The most overlooked power in HorrorClix seems to be that of movement.
Everyone drools over 4 raw damage, invulnerable, Area, etc; yet few get excited about Leap/Climb and/or high movement values.
With victims being worth 15 points in a 300pt game and some being worth 40 when cards like, the horribly unbalanced, ?Bitter Hatred? are in play; A single munch on a victim will net you big points.
Why tackle a Zombie with loads of clicks and toughness and regeneration powers or go near a Rookie Jester with that big, scary, knife when you could net more points hunting down a soft, squigey, victim?
Throw in monsters with Leap/Climb or Ghost and your opponents best efforts to block your assault are worthless.
These two movement powers are really without parallel, peer or counter in HorrorClix.
Accuracy +1 damage is countered by Toughness
Deadshot +2 damage is countered by Invulnerable
Slash, Spree and Impale?s insane damage potential see counterparts in Dodge and Martial arts complete avoidance potential.
Bonuses and penalties from Boss and Scare are countered by defence bonuses granted by Phantom & Reflexes.
The only thing that can really stop a Leap/Climber is the application of Venom/Torture to place action tokens on them. Having said that: they have to catch you first and even if they do they?re not really damaging you and when you monster clears they?re going to be left behind as your Rookie Nosferatu flaps off OR dead as your Vet Vamp Hunter, Alien or Tickler turns round and does 3-4 damage to them in one hit.
When you have the movement advantage it gives you the best weapon to achieve the victim advantage.
If you can grab the point advantage early, on victims alone, and make sure you have more than 50% of the victims, the ball is truly in your court. You can decide whether to engage or run like a little girl or just draw the fight out long enough to take out their weaker pieces? You are in control!
If your opponent is fielding the slow moving heavy hitters like The Fiend or Vet Hook, they can chase a Tickler or an Alien all day long but will never catch up, especially if you lead them a merry-dance over hindering terrain or water. It is with this ?run away!? tactic that you can also rob your opponent of points by taking a badly hurt and expensive piece and just making it run and run and run or hide behind a wall of healthier monsters.
While lacking the raw, toe to toe, offensive of defensive capability of Slash or Invulnerable, Leap/Climb, Ghost and high movement more than make up for it by giving you the tools to sway and control the game.
On this note a friend and my self have always been of the opinion that ?Trap? should counter Leap/Climb. After all the nature of trap abilities does infer an actual grapple, be it getting stuck in Hook?s bear trap or snared in the Outpatients tentacles or have a Sorority Zombie wrapped round you in the throes of nerophilic passion.
Alas this is not the case and Leap/Climbers and Ghosts possess powers that allow them to lord over most maps.
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This is the primary reason that I try to work the Reaper of Souls into as many armies as I can; Ghost on all dials. He's not the fastest, he's not the strongest, and he gets hurt everytime someone takes a swing at him. But gets where I need him to be, can take a beating while doing what he needs to do, and can leave when he's done, no matter who is attacking him.
And yes, I'd prefer it if Trap countered MOST Leap/Climbs, but HorrorClix has some L/C monsters that actually flap, or scurry, or what have you, and should be able to avoid most Trap abilities. Sorority Zombie's sloppy kiss doesn't seem qualified to negate the Widow's spindly spider legs from passing effortlessly by her. On the other hand, The Outpatient should be able to hold down an opposing Vampire Hunter.
_________________ "Give a man a fish, feed him for a day. Give a man a poisoned fish, feed him for life."
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In the group I play in, Leap/Climb is one of the traits that tends to get a lot of attention. Ghost is cool, too, but most with Ghost tend also to time-out, and lose out that way. I can assure you that in our group it getys a lot of attention.
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The most overlooked power in HorrorClix seems to be that of movement.
Everyone drools over 4 raw damage, invulnerable, Area, etc; yet few get excited about Leap/Climb and/or high movement values.
With victims being worth 15 points in a 300pt game and some being worth 40 when cards like, the horribly unbalanced, ?Bitter Hatred? are in play; A single munch on a victim will net you big points.
Why tackle a Zombie with loads of clicks and toughness and regeneration powers or go near a Rookie Jester with that big, scary, knife when you could net more points hunting down a soft, squigey, victim?
Throw in monsters with Leap/Climb or Ghost and your opponents best efforts to block your assault are worthless.
These two movement powers are really without parallel, peer or counter in HorrorClix.
Accuracy +1 damage is countered by Toughness
Deadshot +2 damage is countered by Invulnerable
Slash, Spree and Impale?s insane damage potential see counterparts in Dodge and Martial arts complete avoidance potential.
Bonuses and penalties from Boss and Scare are countered by defence bonuses granted by Phantom & Reflexes.
The only thing that can really stop a Leap/Climber is the application of Venom/Torture to place action tokens on them. Having said that: they have to catch you first and even if they do they?re not really damaging you and when you monster clears they?re going to be left behind as your Rookie Nosferatu flaps off OR dead as your Vet Vamp Hunter, Alien or Tickler turns round and does 3-4 damage to them in one hit.
When you have the movement advantage it gives you the best weapon to achieve the victim advantage.
If you can grab the point advantage early, on victims alone, and make sure you have more than 50% of the victims, the ball is truly in your court. You can decide whether to engage or run like a little girl or just draw the fight out long enough to take out their weaker pieces? You are in control!
If your opponent is fielding the slow moving heavy hitters like The Fiend or Vet Hook, they can chase a Tickler or an Alien all day long but will never catch up, especially if you lead them a merry-dance over hindering terrain or water. It is with this ?run away!? tactic that you can also rob your opponent of points by taking a badly hurt and expensive piece and just making it run and run and run or hide behind a wall of healthier monsters.
While lacking the raw, toe to toe, offensive of defensive capability of Slash or Invulnerable, Leap/Climb, Ghost and high movement more than make up for it by giving you the tools to sway and control the game.
On this note a friend and my self have always been of the opinion that ?Trap? should counter Leap/Climb. After all the nature of trap abilities does infer an actual grapple, be it getting stuck in Hook?s bear trap or snared in the Outpatients tentacles or have a Sorority Zombie wrapped round you in the throes of nerophilic passion.
Alas this is not the case and Leap/Climbers and Ghosts possess powers that allow them to lord over most maps.
I gotta agree with the victim control. The place we play at has victims worth twice as much as the rules say. Thus I always run cards to take control of victim movements. Take my hand, Surgical tools, Fearsome Growl. These are all very effective and can leave your opponent pissed about not getting their chainsaw bloodied or their werewolves transformed.
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