simply be fear of making a mistake and his team could be more expensive than yours - in which case you can not worry about the clock and just play knowing you have the advantage.
There are lots of ways to approach a turtling player.
The other way to get someone to stop turtling is to agree not to use your Ult Thor
But in all seriousness, as was mentioned above, check their total. If they're afraid, use that against them. Slowly advance your figs as a group (being wary of EE), and stay outside or on the other side of blocking terrain. If he's going to turtle, you have to lay siege, and if you do it right, you'll slowly crush the life from him... He'll get nervous as you slowly draw your figs in on him like a noose, and if you continue to put pressure, eventually he'll make a mistake, and that's all you need.
Also, if you have any Phasers, they'll give him quite the headache.
Against a turtler, I'll usually just play their game. They usually don't like it at all. I don't care if my team is higher points or not, I just do it back to them to show them how EXCITING AND FUN the game is when you play like that!
I've had several games where the other player will pass on thier first turn, so I just immediately tell them I'm passing as well. They actually start playing when they see I'm not doing anything until they do something instead of just passing. Passing in Heroclix is SOOOO lame.
Against a turtler, I'll usually just play their game. They usually don't like it at all. I don't care if my team is higher points or not, I just do it back to them to show them how EXCITING AND FUN the game is when you play like that!
I've had several games where the other player will pass on thier first turn, so I just immediately tell them I'm passing as well. They actually start playing when they see I'm not doing anything until they do something instead of just passing. Passing in Heroclix is SOOOO lame.
You are absolutely right, but seemingly some people don't have any shame.
The German Championship is taking place soon and the prices (the winner will get Galactus, Dark Phoenix, a case of Mutant Mayhem and probably some other stuff) make sure it will be a cut-throat environment.
We have seen quite recently at the European Clix Challenge how bad the game can become in such an environment. It's no fun at all when the cheaters (no, not lame players; cheaters!) outnumber the fair players.
I want to go and have fun playing, but I also want to have a chance to win.
After testing today and seeing how powerful the aforementioned Thor team is I'm tempted to use it, but it is totally not my style and I'd probably hate myself if I did.
Thou shalt not suffer a witch to live! For the Emperor!
And here, poor fool! with all my lore
I stand, no wiser than before.
Easy - at the end of the game, you reach across the table, shake me by the hand, and say "Congratulations, Noman !"
LoL
I DO like turtle (Inv Girl / Woman ) Teams, it's true, but I won't be playing one in the UK Nationals this year, firstly because, to reach the last 16, we're going to need 3 wins from 3, plus a high-ish points total - and while you might well get the 3 wins, a turtle almost certainly won't put you near the top of the "points taken" pile. Secondly, Trick Shot has just about removed the turtle as a tournament winning stratagy - the odds of NONE of the teams you play having TS is, well ... unlikely.
Ultimate Thor and KC Green Lantern will be the two uber-pieces for a while yet.
(Although the Sacrifice-Pog is still a good stratagy ... )
Dual (or, better yet, triple) shot Mind Controllers work wonders on a turtle's shell. TK 'em in, have all the squishies lay into each other (everyone knows what their dials look like), and throw up a Barrier. Or scatter them to the winds and throw up a Barrier. If your opponent only has one fig that can deal the 3 damage necessary to drop the Barrier - well, that's a round that you don't have to worry about Thor or Black Adam.
I'm not 100% sure about this, but can't you soar over barriers? Take a flyer, soar over their barrier (assuming it's allowed) and harass their support pieces. I'd go with a Rookie Kid Quantum, perhaps... she's cheap, Running Shot, wildcard, and Incap.
And as far as Thor/Black Adam go... I'm going to seriously consider fighting fir with fire It's like beating up a 10 year-old: it feels great to win, but you know you can't say you're any good.
Oh, and how were they cheating at the tournament? Weren't judges watching? I'm in the process of becoming a Judge (hopefully) and I want to know what to look out for.
Drop Splinter to get them Angry, then if you can take out Leo next, the team will fall apart. Rap will go into an angry rage which is easily beatable, and mike is pretty tricky but the real worry would be Don.
So . . ..
Step One: Kill Splinter to draw the turtles out of the sewers.
Step Two: Drop the "battle leader" Leo
Step Three: Avoid Raps berserker style rage attack
Step Four: Drop Don
Step Five: Demoralize Mike, and take him out.