Also worth mentioning, since they're so cheap, can be generated, and are autonomous you can basically take an infinite amount of time on your turn with these guys. Use them to place somebody, then place each other, then place the original figure back into your starting area, you can go for so long if you want. Curious to see how annoying it is to fight them, or how surgical you can get with their placement
Nice. It looks like these pieces could absolutely control piece placement, allowing a great deal of piece alignment. I would be interested in seeing it in action. Possible defenses against them ...pulse wave = no timebreakers... And I believe, currently, there is a piece which limits your allotted amount of free moves to not exceed the amount of game point total. Limiting this process to just once per turn. Charge one and flurry. You could eliminate 1, 2 or even three. Now, I'll be honest. I'm disappointed that you shared this idea, as the friend I play against via ZOOM is the one who shared this video with me. I have a feeling his deviously brilliant mind is coming up with, what could be, the most annoying team I will ever face. Lol. I'm intrigued about the theory. For my sake, I hope during play, it's more difficult to pull off. I do like it. That's some clever thinking. Thanks for sharing.
Hi. I might be wrong. But I understand that you can't move the multibase characters the extra square by what the HeroClix Comprehensive Rulebook says here. In the last paraghaph 24.2d Moving Multi-Base Characters When a multi-base character moves, choose one square occupied by the multi-base character to begin movement. The character moves as if it is a single-base character moving from the chosen square. All squares of the multi-base character must be able to be placed in legal squares for movement to end. When moving, a multi-base character must still break away (if required) from all opposing characters it is adjacent to, regardless of the square chosen to begin movement from. When moving a multi-base character, other than the square of the base chosen to be used for movement, none of the other parts of the base are considered to have moved. Each other square of the base must end up within a number of squares away from where it started equal to or less than the number of squares moved by the chosen square.