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I've been designing a team for a while now. I'm a huge fan of theme teams, partially for the comic accuracy/congruency, but mostly for the theme team probability controls. Ever since I won one, I've been trying to build around WK D-003 Dr. Fate. After some time I have come to this;
WK D-003 Dr. Fate 100
JL52 019 John Constantine 59
DC10 011 Green Lantern 93
This configuration leaves me with 48 points. according to my searches, this allows for only hellfire and astral Dr. strange. I would prefer not to play hellfire, as I do not find him to be a very competitive piece. Astral strange is a fantastic piece, however I only own 2, and I feel like filling in points is not the way to go. There is the possibility of cutting Constantine for Scarlet witch, bringing my point allowance up to 57. This would allow for the inclusion of either a second witch or a 50 point enchantress, giving me quite the range of support options. There is also the possibility of cutting constantine for a 75 point witch, dropping the point allowance to 32 points. this would allow for the inclusion of a 12 point utility belt, allowing for some shenanigans (most likely to be put on Dr. Strange, as giving him willpower is extremely helpful; it also gives the TA outwit to the "Fastest" member of the team, and the phasing allows for him to catch most cosmic/Quintessence figs) leaving 20 points. putting all-star squadron ata on lantern allots him a +1 against most bricks, which allows a 13 point astral strange and a possible crimson gem (is Utility belt + relic allowed? I can't seem to find anything against it, like on the gauntlet). It fills out nicely, but Alot of this can also be accomplished by simply putting the IG on Dr. Fate in the original configuration.
Dr. fate 100
Green lantern 93 + All star squadron 2
John constantine 59
IG 40
total: 294
Dr. fate 100
Green lantern 93
Scarlet witch 50
Enchantress 50
+ all star squadron, or secret avengers on SW
total: 295 (298)
Dr. Fate 100
Green Lantern 93
Scarlet Witch 75
Astral Dr. Strange 13
Utility belt 12
Secret avengers 5
Total: 298
All of these are viable options. The question is, which team do you think is best? is there an alternative to any of the pieces you would suggest? I would hesitate to replace Dr. Fate in the construction, as he is nearest to a centerpiece the team has.
The builds with 75 point witch and 50 point enchantress seem to be the most synergistic, as the TK allows you to pull Lantern back out of danger, or throw him out to utilize his RCE. I feel like this team will have trouble with stealth, as it is almost entirely focused on range. having two tk's, however, can help with this problem; the team will likely include 3 objects, simply because of GL's 11 to hit TK. on top of that, Witch gives you a tertiary penetrating attacker; and enchantress can push to one as well. I cannot discount the power of the glove, however; along with the power of the belt. I'm entirely too undecided!
I agree with your idea of mobility. I disagree with your idea about pairing fate with Constantine; they actually play very well together. If your opponent has PC that is threatening, you push fate to his perplex. If your opponent does not have threatening PC, you push constantine to outwit/perplex. It's a win/win situation, very capable of locking many figures out of the game. Tired of metron? This combination destroys him, as long as you can dance with him.
The Second quesion i would like to pose, as it has more relevance to this thread, how do you think this team fares in the meta? Is GCPD cruiser a threat? I know this team will not have a huge problem with Sentry and Void, unless he somehow wins map roll and takes me to the prison. even then, though, he's staring at a 20 and a 19, because he's not attacking constantine. even then, he only has an average roll.
I should be clear; Constantine wild cards JSA, copying either fate's or lanterns 18. the UB can be annoying, getting rid of JSA after either of the mains have been hit, effectively dropping their defense. As far as i know, though, Constantine's wild card is not a team ability; it is a trait that grants him wild card, which allows him to use the TA. Just like how Wolfsbane's super senses cannot be outwitted.
i feel like a team with a 150+point beatstick will just run through this before you can ae or promote just not enough oomph and it reliies on to many variable
What variable, hulk has 8 clicks of life and with the UB and aim agent proff x will dish out 4-5 dmg per turn. What beat stick will not be crippled at that point
I like your idea, but there are a few things I'd like to point out.
First; you would benefit greatly from one more item on your ub. because of the time it takes for your team to become active (action, push, clear, AE, and action, push off of activation click, clear before tony and hulk are actually ready) being able to rid your opponents beaters of Power cosmic is huge. you have 3 outwits; as of now, how do you deal with Dark Phoenix? Or, i hate to say it, Sentry and Void? yes, you can stay safe with prof x, but phoenix has pulse wave, cutting out hulk's damage reduces after she hits him once. and she can one shot tony in CC with a single perplex. I would recommend cutting the a.i.m. agent in favor of an a.i.m. renegade, leaving you 3 points for an ATA after filling out the belt. It still gives you the damage boost you need, also lets you set up barrier if they get to close to prof x, still gives you hydra, and lets you push for an outwit when you need it; once tony and hulk get active, you lose alot of your lockdown power. You lose your support, which is unfortunate. you could also cut tony in favor of a second agent, giving you 2 points for a possible ata. i prefer the former, as it keeps your upfield presence.
