AE specials

Started by thetrooper27, May 25, 2013, 12:33:52 AM

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steve2275

#15
ill say this as my last post in here
no one would expect it  ;)
EJ+EJ+KB=KO
EJ+KB+KB+KO
EJ+HN+KB=KO
CZ+HN(11)+JB=KO in outer space
it could be distracting to your opponent

gameplan.exe

Quote from: steve2275 on June 02, 2013, 02:23:40 AM
ill say this as my last post in here
no one would expect it  ;)
EJ+EJ+KB=KO
EJ+KB+KB+KO
EJ+HN+KB=KO
CZ+HN(11)+JB=KO in outer space
it could be distracting to your opponent

I don't think I understand your last post...
CZ = 4
HN = 11 (well, that one)
JB = removing hits and switching places with reserve...
Outer Space =
     BROOD, SILVER SURFER, SUPER SKRULL, ADAM WARLOCK, SHI'AR, STARJAMMERS
       ~ Outer Space team may not Place any Universe cards. ~
???
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

steve2275

#17
arg
well you know the j and k are next to each other  ;)
CZ+HN(11)+KB=KO in outer space
4+11+8=23=KO
if they all hit

gameplan.exe

well, there's no doubt that an 8 on a permanent record is getting a character a lot closer to KO, regardless of how the 8 got there; however, it's also true that if the 8 counts for Venture, it just got a LOT better. in both the EJ and the KB, the opponent only has to block a 2. most people wouldn't bother using a lv.2 Special attack, unless I had a better after-effect than a 2 for damage/Venture. the better the after-effect, the more appealing the card...

so, it would go something like this:
EJ > KB > lv2 attack special

as a side note, this reminds me of the Cyclops card:
X-MEN STRATEGY (EN)
Acts as a level 4 Intellect attack. If attack succeeds, add +2 to damage.

the icons an wording are slightly different, but it basically makes this card somewhere between and EJ and a KB, as a 4/6. the 4 would still count for Venture, but it's a 6 toward KO... but I don't know anyone who uses this, because Cyke can go something like this for attack Specials:
9E (FT)
9E (FT)
7F (AR)
7F (AR)
6E (BO) (opd)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

I played 3 of the 9's in my deck in Buffalo!  My count was 99976 for Cyclops. 

"BEHOLD!  OPTIC BLAST!"
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

DiceK

Question about AE Coded Specials:

Wording on the card:  Acts as a Level 4 "X" attack, may combine with 1 "Y" card for a single attack.

If X=Energy and Y=Fighting, do you have an Energy and Fighting attack, or do you have an Energy or Fighting attack?  Simply for the purposes of the type of attack.

The reason I ask, say I use this as an attack against an opponent that has an avoid one energy attack, but I declare that it is a fighting attack, does my attack hit?

This same question could apply to the Level 9 attacks with 2 icons, and the Multi 8 Attacks.  Do you need to declare on these cards or is it considered either or by the opponent?

Jack

It would be both types of attacks, Energy and Fighting.

BasiliskFang

if they combine for a single attack then you can block with a specific ad. once they land they are separate hits.

gameplan.exe

Quote from: DiceK on August 11, 2013, 10:18:33 AM
Question about AE Coded Specials:

Wording on the card:  Acts as a Level 4 "X" attack, may combine with 1 "Y" card for a single attack.

If X=Energy and Y=Fighting, do you have an Energy and Fighting attack, or do you have an Energy or Fighting attack?  Simply for the purposes of the type of attack.

The reason I ask, say I use this as an attack against an opponent that has an avoid one energy attack, but I declare that it is a fighting attack, does my attack hit?

This same question could apply to the Level 9 attacks with 2 icons, and the Multi 8 Attacks.  Do you need to declare on these cards or is it considered either or by the opponent?

These all say, "or" in them, so it allows you to declare them as one or another type. So, Sabretooth's AD is for Fighting, you could call Prof's Mindwipe as Int, to prevent his avoids from working. If you fail to declare it beforehand, then your opponent may "declare" it for you, to his benefit of course. The same thing applies to Multipower Power cards (except when they are follow-ups to Teamworks, and must be one type or another to be legal, then the Teamwork is declaring the type).

As BBH would say, "Clear as mud?"  ;D
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

steve2275

#24
of course its best when you know your opponent cant defend
even if it means they lose a character
because players care more about venture then characters