Click Here for a custom Veteran Superman dial that I have made.
He's cheaper (less Leadership), more reliable (stats don't drop near as quick as the current R/E/V), more playable and can be better squeezed on to a 300 point team.
The beauty about this dial is that even though he's cheaper and can dish out more damage (matched to Avengers/JLA Thor battle), it still leaves the LE Superman open to play as this Vet. does not have the Superman ally team ability.
Basically, if you want the Superman team ability and more Hypersonic Speed, naturally, you're going to have to pay more; 213 to 236 points is a fair jump.
- Experienced version would be almost a carbon copy of the current Exp. version, but start off similar with one click of Hypersonic speed, then to Charge for three or four clicks, one click of 4 damage, more consistent threes to twos.
- Rookie version again almost a carbon copy of the current Rke. version, starts of with Charge, etc., but starts off with a base damage of three, and keeps it for a few clicks only ever going as low as two clicks.
Cool dial! Much better, stat wise, and very consistant along its length.
How'd you save the image like you did? I've been trying to do that with the dial generator with no success.
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Originally posted by JayThor What is the range? Looks good otherwise.
Range of eight (top left hand corner of the dial image).
Drashia, Superman gets hurt and fatigued just like any other superhero, and his two damage is only for three clicks at the very end, so for eight clicks, you're doing at least a damage of three (not too bad if you ask me). The idea is to keep try keep him healthy.
Like you, I want him to have damage-reducing power down the dial; Superman should always be tough.
I want him to have Superstrength down the dial.
Like you, I kept him free of outwittable damage powers; Supes is all about base damage.
For points' sake (and variety) I gave up some HSS and Charge for some Flurry. Two attacks from Superman...in a row? Scary!
And of course as mentioned I gave him the Superman Ability without which the Batman Team makes mincemeat out of him.
But I guess I made the Veteran JLA affiliated like the current version we have, because three out of the four versions we have of Superman from Hypertime, are Superman allies, and I still wanted to give the LE Superman all the playability potential he can get (like I mentioned in the first post).
Flurry on Superman would be interesting, and yes, like you mentioned, SCARY! Imagine "softening" your opponent with a dumpster in the face first, then a swift punch to follow to knock them out.
And like I mentioned to Drashia, yes, superheroes get hurt and fatigued, so to represent this I guess that's why I didn't give Superman super strength on the last two clicks. With an attack of six on those clicks, you're better off using your Force Blast to keep your opponents away from you while you try scramble back to a medic.
Nevertheless, it does. And using the same calculator Weezer uses, which uses the Retardog formula. There are several reasons for this.
The 213 version has the Defense number go UP when the power shifts. It's common in current Heroclix but it doesn't make tactical sense (I'm getting weaker AND I become harder to hit?) AND increases point total.
The 213 version starts with speeds of 12 and 11 which combined with HSS is muy expensivo.
Furthermore, HHS and CH are not cheap; shaving them a bit helps.
Yes, SA TA is expensive, but JLA TA ain't cheap.
Force Blast is more expensive at the end of the dial when it is desperately needed.
Superstrength is dirt cheap (because it isn't very useful in the game). Flurry's pretty cheap too.