As always great gameplay and clear on actions taken. Thank you for always providing great content thats informational, really helps me learn the complexities of this game.
Thanks for the video! Can I check... You mentioned at some point Panther lost leadership, does this mean that Spiderman would NOT be allowed to get his move action? (just Cap Marvel) Because you're down to just 3 actions?
Hey Sean thanks for watching! When a character loses leadership, the team does lose an action, so the player can only make (in this case of a 300 point game) 3 actions per turn. It’s possible that we missed that at some point and took an extra action; if we did, sorry! :)
This was immeasurably helpful and answered about 50 questions. I still have 450 more, but it's a good start. I will ask this, though. Don't Batman's opponents standing on one of his smoke cloud tokens benefit from hindering terrain? Also, how was Spiderman able to pass through the zerg without rolling break away? Something on his card? I would have thought he would have to stop moving as soon as he became adjacent to the closest opponent. I had no clue flyers could carry and charge at the same time. I also have no clue how you're able to keep track of token clearing, much less all the different cumulative and/or offsetting effects. I struggle remembering all that for 4 figures vs. the bystander tokens.
Hey there thanks for watching and glad our video helped answer some questions. Yes, smoke terrain provides a +1 defence bonus against range attacks, regardless of who generated the terrain. It also provides a -1 to the opponents attack value. It’s possible we forgot that at one point; we still make mistakes! 😊 Spiderman has an improved movement symbol on his card that has the black circle, which means he can move through opposing characters and automatically breaks away. Any figure that can carry, either through passenger or flight, can carry during a move, charge or running shot. However, hypersonic prevents carrying - this is described on the powers and abilities card. For token clearing, Rob and k both use three colours of action tokens, a different colour for each turn; so we know when to clear a figure. It’s the method that works best for us. I keep them in order on the side of the map so I know which order. Hope that helps!
@@jocestitch9696 I'm still confused by Improved Movement Move Through, because 1). that's nonsensical English, 2). it says, "must still break away," which makes me wonder what's even the point of it. I mean, if you still have to break away, there's nothing "improved" about it, because if you break away you can do that anyway. Is that a scenario where you'd roll a breakaway check immediately to see if it even works? If not, then I just don't get why it even exists.
@@electricfootballhero1349 improved movement move through means that if you start your movement away from an opposing character, you can move through them or adjacent to them without stopping. If you start your movement next to the character, you must still breakaway. This is the type of movement granted by flight, and some other characters and powers have this type of movement as well. You might be interested in a new series The Alpha Strike started yesterday. They are putting up an introduction to HeroClix series with a video each weekday this week.
@@jocestitch9696 thank you, that makes perfect sense. Had it said, "This only applies if you are not adjacent to an opponent at the beginning of the move," I would have understood it immediately. Adding (must still break away) at the end has no context or meaning for a new player, because without knowing what it doesn't even tell us, we wouldn't know why it even says that. These rules are full of stuff like that.
Yes, more of these please. Hoping for the new 2025 starter sets ❤
We hope to play the 2025 sets as well. Thanks for watching!
As always great gameplay and clear on actions taken. Thank you for always providing great content thats informational, really helps me learn the complexities of this game.
Thanks for watching! We are so glad we can be of help. 😊
That was a good game. That pulse wave was a great idea. That basic Batman smoke cloud was really good
Yes, Batman is good because he can be placed for free within the smoke.
I think Batman should have been hit by the energy explosion, but I can't be sure. Crazy game. Those dice. Oooff.
Yes, after reviewing the video I think Batman should have been hit.
Thanks for the video! Can I check... You mentioned at some point Panther lost leadership, does this mean that Spiderman would NOT be allowed to get his move action? (just Cap Marvel) Because you're down to just 3 actions?
Hey Sean thanks for watching! When a character loses leadership, the team does lose an action, so the player can only make (in this case of a 300 point game) 3 actions per turn. It’s possible that we missed that at some point and took an extra action; if we did, sorry! :)
Sunday funday heroclix!
😊
This was immeasurably helpful and answered about 50 questions. I still have 450 more, but it's a good start.
I will ask this, though. Don't Batman's opponents standing on one of his smoke cloud tokens benefit from hindering terrain? Also, how was Spiderman able to pass through the zerg without rolling break away? Something on his card? I would have thought he would have to stop moving as soon as he became adjacent to the closest opponent.
I had no clue flyers could carry and charge at the same time. I also have no clue how you're able to keep track of token clearing, much less all the different cumulative and/or offsetting effects. I struggle remembering all that for 4 figures vs. the bystander tokens.
Hey there thanks for watching and glad our video helped answer some questions.
Yes, smoke terrain provides a +1 defence bonus against range attacks, regardless of who generated the terrain. It also provides a -1 to the opponents attack value. It’s possible we forgot that at one point; we still make mistakes! 😊
Spiderman has an improved movement symbol on his card that has the black circle, which means he can move through opposing characters and automatically breaks away.
Any figure that can carry, either through passenger or flight, can carry during a move, charge or running shot. However, hypersonic prevents carrying - this is described on the powers and abilities card.
For token clearing, Rob and k both use three colours of action tokens, a different colour for each turn; so we know when to clear a figure. It’s the method that works best for us. I keep them in order on the side of the map so I know which order.
Hope that helps!
@@jocestitch9696 I'm still confused by Improved Movement Move Through, because 1). that's nonsensical English, 2). it says, "must still break away," which makes me wonder what's even the point of it. I mean, if you still have to break away, there's nothing "improved" about it, because if you break away you can do that anyway. Is that a scenario where you'd roll a breakaway check immediately to see if it even works? If not, then I just don't get why it even exists.
@@electricfootballhero1349 improved movement move through means that if you start your movement away from an opposing character, you can move through them or adjacent to them without stopping. If you start your movement next to the character, you must still breakaway. This is the type of movement granted by flight, and some other characters and powers have this type of movement as well.
You might be interested in a new series The Alpha Strike started yesterday. They are putting up an introduction to HeroClix series with a video each weekday this week.
@@jocestitch9696 thank you, that makes perfect sense. Had it said, "This only applies if you are not adjacent to an opponent at the beginning of the move," I would have understood it immediately. Adding (must still break away) at the end has no context or meaning for a new player, because without knowing what it doesn't even tell us, we wouldn't know why it even says that. These rules are full of stuff like that.