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10th Iron Man-125
Morgan La Fey 122
Scarlet Witch 50
I have lost one game with this army in serious play in a month and a half.
I was just saying to myself "What's the best M10 Iron Man team I can make?" Then I saw this... I don't think I can do better. It will probably not fare as well when we see the return of a lot of cost efficient Stealthed Outwit though.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
I was just saying to myself "What's the best M10 Iron Man team I can make?" Then I saw this... I don't think I can do better. It will probably not fare as well when we see the return of a lot of cost efficient Stealthed Outwit though.
Yeah Cheap Stealthed Outwit can be a pain. Unfortunately im just guessing against that as all I have played against is nonstealth teams
4 x WKO Champ Two Top 8 finishes at Nationals One Top 8 finish at Worlds 2018 WV ROC CHAMP
The very first power (damage slot) that shows up on the Infinity Gauntlet dial [from memory] is Telekinesis, which can be used to position Superman into Charge/melee range early. Don't be worried about Superman getting beat on because his "death" will trigger the 'Reign of the Supermen' trait on Eradicator. Moving Superman into melee range early will also help you tie up opposing characters for Eradicator to ping form range.
If played well and if Eradicator is held back long enough, by the time you get to 'Ultimate Godhood Attained' you'll have +3 to all your combat values (+1 from 'Reign of the Supermen' and +2 from 'Ultimate Godhood Attained').
joker 125
harley 50
MR.Freeze 118
batbelt 7
300 arkem asylum theme team
i do see issues with stealth but if you win map and pick a low hindering map your good also i think you can mastermind damage dealt to joker onto harley and still kick off his trait.
DKR020 The Joker as Sgt.
BM003a Arkham Asylum Guard x2
BMV004B GCPD Cruiser (Piloted)
BMV004A GCPD Cruiser (Autopilot)
TOTAL: 288
Guards and Cruisers can use Shape Change when adjacent to Joker, and he can Mastermind to all. The Piloted Cruiser can use Clear the Streets when Joker is driving.
Cruisers can whisk away Guards after they make Captures.
The Utility belt + 5 pouches can be attached to Joker or one of the Guards for an even 300 points.
Possibly the best Alpha Capture team:
AA Guard (a)
Lt Gordon x2
GCPD Cruiser (piloted)
210 Bruce Wayne (a)
AAG starts in row 2, swings with an 11 AV and a prob to capture someone in row 19 or closer, then retreats to row 7, behind the cop car, in one turn. Next turn, release captive (without pushing, most of the time). Rinse, repeat.
Not top tier, certainly - it gets rocked by the wrong map, or if you miss that capture - but I think you probably win more than you lose.
"Things which might lack clarity now will be sure to reflect those intentions."
--nbperp
joker 125
harley 50
MR.Freeze 118
batbelt 7
300 arkem asylum theme team
i do see issues with stealth but if you win map and pick a low hindering map your good also i think you can mastermind damage dealt to joker onto harley and still kick off his trait.
I'm pretty sure you have to have a utility belt item attached to it in order to use it.
Edit: Yep, you need to have at least one item attached in order to use it, in which case it would cost a minimum of eight points...
Quote
Cost - Utility Belt costs 7 points, plus 1 point if the Costume slot is active, plus 1 point for each Utility Belt Item slot that will be active this game (other slots are inactive). At least one Utility Belt Item slot must be active.
Possibly the best Alpha Capture team:
AA Guard (a)
Lt Gordon x2
GCPD Cruiser (piloted)
210 Bruce Wayne (a)
AAG starts in row 2, swings with an 11 AV and a prob to capture someone in row 19 or closer, then retreats to row 7, behind the cop car, in one turn. Next turn, release captive (without pushing, most of the time). Rinse, repeat.
Not top tier, certainly - it gets rocked by the wrong map, or if you miss that capture - but I think you probably win more than you lose.
I don't follow at all. Break it down for me please? One of us is missing something...
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
Sure. Assume a fairly open map, with standard-sized starting areas. Garden would be a good one. We'll say this team starts at the top of the map.
Cop car will be sideways, adjacent to LTG1, who is adjacent to LTG2. Bruce and AAG are also in row 2.
Turn 1: Pass, let the opponent move up.
Turn 2: Bruce perplexes up AAG's AV, TK's him to row 10.
LTG1 uses his special to move himself, LTG2, and the car. LTG1 moves to row 7, LTG2 moves to row 10 (or 9, doesn't matter), adjacent to AAG. Car moves to rows 9&10, adjacent to LTG2.
LTG2 uses his special to move back to row 7, with one space between him and his twin; car moves to rows 16&17; AAG moves to row 18, adjacent to the car and to the intended captive (in row 19).
Car perplexes up AAG's AV.
AAG uses capture. Car takes a token for theme prob if needed.
