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I need some advice on completing my team for the March WKO.
The current team is:
with Sidelined
The team comes to 290 points, and I am trying to figure out how to fill the remaining 10 points. If I had a Carnage, it would be a no-brainer to include him, but, unfortunately, I don't. My only colossal retaliators are Ameridroid and Skyscraper Wonder Woman, both of which cost 15, which would put me 5 points over.
I could include either:
for the counter to Mastermind and Shape Change; or
to tie down a character in Hindering or Water.
I have some ID cards but none of the ones that are really meta. I am considering including Swordsman with
but am not sure which other one to include. My other modern-age legal ID cards are Ant-Man, Captain Cold, Colossus, Magneto, Quake, SHIELD (Level 1), She-Hulk, Spider-Woman, and Tigra.
I have some equipment, namely Bloodaxe, Knobbed Mace, Frogjolnir, Adamantium Ball and Chain, and Asgardian Shield. The Bloodaxe would be cool, but the only figure that could really take advantage of it is Superman and I don't want to saddle him with the Battle Fury.
Off the top of my head, I'd suggest the Asgardian Shield and the Magneto ID. ESD on Superman, plus call in uncommon Magneto from UXM--who can TK and make a Running Shot attack (as FREE) both in the same turn. Plus if he's called in next to Prodigy or Jane they can do some TKing, too.
Gotta say, though, I think you're giving the Bloodaxe short shrift. With Superman's super-Charge, he wants to make close attacks anyway, and ignoring Shape Change (and Incap and Mind Control, I guess) can help with the Symbiote still out there.
With Superman's super-Charge, he wants to make close attacks anyway, and ignoring Shape Change (and Incap and Mind Control, I guess) can help with the Symbiote still out there.
That's a very good point that I didn't think about.
Quote
ESD on Superman, plus call in uncommon Magneto from UXM--who can TK and make a Running Shot attack (as FREE) both in the same turn.
I see your team having huge issues with getting hit by a green arrow alpha strike. The only way around this that I can see is dropping prodigy for someone with TK. Otherwise if you're opponent has a tk'er and a call in battery with sidestep they'll drop super man to click 6 as soon as he steps out of his starting area.
I see your team having huge issues with getting hit by a green arrow alpha strike. The only way around this that I can see is dropping prodigy for someone with TK. Otherwise if you're opponent has a tk'er and a call in battery with sidestep they'll drop super man to click 6 as soon as he steps out of his starting area.
What would be the value in having a TK'er in terms of combatting against a Green Arrow team? If facing a team like that, would you recommend calling in Magneto immediately to get the quick TK from him and other adjacent characters? Or do you think the TK character must be sustainable beyond the early turns?
Prodigy is primarily on the team as defense against a PAP figures (like Jakeem Thunder, Goblin King, or Uni-Mind). If the team generates TK via that method (like with Sersi) or via Supreme Intelligence, then Prodigy and one other chosen friendly character would get the TK as well.
Prodigy is primarily on the team as defense against a PAP figures (like Jakeem Thunder, Goblin King, or Uni-Mind). If the team generates TK via that method (like with Sersi) or via Supreme Intelligence, then Prodigy and one other chosen friendly character would get the TK as well.
Since you've already got Jane on the team for Support, perhaps burning five of your ten spare points to swap out Prodigy for Darwin would be useful. He's a more aggressive PAP counter, and has some use as a tie-up/meat-shield that Prodigy lacks.
What would be the value in having a TK'er in terms of combatting against a Green Arrow team? If facing a team like that, would you recommend calling in Magneto immediately to get the quick TK from him and other adjacent characters? Or do you think the TK character must be sustainable beyond the early turn?.
The tk'er is there to increase your reach from 11 to 17 which will help you stay further back until they move in on you. Magneto can't increase superman's reach cause only superman can call him in.
If you have uxm storm you could get rid of both Jane Foster and prodigy add her one of your retaliaters to your force and the magneto ID. That way you'll be able to force supes starting in Hindering thank to storms free smoke cloud call in mags the to supes after he has been perplexed by storm
Oh I see which one you're talking about now. The one with free smoke cloud. Sorry for the misunderstanding.
Yeah that one, turn 1 place smoke under Superman and keep repeating until your target is within your reach then call in magneto with storm tk supes up after he was perplxed by storm and smash a face in. I also suggest you place a few heavy objects out in the middle of the map with 4 squares between them
I have another potential team idea, but I'm not sure of its Meta potential. It is essentially a Politician theme team made up of:
with two ID cards, Magneto and Colossus to call in:
The concept is to use Green Arrow as the primary attacker, using Gordon for Enhancement and the double Police TA ability. Kingpin is there for his special Leadership and Outwit, and Luthor is there for Prob and Perplex when needed. Nighthawk Prime is there because of his trait.
The two ID call-ins can give TK and Impervious when needed. The Magneto gets his free Running Shot. The Colossus doesn't really help the team much but he is the only figure I can call in with the figures on my team.