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Critical Miss: Giants
The Le (04/19/2010)
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Critical Miss: GiantsI love HeroClix Giants. I always have. One of the proudest things in my collection is the DC GIANTS set on my shelf, still new and unopened. The problem is that I don't actually play with Giants in HeroClix. As a matter of fact I rarely see anyone play with Giants, except for Trigon once in a blue moon. Don't get me wrong, Giants aren't broken... they're simply very underwhelming.

First lets identify what the GIANT ability currently gives you, and our conclusions. Note that these are the rules found in the new DC Blackest Night rulebook (they didn't help much).

GIANT STRIDE This character ignores the effects of hindering, elevated, and outdoor blocking terrain on movement and may move through squares adjacent to or occupied by opposing figures. This character adds 1 to its d6 roll when breaking away. When this character is given a move action, if it has zero action tokens, it can use the Carry ability.

Conclusion: Average (5/10). It's great to be able to move through stuff, especially outdoor blocking terrain. However, the +1 breakaway is awful. You're telling me that Giant Man still has a 33% chance to fail a breakaway against an opposing Wasp? And a Giant can only carry if you have 0 action tokens? Lame. I can just see it now... "Sorry Antman, I'm too tired to carry you. Bye!"

And what happened with the rule allowing Giants to destroy objects as he/she walks on them?

GIANT SIZE (NON-OPTIONAL) This character can’t be knocked back, and ignores Plasticity. When this character is given an action that includes a close combat attack, it treats other characters up to two squares away as if they were adjacent unless blocking terrain, elevated terrain or a wall would otherwise block the line of fire. This character can make close combat attacks against elevated characters, even when this character is grounded. Characters with the (boot) symbol do not block line of fire to or from this character. This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated, but terrain effects still apply normally. This ability can’t be countered.

Wow! Thats a mouthful. Let's break it down into several parts to better analyze these abilities.

...This character can’t be knocked back, and ignores Plasticity.

Conclusion: Terrible (1/10). immunity to knockback is only useful in specific sitatuations, and ignoring Plasticity just means (a) opposing characters can still breakaway on a 4-6, and (b) a Giant still has a 33% chance of failing his breakaway roll. That's lousy.

HeroClix Giant Man...When this character is given an action that includes a close combat attack, it treats other characters up to two squares away as if they were adjacent unless blocking terrain, elevated terrain or a wall would otherwise block the line of fire. This character can make close combat attacks against elevated characters, even when this character is grounded.

Conclusion: Excellent (10/10). I envision a Giant using his huge thumb to squish an opponent two squares away. The Blackest Night rulebook made a significant change here, defining those opponents as "adjacent". Why is this important? Because Giants can now attack characters 2 squares away with Close combat Expert, Blades/Claws/Fangs, Flurry, and anything else that specifies the opponent be "adjacent." (The Fantastic Four rulebook didn't specify this). Regardless, this makes Giants very useful in close combat situations.

... Characters with the (boot) symbol do not block line of fire to or from this character. This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated, but terrain effects still apply normally. This ability can’t be countered.


Conclusion: Terrible (1/10).This is simply a curse for Giants, especially since they tend to have a very poor range. They're more likely to get picked away before getting close enough to deal any damage. Is this realistic? Yes. In a game of only close combat, Giants would be very powerful, but since HeroClix puts so much emphasis on ranged attacks... well, Giants are just sitting ducks with this ability, making them extremely susceptible to gunfire. Even with Charge (common on Giants), they're traditionally given mediocre Speed values (which is cut in half when they try to use Charge). Translation? Giants are great when close, but won't survive long enough to get close.

As you can see, Giants have a smattering of abilities that are mostly mediocre or flat out terrible. With the exception of close combat attacks 2 squares away, the other abilities simply don't make Giants very useful on your team... and even hurts the Giants.


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Your Comments:
I only lack 2 giants from the whole range of what has been released. They are great and plan on kitbashing 1 for a Black Alice(using a statue fig). Our last game before BATB was made of 200pt teams and I played Injustice League. I had a ball with giganta stomping her way through a group of x-men.

I do agree super strength should be a must, but there are those characters that are giants part of the time that could confuse people. I like the article and they should treat them just like Power Girl.

