Page: 1 2 3 4 5 6
Related: We Need To Talk About Spiral
• Goto Comments
Spiral is easily one of the most "broken" pieces introduced into the HeroClix World (see what I did there)? I'd actually argue that it is the most broken piece introduced, because she has the potential to end games in just a couple turns. There's always been a fear of "Alpha Strikes" in the past (aka massive damage on your first turn), but Spiral brings this tactic to the forefront.
Fortunately Spiral is on the Wizkids "watchlist" to get fixed in the future, but we're not really confident it will be handled correctly or very soon for that matter. first, let's take a look at the problems.
First, let's take a look at her horrible Trait:
DIMENSIONAL PORTAL: Give Spiral a double power action, remove all Gateway markers from the map and place 2 Gateway markers on the map. Place one in an adjacent square and the other may be placed in any square on the map. Friendly characters may treat squares with Gateway markers as adjacent to each other for movement purposes.
Wow. right off bat you can see the issue. On the first turn you're pretty much screwed since your opponent can send her entire force to you immediately. There's a couple scenarios here:
1) You move your team together, or decided to do nothing and play defensive. Your opponent will setup a portal and send her entire Move and Attack team to you and deal massive damage.
2) You split your team up in multiple directions. Your opponent will setup a portal and send her entire Move and Attack team to you and deal massive damage to your key figures (or tentpole, thereby horribly crippling your team).
Even with first turn immunity you're screwed because the opponent will almost always have a way to hit you first. And to add insult to injury, your team can't use the opponent's portal! This is the type of game breaking power that ruins the fun for all HeroClix players.
But not all is lost. There's some very easy ways to fix Spiral while keeping her power comic book accurate.
Page: 1 2 3 4 5 6