We’ve all shared this moment: the attack has been declared, the dice rolled, a six thuds down, the other dice, spinning. The anticipation deepens, this is the most important roll of the game . . . only for the second die to fall just one short! The clix dice gods have not been appeased. Victory has been denied. So, what offerings can you make to appease the gods?This post can’t help you suddenly roll boxcars. But, it can help you minimize the distance between your paltry attack value and your target with the lofty defense. With new tournaments, and hopefully an influx of new clix players to the game, this article will help clix players of all skill levels appease the dice Gods.
Training Day:
For the newer players out there who can’t hit the back end of a Hypertime dial, consider the following, are you:
- Rolling to hit the target with your highest attack value first?
- About to target a character with ES/D from afar? Likewise, make a close combat attack adjacent to a character with combat reflexes?
-Playing characters with an a dial that ‘hulks’ up, or similarly starts with a high AV, but then nosedives faster than Snoopy after a bout with the Red Baron?
-Being mindful of terrain?
-Use figures that possess probability control, or build theme teams for the re-roll bonus?
-Lastly, and perhaps most egregious: are you perplexing up damage instead of attack?
As a friend pointed out to me when I was learning this game: it doesn’t matter how much damage you can dish out, if you can’t hit the target. So, position yourself correctly, be wary of what you need to hit, take a deep breath, and plan accordingly.
Got Skillz:
So, you got skillz, but the other guy brought it too. What to do?
-Character selection. Forget about the Witch. What about Immortus? Throw on Dawnstar, to help your whole team hit that slug in a jar. (Warning: awful segue ahead) Make a Warriors Three team with Volstagg and his special power, and then get stupid ugly by adding:
-Feat Cards. You may not like ‘em, but if you can’t roll, then roll with them. These feats will help you with that impossible roll: Inside Info, ICwO, Contingency Plan, Streak of Luck, and Opportunist, to name a few. Volstagg with Inside Info is going to get ugly. But good news: he didn’t spill his beer.
-Are you utilizing TA’s that can maximize your attack value? Ultimate X, 2000ad, the Alpha flight feat, etc, will boost AV, but consider throwing on Hydra or PD TA’s on your team to add a nice bump as well. Superman Allies and Ultimates will ignore that pesky hindering terrain modifier.
Honorable Mention: Sinister Syndicate or Batman Enemies can chain that hefty attack on all your characters throughout their dials, but lack other attributes that make them competitive. However, to be competitive, you could Thunderbolt your Avengers to Sinister Syndicate, for the same effect (instead of always T-bolting to Mystics!).
So, convinced you are the greatest player on earth, but can’t win a game with your WK dice? Then these tactics are for you:
Regulators, Mount Up!:
-Throw statistics out the window. Bad dice? Change em.
-Don’t psych yourself out by dreading the attack roll. Relax, and roll the dice.
-Don’t always turn off your stealth. Remember, if you turn it off for you to Prob, then your opponent can too.
-Likewise, the Batman TA will allow you to reroll your attack, but will prevent your opponent from the same, without having to turn off your TA.
-Know your target’s dial: Don’t hit Spectre onto his nasty 19 defense if you can manipulate your damage.
-Along the same lines, use things like barrier, double based figures, force blast, or the maneuver feat to separate high defense TA chains, or Defend clusters.
-My favorite: Single Target Pulsewave. Won’t ignore terrain, but makes hitting that shape-changing Warskrull so much easier.
Lastly: Not So Honorable Mention:
-Winning without rolling the die: Poison + AP + Armor Wars BFC = Fast win. Bringing along a Structural Integrity Field in a Battle Royale. Using Malice against a tent pole. I don’t recommend any of these strategies, as it sucks the fun out of the game (and don‘t look for the fellowship vote). But, if you have to win at all cost, then . . .
At the end, if you’ve only lost because of your unmerciful die rolls, then don’t despair: If you’ve done everything right. It was simply outside of your control. Luck keeps this game alive (and it’s just a game!).
Good luck on your next game, and thank you for reading! What other ideas do you have?
[This article was orginally posted on the front page of HcRealms. Thanks!]



