You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Random Barda team that I'm not really sure is that good, but doesn't seem awful either:
Big Barda 148
+JL Silver Age 4
Wonder Woman 100
+Utility Belt 14
+JL Silver Age 4
Batgirl 25
+JL Silver Age 4
Outwit seems to be at least a bit better since the concentration of Gauntlets has gone down. You're themed with +3 so you have decent odds of winning map choice. You don't want to strictly alpha strike with it unless you're against a Gauntlet I don't think. You can either move up Batgirl to Outwit their defense and theme prob or move up Barda to within 4 (conveniently the same as Wonder Woman's Charge range) Psychic Blast through their reducers, and then follow up with WW.
Pretty much a one trick pony, but I don't see many folks recovering from that kind of damage output. Silver Age ATA makes it considerably less risky too, as a 12 AV seems pretty good.
It's been a little while since that event, so some of the details might be a little fuzzy. We did have Fast Forces and the gauntlet allowed, so my team was this:
Sentry and Void
75 pt Scarlet Witch x2
Donald Blake
Infinity Gauntlet with Soul Gem on Sentroid.
...Snipped
Thank you. Yes, I ran the EXACT same team you did when FF and IG were allowed as I think it was the strongest team. The double TK is tough to deal with. 2 of our Venues did NOT allow FF and that's where Unspoken shone.
Quote : Originally Posted by vlad3theimpaler
I'm not a fan of straight up netdecking, but I do think that having readily available lists in game like Magic and such is great for providing people ideas to insipre their own takes on it. Admittedly, Magic does have a lot more room for customization with 60 cards than Heroclix does with 300 point teams typically having under 5 characters.
I agree, I'm always a fan of more information. We don't see it as much anymore since Resources but the 0pt Special Objects really used to change the construction of teams, but yes, clearly Magic allows for more customization...I think...
Quote : Originally Posted by vlad3theimpaler
That's an interesting breakdown. I use the same categories when I see people make arguments that the game is "all luck" or "all about the best figures." I've never tried to actually assign percentage to each factor, though. I'll have to think about that some and see if I agree with your division.
Yeah, I don't know if I agree with my numbers either, if you ask me three times you'll get 3 slightly different answers. However, I do feel that "anomalous dice rolls" only decide a small number of games. In fact, in my decade playing I would say that I have only lost BECAUSE of the Dice on... 3-4 occasions.
Quote : Originally Posted by darklogos
One thing I'm looking at right now is that high attack only means something if you can hit the target you want. If I take target selection away from you then what? That is the big deal right now with vehicles I think. They are big enough to take away target selection. When you start combining them with other elements then you start to see some scary games. I have some more play testing to do this weekend but I think just trying to gain line of sight, in the meta we are in now, can be a lot more difficult then before.
Well, conditionally I agree. HSS has always been at the forefront of the competitive game partially because of the target selection options presented. Also keep in mind elevations. GCPD Cruiser can be put onto a theme team fairly easily, so less chance of not getting map choice. Bug however probably loses quite a bit of potency by being Theme. But Sharpshooter also works, as does the Great Equalizer, Pulse Wave to make sure you get your target.
@CZern, A lot of your posts are too difficult for me to read and decipher, so I can't respond to much of it. However Kudos for debating an actual match-up and not playing the game a lot of people do where they won't settle on a build so they can continuously say "Well I could've... if I had... ok well then with.... I could..."
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.
Piloted Cop Car 68
GF Batgirl 25 pilot
Super Girl 100
Utility belt 10
Alfred 25
Leech 35
Roulette 35
How it works is quite simple. Pretty much the cop car carries leech around and blocks line of fire to super girl as they aproach. Leech is pushed on to outwit. You do your normal move action with the cop car, do one unavoidable and position the target so they can not get prob or any other back up from their force. Manuver the car as needed to use Leech to lock them down. Super Girl comes in with +1 stats and a heavy and rocks the target for 7. If you can outwit go ahead and do so with leech. Alfred is there so you can either heal the cop car or Super Girl. But the cop car fills the roll of secondary attacker and disruption. If needed you can get a cop car next to super girl so she can receive a perplex. If the cop car goes down then you have an Ultra Heavy for Super Girl to haul around.
This is a beta version. Let me know your thoughts.
Cool team!