Posted by: scourge101 on 4/20/2010 4:45:37 PM
Just as a note on Giants that see some use: Spectre and SI Yellowjacket(both versions) see a lot of use from me and my crew (ok, granted Yellowjacket's can be turned off as it comes from an SP).

I agree on the Carry ability which really shouldn't be a lesser version for Giants. Super-strength and Toughness on all giants and free Rip it up as a trait is a bit too much. I do keep suggesting as we do in my venue that Super-strength in itself should allow figs to tear up walls and blocking terrain as a power action and get a light object (replacing the lame +2 damage on objects, walls etc.)

Posted by: Borgy on 4/20/2010 8:12:16 AM
...When this character is given an action that includes a close combat attack, it treats other characters up to two squares away as if they were adjacent... DUH!

Posted by: Ianator on 4/20/2010 2:57:21 AM
I love it! It would make playing a GIANT fig. more appealing and since they are GIANTS after all... intimidating! Rurouni KJS also has some great points... but w/ The Le's addition it's icing on the cake! I would like to include that a figure 1 OR 2 spaces away should be considered ADJACENT! Bring on the pain!

Posted by: Ianator on 4/20/2010 2:55:56 AM
I think they should have capture, the forementioned carry change, perma SS, and be considered elevated units (no hindering to/from and grounded giants shoot at each other over elevated/outdoor blocking.

Posted by: Mr.X_20XX on 4/19/2010 4:28:05 PM
The only one I really agree with is the change to Carry. It truly doesn't make much sense why giants are restricted in their use of the ability. The only reason I can think of is that the cost of Giant Size and Giant Stride necessitates the slight nerf.

All of TheLe's suggestions are fine (and would make great feats), but none are truly needed for giants. Just play them to their strengths and work around their weaknesses! It's not THAT hard.

1. Pack TK teammates. Giants can now be TK'd by friendlies. This helps them get where they're needed immediately.

2. Use tie-up figs. They do a lot to keep the big guys from getting shot up. With their ability to carry, they can taxi in their own tie-up pals. A high-movement giant like MM Giant-Man can exploit this well.

3. Blocking and elevated terrain help, too. And on outdoor maps, charging giants can ignore it when moving.

Giants don't need fixing, really. We just need to get smarter about playing them -- and they need to be smarter in design. An ideal giant will have:

-- a high speed value. Nothing less than a 10 to start to give them max efficiency as taxis and Chargers!
-- consistently good defense numbers, to represent the difficulty in hitting vital spots badly enough to deal great harm.
-- high damage (or, at minimum, CCE). Rather than making them reliant on Super Strength, their car-sized fists should suffice alone.

Posted by: Rurouni KJS on 4/19/2010 3:15:49 PM
How about this: when attacking a figure that is neither a Giant or Collosal, Giant figs get +1 to ATK. When being attacked by fig that neither a Giant or Collosal, Giant figs get +1 to DEF. I like the permanent super strength too, and giants that already have super strength, may carry 2 objects.

Posted by: Batmurph on 4/19/2010 3:08:21 PM
I'd be in favor of any or all of these changes.

Posted by: Miraclo on 4/19/2010 1:04:29 PM
Right on the money on the first four ideas! Don't think "Critical Giant" idea will fly. How about Giants generate critical hits on rolls of 11 and 12? This way, Giants would still be exposed to the critical miss possibility.

Here that, Wizkids? Let's fix the Giants!

Love the article. Short, sweet, and to the point!

Posted by: Illiniwek on 4/19/2010 12:28:43 PM
YES YES YES! These additions are a must! They SHOULD ALL have permanent Super Strength before you give it to Thor, Odin and even Power Girl. I laughedso hard about that carrying Ant-man joke too! They definatly should be able to carry. The toughness bit would be nice but isn't a must. But again, SUPER STRENGTH, SUPER STRENGTH SUPER STRENGTH!!!!! IT IS A MUST!!!!!

Posted by: Lord Logan on 4/19/2010 12:27:04 PM
I agree! I love playing my giant figs, but often feel like I am at a disadvantage when I do. The suggestions about the adjustments to the powers are spot on as well.

Posted by: DraxTheDestroyer on 4/15/2010 7:00:41 PM