Car uses a move action to go to rows 8&9. Takes one unavoidable from lacking a pilot, but WP soaks possible pushing damage. Carries AAG, drops him in row 7, between the Lts.
Turn 3: Lts try for Leadership on AAG. 5/9 chance at least one of them succeeds.
One of the Lts uses his special to move everyone back to where they started the game. Car will carry the other Lt for this.
AAG releases his captive, possibly pushing.
Lt clears, car clears, Bruce clears. Perplex defenses on someone.
----
After that, the other team probably catches up to you, but you've taken out a significant portion of their team, and the maneuver is easier to repeat when they're closer anyway.
"Things which might lack clarity now will be sure to reflect those intentions."
--nbperp
Excellent, thank you. I didn't even see Two Gordon's, lol.
Excellent combo, very intriguing. I give you many props.
The problems I see though;
1) A single Outwit. With a TK and an outwitter I will pass my turn 1 as well, which puts me out of range of your Capture. On my next turn I can TK the outwitter, move him, and then outwit either of the Gordon specials or Guards special and the combo is broken.
2) 11 attack is still low. My motto is "if you aren't playing to hit a 20, you aren't playing to win." With so much CR now it is very possible you need to hit a 20, and I usually assume the opponent also has a Prob/Theme Team Prob which, by my calculations, you'll hit only a little over 27% of the time.
3) Hitting is still tough. SC/SS John Constantine... alot of these increase your chance of missing and though you can back up a bit, any of your main 3 taking a big hit wrecks your combo.
4) End game. You'll rarely hear me mention End game strategy, but here I can see you getting off your first capture and still falling apart endgame as your overall damage output is extremely low. I see LT Gordon being wildly popular, as such the opponent might have great mobility as well, and even if you get one of their main attackers it might not be enough. A few hits and your team might be unable to retaliate effectively. My mind keeps thinking of my Double DKR 105 Bats and Lt. Gordon. Even if you capture One Bats the other might still take you down.
It's very intriguing, but I don't see it being terribly viable against most teams just yet. However it may be due to my perception that the team is very fragile.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
Oh, it's absolutely a fragile team, and completely hinges on the opponent moving into range on turn 1. So far, I haven't been able to get a bigger swing without leaving them open to attack.
And you're also right about the lack of end-game strategy. A capture team that focused less on extreme swing and more on survivability would probably be more successful, but I wanted to share this one for those who like to roll the dice on big all-in alpha strikes.
"Things which might lack clarity now will be sure to reflect those intentions."
--nbperp
Oh, it's absolutely a fragile team, and completely hinges on the opponent moving into range on turn 1. So far, I haven't been able to get a bigger swing without leaving them open to attack.
And you're also right about the lack of end-game strategy. A capture team that focused less on extreme swing and more on survivability would probably be more successful, but I wanted to share this one for those who like to roll the dice on big all-in alpha strikes.
Then it's pretty much tailor-made for me Give me better than 50/50 to win the game, even if missing means I lose, and I take it almost every time. Couple that with my love of the capture mechanic since IC and it does seem built for me. I think maybe I would rather run it at a little bit higher points.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
Omega Batman - 218
- Full Gauntlet - 40
Victoria Hand - 40
The idea is to get Hand quickly on the opponents side. This way, not only are they taking damage, but Omega Batman now has full probability control.
And with that, the benefits of full gauntlet
Sure. Assume a fairly open map, with standard-sized starting areas. Garden would be a good one. We'll say this team starts at the top of the map.
Cop car will be sideways, adjacent to LTG1, who is adjacent to LTG2. Bruce and AAG are also in row 2.
Turn 1: Pass, let the opponent move up.
Turn 2: Bruce perplexes up AAG's AV, TK's him to row 10.
LTG1 uses his special to move himself, LTG2, and the car. LTG1 moves to row 7, LTG2 moves to row 10 (or 9, doesn't matter), adjacent to AAG. Car moves to rows 9&10, adjacent to LTG2.
LTG2 uses his special to move back to row 7, with one space between him and his twin; car moves to rows 16&17; AAG moves to row 18, adjacent to the car and to the intended captive (in row 19).
Car perplexes up AAG's AV.
AAG uses capture. Car takes a token for theme prob if needed.
Car uses a move action to go to rows 8&9. Takes one unavoidable from lacking a pilot, but WP soaks possible pushing damage. Carries AAG, drops him in row 7, between the Lts.
Turn 3: Lts try for Leadership on AAG. 5/9 chance at least one of them succeeds.
One of the Lts uses his special to move everyone back to where they started the game. Car will carry the other Lt for this.
AAG releases his captive, possibly pushing.
Lt clears, car clears, Bruce clears. Perplex defenses on someone.
----
After that, the other team probably catches up to you, but you've taken out a significant portion of their team, and the maneuver is easier to repeat when they're closer anyway.
How do you plan on getting 5 actions in 300 point game? Gordon needs power action to activate free move.