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I can't remember the last time I played a Skrull force. I'm pretty sure I didn't build/play any forces with the Avengers Movie Skrulls, or the GotG Skrulls... it may have been when the 10th Anniversary chases were released in 2012. Anyway, with some very Skrully pulls from the Captain Marvel gravity feed, I tried out this 399 point team:
The force was disappointing in that the opponent's map choice would have (almost literally) would have sunk them (Alura Temple) without teh Generals, and the Skrulls were very poorly positioned to make attacks. I wasn't looking for a particularly dominating build, but I was hoping that they would play slightly more threatening! This was essentially a "Golden Age" build, but with no non-3D elements, and no retired resources/possessors.
Talos, despite taking a big alpha-strike early managed to provide some offense, and the Skrull Scientists did some shenanigans, but I got no offense from the bottom half of the ticket. The damage values are simply too low to do as much damage to opposing figures as they will be taking. I had to rely on object placement for move+attack!
I think there were a couple of different build choices I could have made, I'm curious as to what others think.
Option 1: Add another offensive figure, preferably a flier to help deployment. Ms. Marvel, Super-Skrull: Avengers, Black Bolt would all be reasonable choices to provide some threat to opposing figures. (Zombie) Super-Skrull is a little on the pricey side, but would really draw the attention of opposing figures. I'm looking for theme-y options, rather than just plopping down Eternity.
Option 2: Drop the Generals, and just load up on modern (i.e. Captain Marvel) Skrulls. The problem here is that aside from the soft 25-point Warriors with Sidestep, the force is spending actions to deploy. The deployment options are so bad that I'm not convinced trying to inflate numbers for a map choice is even a good idea. As I wrote in the WDYP?HDYD? thread it would have been better for my team to invest points in a location bonus (like Poison Ivy's Conservatory) for the option to place permanent hindering terrain markers.
An extension of the second option would be to simply pass on theme and invest in a vehicle that can deploy the entire team. Either the Quinjet or Blackbird can carry a large number of figures. The M10th Skrull versions of Wolverine and Captain America could be recruited to be pilots.
Talos is not a strong enough offensive piece imo, especially since you need a figure with good reach like Black Bolt, Ms. Skrullvel, Lyja, or Super Skrull to nab KOs so you can reposition the scientist. Having to rely on a close combat piece to help you reposition your short-range pieces feels like a dangerous game.
I would take a third option for building Skrulls and probably do Wildcard Abuse...
The gimmick here is that the Thugs are ultimate tie-up fodder and misery, since they snag Skrulls + Fantastic Four TAs (because they're all Wild Cards thanks to Spidey). I ended up keeping a scientist because of the Perplex, 3 damage, and 5 range - Lyja's damage is soft. That's a problem for Skrulls in general, and they lack a piece with Enhancement, Empower, easily accessible Perplex, or anything else. I think having at least one General is crucial since they are good taxis, but two felt like overkill so I tossed in a Technician for Outwit, perplex, and a bit of protection.
Deployment on this squad is a bit tricky, but with Leadership + Taxi + free movement on the Scientist should be doable. You nab a +8 to map roll and end up with a piece that is going to get about as much accomplished as those Skrull Warriors.