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I'll need to try him again and snipe, but I'm worried a lucky shot for 3 would make him as clunky as the old one.
I don't mind the lower defenses, I just wish he started with reducers and charge. Basically Vet Origin Hawkman's dial minus the leadership, lower the attack values, increase the damage values and gain Invulnerability to the damage reducing.
At 23 points cheaper + Indomitable, even 3 clicks in the new Guy is better than the starting click of the Justice League SR and is a lot better than the SR after 3 damage (which is only 1 taken after Invuln).
I have tried him a few times in a red lantern theme team. I know he has potential to be awesome, but it seems every time I use him, all the worst possible things that could happen do happen.
My favorite clix have a way of betraying me, it seems :/
(You know the whole reason this dial was designed this way is so that a triple-Perplexed Batman with a critical hit could one-hit knock him out, right? )
I know you were making a joke here, so don't shoot me for bypassing it
But critical hits are still subject to the Rule of 3, correct? If not, that's awesome, but I'd always just assumed they were.
I've played Guy on both JLI teams and in sealed games. Out of six games of using him (in two three round tournaments) he's only been KO'ed once. In fact, in one game Guy got knocked back for 4 damage on his top clix, landed on Thor's hammer, and next turn picked it up. He then proceeded to slaughter the Sinestro Corp (with many assists from the JLI. The same game DC75th Animal Man took down Sinestro Corp Batman by himself. It was ridiculous).
Guy's an offensive monster. Like Bill said in his review, sit back and snipe with Guy while the rest of the team moves into position/tie's up. Guy works best in 400 point plus games where he can be a secondary attacker that your opponent will either 1) forget about until they're blasted for 4 a couple times or 2) have to deal with a lot of tie up pieces while Guy and your primary attacker tag team your opponents big gun.
amazing sniper. pair him up with blue beetle & booster gold to lend a 12 attack and outwit. Then use mister miracle and oberon to hold enemies in place while you blast away for 4 damage. JLI just got so much better.
Why choose Red Green Guy? He'll be your only choice in Modern Age starting on the 15th...
...And that comic of Guy is Red not orange, I own it... we don't all see colors the same though, red/orange and blue/indigo/violet can be hard for many to distinguish. I mean humans can't even see all the colors in the spectrum. We know of them just can't see them
Op, that's not CCE, that's Exploit Weakness. He doesn't do 6 damage anywhere on his dial outside of Blades or Flurry.
And if we're talking blades, I know a few pieces who do that for a lot cheaper.
Blogger of Team Vegas,
Black Bolt of the Vegas Illuminati
I got to use Guy on a 400 point Green Lantern team and it was a very good day. I took a pic of the team and the custom dice I had for them. The way the turns generally went was they got closer. Then Sinestro tossed Guy at something and Sinestro and Hal Perplexed up Guy's to hit. It was great fun.
Op, that's not CCE, that's Exploit Weakness. He doesn't do 6 damage anywhere on his dial outside of Blades or Flurry.
And if we're talking blades, I know a few pieces who do that for a lot cheaper.
Guy's trait gives him CCE
Halo Grunt (Plasma Pistol) KO list: Eradicator
Not Removing from Sig until we get a Tron Bonne from MVC.
The last few games I've played with Guy, he's just gotten rocked because I simply imagined him as a "Run in and CHAINSAW EVERYTHING" piece because he's just that kinda guy.
But using him at range and getting my opponent to base makes me think I wasn't paying attention to that top-clicked ES/D.
Silly me. He, Booster, and Ted Kord will be having a lot more fun in the future.
Op, that's not CCE, that's Exploit Weakness. He doesn't do 6 damage anywhere on his dial outside of Blades or Flurry.
And if we're talking blades, I know a few pieces who do that for a lot cheaper.
He has CCE as a trait when he has zero action tokens, and 4 damage up top.