I really do find out of the vehicles that have come out, the GCPD cruiser is the best for 300, I find all the others take up to many points and offer little in return, especialy with their low stats.
With that i wanted to ask, why has nobody considered Master mold with full IG(unless i missed the page hes on, theres is 57 lol)? Yes he costs 200pts(240 with IG), but that would still leave u room for 60 points of support which is doable, and ur main fig would have multi-attack and a whole other shabang of powers.
Ps: A team I'm going to try soon:
Iron man (M10a)+secret avengers ata-230
Bruce banner+IG(time gem)-70
Point is to have Savage hulk come out and spin the dial to power 2/3. The odds of hiting hulk with doubles are already low, add the fact of super senses to the mix and your creating a probbability problem worthy of my final lol. I just wanted a small input on the team, the players I play against are not all top tier, and the better ones are friends of mine so I know their play style and what stops THEM, but not a general meta player.
On a final note, I wrote this whole reply on my phone during an accounting class, I appologize for any custom words/grammar. Stay Frosty
Thank you. Yes, I ran the EXACT same team you did when FF and IG were allowed as I think it was the strongest team. The double TK is tough to deal with. 2 of our Venues did NOT allow FF and that's where Unspoken shone.
I agree, I'm always a fan of more information. We don't see it as much anymore since Resources but the 0pt Special Objects really used to change the construction of teams, but yes, clearly Magic allows for more customization...I think...
Yeah, I don't know if I agree with my numbers either, if you ask me three times you'll get 3 slightly different answers. However, I do feel that "anomalous dice rolls" only decide a small number of games. In fact, in my decade playing I would say that I have only lost BECAUSE of the Dice on... 3-4 occasions.
Well, conditionally I agree. HSS has always been at the forefront of the competitive game partially because of the target selection options presented. Also keep in mind elevations. GCPD Cruiser can be put onto a theme team fairly easily, so less chance of not getting map choice. Bug however probably loses quite a bit of potency by being Theme. But Sharpshooter also works, as does the Great Equalizer, Pulse Wave to make sure you get your target.
@CZern, A lot of your posts are too difficult for me to read and decipher, so I can't respond to much of it. However Kudos for debating an actual match-up and not playing the game a lot of people do where they won't settle on a build so they can continuously say "Well I could've... if I had... ok well then with.... I could..."
I do intend to run a variation of the team to see how it feels at my loacal venue at 400 points
big barda 148
flash 105
gl 72
batman63
suit of sorrows le 5(4-6to pick up nothing seem better than th flash getting battle fury and super strength)
With that i wanted to ask, why has nobody considered Master mold with full IG(unless i missed the page hes on, theres is 57 lol)? Yes he costs 200pts(240 with IG), but that would still leave u room for 60 points of support which is doable, and ur main fig would have multi-attack and a whole other shabang of powers.
I have played Master Mold with Gauntlet a few times. I really like him, with his Pseudo-Mystics, late dial regen, RCE and Multi-Attack. However his two biggest problems are Positioning, and the 4 movement after 1 click of damage. A lot of maps really screw him over and make it tough on him, and a single damage and his movement almost stops him completely.
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'm a big fan of MM and the gauntlet. You can also opt for Master Mold, Madam Xanadu, and Donald Blake. With multi-attack and Xanadu giving you the ability to possible not take a token it is a magical combo! lol. Blake is there to keep you top side.
The biggest problem is that if you play MM in a theme team his back up is carp. You need map which is what really messes him up most times.
I'm a big fan of MM and the gauntlet. You can also opt for Master Mold, Madam Xanadu, and Donald Blake. With multi-attack and Xanadu giving you the ability to possible not take a token it is a magical combo! lol. Blake is there to keep you top side.
The biggest problem is that if you play MM in a theme team his back up is carp. You need map which is what really messes him up most times.
have you not played colossals before? where you team looks really good on pencil and paper until you realize that any theme team has a much higher chance to win map roll and when you do you might not loose but you won't be winning because you will be stuck in your starting zone for the entire game. So you have to hope by the luck of god that you don't die in the time limit and can go for a roll off. The bug is the only competitive colossal base figure because it can actually be on a theme team that is good and has more than the minimum requirement
have you not played colossals before? where you team looks really good on pencil and paper until you realize that any theme team has a much higher chance to win map roll and when you do you might not loose but you won't be winning because you will be stuck in your starting zone for the entire game. So you have to hope by the luck of god that you don't die in the time limit and can go for a roll off. The bug is the only competitive colossal base figure because it can actually be on a theme team that is good and has more than the minimum requirement
Uh read the very bottom of his post. Darklogos says you need map with MM. He was just tossing out his suggestions with MM.
