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KC Revisited
The Le (01/31/2016)
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Related: Pow! Batman
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Goto Comments

Kingom ComeWhen this character would be hit by a ranged combat attack, if the attacker doesn't have [KC], you may roll a d6. On a result of 5-6, this character evades the attack. Uncopyable

 

Bat Sentry has always been so-so. It's an okey filler piece and decent tie-up figure. With 2 clicks of Charge and 3 clicks of Incapacitate, he can get into position quickly for a quick punch. He's also the first piece that has move-able parts!

Continued Below...


Bat Sentry HeroClix Unleashed Dial

Bat Sentry is still a very fun piece to use, especially if you can field three or four of them. As a tie up piece, the new ability helps just a little bit early on, but once your in the heat of battle it wont' matter much. Bat Sentry is a close combat tie up piece, and this new KC ability doesn't really help or hurt that role.

Related: 15 Things You Don't Know about HeroClix

Old Rating: C+

New Rating: C+


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Your Comments:
Magog seems to be the one who benefits the most for me. Moving into close combat got significantly easier. Instead of taking a hit or maybe 2 before closing on a crafty opponent, now he is as likely to have zero or one hit taken. That said, I liked the old TA quite a bit, even if I forgot to use it more often than most TAs.

Posted by: aqhoffman on 10/14/2017 5:35:16 PM
I've always loved kc and the characters from the story.

Posted by: Matt on 2/21/2016 10:13:04 PM
This figure needs indomitable badly! ( being made before that awesome time of special powers. ) having to wait a turn was rough especially if you didn't have a flier drop you off in your spot.
Outwit was handier before because outwit range was 10 I believe rather than a minimum of 6.

Back in these days we played with so many medics we might as well have owned an ambulance company. The design of the day was dials that really tailed downward. Hence the need for a medic. There was a huge effect on getting hit.. Today's dials are steadier and shorter. Today's run to the medic is probably tougher especially escaping kill box situations precisely because of dial length.

The KC ability should have allowed for a choice between new and old versions. I have been saved so many times while being in stealth from getting based by the old KC TA. That being said I love the new one and it is definitely an improvement! Outwit and perplex protection! Thank you Wizkids!

Posted by: BAM on 2/13/2016 7:11:43 AM
Red Robin reminds me of a badly cooked hot pudding. That first bite is delicious but the centre is undercooked and he has a very soggy bottom. Unfortunately, due to his top click stealth and big range in many situations the change to KC hinders him despite the coolness of double dip super senses :(

Posted by: MantisWarrior on 2/10/2016 10:26:49 PM
2 chances to avoid Ranged Combat attacks, this KC TA is a better version os Skrulls TA also, instead of the Mage Knight Terrify spin-off ... =P

The 3rd click with 2 targets incapacitate + willpower will make him very annoyng, unfortunatelly he already lost the Outwit ... =/

For 90 points this is a very solid seccond attacker, and for some colorblind guys you can thing he's Space Ghost ...

Posted by: GuiMaron on 2/9/2016 3:02:04 PM
What?!?! they have the Red Robin from Kingdom Come!! I wish they would just make for Kingdom Come set, loved reading that comic series.

Posted by: Go on 2/9/2016 2:34:18 PM
Red Robin is a very versatile piece that will come in handy in 300 point games and I look forward to using it.

Posted by: Urmom on 2/9/2016 2:07:06 PM
All Magog needs now is SI Dr. Strange for that 18 defend and he'll be good. Plus, he can taxied by him too!

Posted by: Lord Logan on 2/3/2016 2:33:39 PM
In general the Hypersonic KC figures will benefit most from the change as they are most likely to be at range from an opponent at the end of their turn.
Close combat attackers will benefit from a bit of protection on the way in and protection from ranged figures 'chipping in' when they are trying to clobber someone. However they will now be more vulnerable to opposing figures 'piling in' to their nice one on one bout.
Ranged figures will probably already have some ranged protection however (ESD or Stealth) so will miss the anti close combat 'ward' effect of the old ability most.
IMHO

Posted by: MantisWarrior on 2/3/2016 8:46:04 AM
Dang my bad... I missread what you typed sorry.. I thought by saying "game effects that trigger off of evasion effects (such as Precision Strike) will still work against this team ability." I thought you meant the TA still works against powers like precision strike. Lol it sounded funny sorry...

Posted by: Bardock on 2/1/2016 6:13:58 PM
Actually no a character targeted by precision strike can't evade using the KC TA cause prescion strike - can't be transfered, reduced below 1 or evaded. Since prescion strike never really stated just "super senses" to evade the power super senses is an evade same as the new KC TA allows a character to "evade" with range attacks like that of super senses. But precision strike would still prevent a character using the KC TA from evading.

Posted by: Bardock on 2/1/2016 6:08:28 PM
While this is similar to the standard defense power Super Senses, it is not granting the character Super Senses— this means that a character with Kingdom Come team ability that can also use Super Senses now has two chances to evade a ranged combat attack. However, this is an evasion effect so game effects that trigger off of evasion effects (such as Precision Strike) will still work against this team ability. The team ability is also Uncopyable— this means that it can’t be copied by a Wild Card.

Read more: http://heroclix.com/heroclix/dc-heroclix-worlds-finest/dc-heroclix-worlds-finest-kingdom-come-team-ability/

Posted by: Tom on 2/1/2016 4:48:11 AM
Never mind. I'm on drugs ><

Posted by: Puuka on 1/31/2016 4:16:40 AM
You forgot to mention the new KC TA also works against Precision Strike

Posted by: Puuka on 1/31/2016 4:13:50 AM