Omega Batman - 218
Full Gauntlet - 40
Victoria Hand - 40
TOTAL: 298
The goal would be to get Victoria Hand on her traitor clicks immediately. Although it'll take a bit of time.
Once she's on their team (or killed, whatever happens first) Omega Batman gets permanent Probability Control, as well as being Outwit-proof and having the benefits of the gauntlet
After several games, I've found The Insider + JLFF Wonder Woman (with/without UB) to be the best 200-214 point combo I've used.
Turn 1: Wonder Woman is given a double power action at the beginning of the game to turn the UB dial to EW, +2. She's granted WP through the UB (3 or more attached pouches), so doesn't push.
Turn 3+: The Insider moves for free, carrying WW.
Insider can use Outwit after he resolves his movement (free action)
Wonder Woman is given a non-free action after being carried : She can use Charge, Super Strength (Suit of Sorrows) and Exploit Weakness (UB) in the same action. That's 6 penetrating damage in one attack (7 with a held object).
The key is always keeping Wonder Woman adjacent to The Insider, even if she Charges. Wonder Woman is effective throughout the dial, and Indomitable (WP) keeps her going.
GF Batman (bm201) is exactly 86 points, filling in the gap nicely (300 points, even), and giving WW another taxi. You could also drop 2 points from the UB and add Renegade to boost either The Insider's or WW's damage.
Last edited by spider_ham; 11/24/2012 at 17:36..
Reason: Corrected
After several games, I've found The Insider + JLFF Wonder Woman (with/without UB) to be the best 200-214 point combo I've used.
Turn 1: Wonder Woman is given a double power action at the beginning of the game to turn the UB dial to EW, +2. She's granted WP through the UB (3 or more attached pouches), so doesn't push.
Turn 3+: The Insider moves for free, carrying WW.
Insider can use Outwit after he resolves his movement (free action)
Wonder Woman is given a non-action after being carried : She can use Charge, Super Strength (Suit of Sorrows) and Exploit Weakness (UB) in the same free action. That's 6 penetrating damage in one attack (7 with a held object).
The key is always keeping Wonder Woman adjacent to The Insider, even if she Charges.
GF Batman (bm201) is exactly 86 points, filling in the gap nicely (300 points, even), and giving WW another taxi.
Wonder Woman's attack isn't a free action. Her trait lets you give her a non-free action after being carried. Still triggers UB. Exploitive +2 damage is still nice. Suit of Sorrows lets WW use Battle Fury to ignore Shae Change too. Nice.
Thanks. Yeah, I caught that error. I wasn't able correct my in post in time, and most people quote what I write originally.
The greatest advantage of using the UB on WW is the addition of Super Strength and WP; the +1 or +2 combat value increase is nice, but shouldn't be relied on.
Quote : Originally Posted by chopchop777
Wonder Woman's attack isn't a free action. Her trait lets you give her a non-free action after being carried. Still triggers UB. Exploitive +2 damage is still nice. Suit of Sorrows lets WW use Battle Fury to ignore Shae Change too. Nice.
How about this->
125 FFBM001 Batman
65 DKR203 Catwoman
40 Infinity Gauntlet Complete
42 BM031 Alfred Pennyworth
25 BM209R Batgirl
297
2 Outwits, 2 perplexes. Everyone crowds around bats so he can psyblast people while spinning through the gauntlet. Catwoman give him combat reflexes, too, so he can survive a little better while based.
I love insider and FFWW. There is one problem; A Character with Battle Fury cannot be carried. This stops your suit of sorrows plan from working. also, insider is fantastic, but only has 5 range. Justice league dark, currently a sleeper ATA (but soon to be Over Played, IMO) destroys him. FFWW does make fantastic use of the UB, though. I recommend upping the count to 5, though, as being able to get through cosmic is key; makes insider's outwit useful against cosmic bricks.
What variable, hulk has 8 clicks of life and with the UB and aim agent proff x will dish out 4-5 dmg per turn. What beat stick will not be crippled at that point
i dont know its just you got nothing that will stop people from simply killing prof x without him you team becomes less efective its reliant on that one figure in other words its not a balanced team
it just feels off im gonna try a variation on=f it though and see what happens
Good catch! I forgot about the Battle Fury, mainly because I used the Utility Belt sans costume slot with WW for all games but one. I believe that ATAs are also subject to the UB's abililty to prevent TA usage, so Justice League Dark isn't too much of a concern for me.
I never use The Insider as an attacker: He functions solely as a taxi and a stealthed Outwitter. By the time he does come into play-- when he's taken damage, usually-- he can use HSS to hit and run, break away and escape if he has 1 or more action tokens, or stand his ground. You could certainly do worse for 100 points.
Quote : Originally Posted by jcompy122
Spider_Ham,
I love insider and FFWW. There is one problem; A Character with Battle Fury cannot be carried. This stops your suit of sorrows plan from working. also, insider is fantastic, but only has 5 range. Justice league dark, currently a sleeper ATA (but soon to be Over Played, IMO) destroys him. FFWW does make fantastic use of the UB, though. I recommend upping the count to 5, though, as being able to get through cosmic is key; makes insider's outwit useful against cosmic bricks.