Map choice is irrelevant if you are playing a constructed game with a pre-selected map such as the IG series. You could then plan around not having to worry about bizarro world.
have you not played colossals before? where you team looks really good on pencil and paper until you realize that any theme team has a much higher chance to win map roll and when you do you might not loose but you won't be winning because you will be stuck in your starting zone for the entire game. So you have to hope by the luck of god that you don't die in the time limit and can go for a roll off. The bug is the only competitive colossal base figure because it can actually be on a theme team that is good and has more than the minimum requirement
Lets look at it honestly ok. I'm not for just blind "Duh this just screws you hard" logic. Bizzaro world only helps 2 types of teams. That is hss flyer with range or high movement. Then there is tk yo-yo. Both are very very unique teams that have to deal with other bigger problems.
The chances of someone putting you on that map and it not hurt their team as well is slim. If you have to look at some key things as well. The first is Retribution virus. Tk yo-yo won't like this because they can get hit by the retribution virus when they bring the attacker back. Remember that map is tight and both the target of tk and the tker have to have line of sight to the same square and that is not an easy thing to do if your trying to spread out. The hss figure has the same problem with the retribution virus. After 2 or 3 attacks they will be off hss. If they don't have a medic then they are stuck.
Not to mention you get mystics and regen from Madam Xanadu. So if you fail to kill her she has 2 chances to regen back up to full. The only liablity is Donald Blake. With Donald Blake if your opponent only kills him then he has taken himself out of the running for winning the tournie due to points.
Most teams do not gain an advantage from the bizzaro world map period. The blind wisdom to put collosals on that map because they can't leave their starting area is only good wisdom if the collosal doesn't have any aggressive back up and doesn't have any feedback mechanism. The only Collosal that most people think of at 300 points that doesn't have that is Ziran the Tester. But once you go beyond 300 pts he has testing and if that doesn't screw over a lot of plans I don't know what will.
I've played Master Mold on a competitive level. I've brought him to more tournies I care to mention. I play with him at home as well. I know what he can do. He is viable in the meta. He has limits, which is a good thing, but he is highly offensive in the right hands and team design.
I've been looking at some of the other powers than solely relying on HSS Beaters + support. What are peoples thoughts on some other less used powers like Quake, EE,poison, especially MC and Barrier?
I've been looking at some of the other powers than solely relying on HSS Beaters + support. What are peoples thoughts on some other less used powers like Quake, EE,poison, especially MC and Barrier?
I think mind control has the problem of
so you mind control a heavy hitter then hit thier own support with it but your mind controller takes damage from that the issue here is you useing up a support character to kill a supporter its just not very efficient
There is plenty of MC'ers that don't take damage in return.
MC'ing a Sentroid like character to tear through their own support isnot inefficicent in the least. Stopping a HSS+TK yo-yo is often critical to a win.
I think mind control has the problem of
so you mind control a heavy hitter then hit thier own support with it but your mind controller takes damage from that the issue here is you useing up a support character to kill a supporter its just not very efficient
I think the issue is not feedback from mind control. That is easy to take care of. Mind control alone is not a valid start. But mind control, such as Emapath, is really good cheap mind control.
The assumption you have is that a person will play a primary attacker only and pure support for the rest of the team. I think that is a false outlook on the current meta scape. There is a lot of 3 man team tech with a primary and secondary attacker.
Also the thing about mind control to consider is positioning. You can do an attack. But being able to move figures around to worse situations serves a real strong point for mind control. Moving a figure next to a platicity piece can be a big problem to your opponent.
The issue is not, this power is bad so don't use it. The big issue is how do I use this power in my team composition.
I'm learning a lot doing my Heroclix Training series on my channel. Talking each power and saying how to train to become better at it has been a challenge. But going through the powers and hearing feedback lets me know that there is some good that comes from actually forcing yourself to use every power in the game.
