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Critical Miss: Giants
The Le (04/19/2010)
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HeroClix GigantaSo what can we do to make Giants better? I've got some ideas.

CARRY

Giants should be allowed to carry freely, on any turn (not just when there are no action tokens on it). Why should flyers have all the fun? I see Giant Man and even the Hulk carry people all the time with no problems. Heck, Giants should even be able to carry flyers, transporters, and double-based characters (albeit only if the giant has no action tokens on it, for balance purposes of course). I recall the Sentinel carrying multiple mutants at a time, so why shouldn't Giants be able to do that?

MOVE AND ATTACK

Along with Carry, a giant should be able to make attacks on the move. This would represent their ability to overrun opposing characters or just take a swat at them. This ability, along with Carry, already has a -2 penalty, which I think is balancing enough since Giants tend to have pretty mediocre combat values.

SUPER STRENGTH & RIP IT UP
Giants should have Super Strength. All the time. As a trait so it can't be Outwitted. I don't ever remember a 50-foot-tall woman saying outloud, "gosh, this car is too heavy to move". Oh please. Give the Giants some Super Strength love please. And how about some RIP IT UP for free?

Rip it Up: Before a target character begins a move as part of a move, power, or free action, give it a light object token from outside the game.

TOUGHNESS
HeroClix Giants BoxGiants never have problems with puny weapons fire. Those pistols just don't deal enough damage to get through that thick skin. While it would be unbalancing to give Giants the Toughness power all the time, I have a better solution: When a Giant is a target of a ranged attack, it can use Toughness if it doesn't currently have any other damage reducing power or ability.


Critical Giant
Then again, maybe Giants just need a better way to terrorize those around him (or her). Wolverine may have Adamantium claws, but I'd be far more afraid of a car-sized fist bearing down on me. How about giving Giants this: When a Giant makes a close combat attack, Critical Misses are treated as Critical Hits.

Well there you have it... five ways that Giants can be improved to become more playable. Giants are still going to have problems against ranged attackers, but at least my solutions will give them a fighting chance, or at the very least it'll make players consider using them in their teams for a change.

Agree? Disagree? Got a better idea? I'm all ears... just post a comment below.


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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