I think the issue is not feedback from mind control. That is easy to take care of. Mind control alone is not a valid start. But mind control, such as Emapath, is really good cheap mind control.
The assumption you have is that a person will play a primary attacker only and pure support for the rest of the team. I think that is a false outlook on the current meta scape. There is a lot of 3 man team tech with a primary and secondary attacker.
Also the thing about mind control to consider is positioning. You can do an attack. But being able to move figures around to worse situations serves a real strong point for mind control. Moving a figure next to a platicity piece can be a big problem to your opponent.
The issue is not, this power is bad so don't use it. The big issue is how do I use this power in my team composition.
I'm learning a lot doing my Heroclix Training series on my channel. Talking each power and saying how to train to become better at it has been a challenge. But going through the powers and hearing feedback lets me know that there is some good that comes from actually forcing yourself to use every power in the game.
oh dont get me wrong i love mind control expecially one with regen like deadman (hes a fav)its just usually the teams i play that would need a cheap mindcontroller would be better off with a different sort of support piece
Thank you. Yes, I ran the EXACT same team you did when FF and IG were allowed as I think it was the strongest team. The double TK is tough to deal with. 2 of our Venues did NOT allow FF and that's where Unspoken shone.
I'm not sure if I would have played the Snetry/Void without the Fast Forces or not. I think it still could have competed with a different line-up, but the match-ups against The Unspoken (and other teams) would have definitely been tougher without the Witches.
Quote : Originally Posted by jonidschultz
I have played Master Mold with Gauntlet a few times. I really like him, with his Pseudo-Mystics, late dial regen, RCE and Multi-Attack. However his two biggest problems are Positioning, and the 4 movement after 1 click of damage. A lot of maps really screw him over and make it tough on him, and a single damage and his movement almost stops him completely.
I love the 4 speed value from a perspective of comic accuracy, but it can be absolutely crippling in terms of gameplay.
Quote : Originally Posted by darklogos
Lets look at it honestly ok. I'm not for just blind "Duh this just screws you hard" logic. Bizzaro world only helps 2 types of teams. That is hss flyer with range or high movement. Then there is tk yo-yo. Both are very very unique teams that have to deal with other bigger problems.
The chances of someone putting you on that map and it not hurt their team as well is slim. If you have to look at some key things as well. The first is Retribution virus. Tk yo-yo won't like this because they can get hit by the retribution virus when they bring the attacker back. Remember that map is tight and both the target of tk and the tker have to have line of sight to the same square and that is not an easy thing to do if your trying to spread out. The hss figure has the same problem with the retribution virus. After 2 or 3 attacks they will be off hss. If they don't have a medic then they are stuck.
Not to mention you get mystics and regen from Madam Xanadu. So if you fail to kill her she has 2 chances to regen back up to full. The only liablity is Donald Blake. With Donald Blake if your opponent only kills him then he has taken himself out of the running for winning the tournie due to points.
Most teams do not gain an advantage from the bizzaro world map period. The blind wisdom to put collosals on that map because they can't leave their starting area is only good wisdom if the collosal doesn't have any aggressive back up and doesn't have any feedback mechanism. The only Collosal that most people think of at 300 points that doesn't have that is Ziran the Tester. But once you go beyond 300 pts he has testing and if that doesn't screw over a lot of plans I don't know what will.
I've played Master Mold on a competitive level. I've brought him to more tournies I care to mention. I play with him at home as well. I know what he can do. He is viable in the meta. He has limits, which is a good thing, but he is highly offensive in the right hands and team design.
You have a point that the bizarro map isn't an auto-win as is sometimes suggested, but I think you go too far in the other direction by saying it only matters against the team types you suggested.
One of the important things to consider is getting int he first shot. Being able to be given a move action and then a ranged combat action usually gives Master Mold a pretty significant swing range, but when he's stuck in the starting area, he's almost guaranteed to not get the first shot in against any kind of move and attack. And a single running shot+ pulse wave or even charge+ super strength and/or exploit weakness can knock him down from intimidating to mediocre pretty quickly.
Quote : Originally Posted by Magnito
In other words, it's all Vlad's fault.
Quote : Originally Posted by Masenko
Though I'm pretty sure if we ever meet rl, you get a free junk shot on me.
Quote : Originally Posted by Thrumble Funk
Vlad is neither good nor evil. He is simply Legal.