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.
Okay, so the 500 point World's Finest is across the map from me, how am I going to take it down?
Wondering if this would work:
Brainiac 251 +25 Fortitude = 276
Icicle 72 + 25 Fortitude = 97
IK E The Joker 88
IK E Harley Quinn 21
R Intergang Agent 18
500 points.
Much depends on Icicle being able to tag the World's Finest with his Copscicle a couple of times. The great thing about Copscicle is you don't need to see who you're shooting at...and that's one big fat base.
Yeah, but World's Finest has built in Willpower so they would never take pushing damage.
Batman\Superman #1
Starfire: You are in no position to give us orders!
Superman: I do when people's lives are at stake.
Starfire: ........(Quietly being put in her place)
Barrier is essential when taking on a one-fig tentpole. As far as I know, the duo attack only allows you to target figures, not blocking terrain. If you aren't going to bother with a theme, use Icicle and Black Tom and put the Construct feat on one of them. Ping WF at range as long as you can and Barrier up as often as possible.
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.
Because you would never damage them just keep them locked down.
Well yeah, the Icicles would keep them completely locked down, and then the TK guys can move up and start attacking. If you use guys like Red Tornado that have 3 damage, or even some of the cheaper Green Lanterns that have RCE or something, it's still game over.
Gulyadkin Victims List: Spider-Man (ASM 001b), Green Goblin (M10A 004).
Black Panther R (IC) Mjolnir Attempts: 2 for 2! HE IS WORTHY!
Well yeah, the Icicles would keep them completely locked down, and then the TK guys can move up and start attacking. If you use guys like Red Tornado that have 3 damage, or even some of the cheaper Green Lanterns that have RCE or something, it's still game over.
Not if they're outdoors. World's Finest can fly.
If they're on the great arena map, there isn't a lot of hindering, but what there is of it is clumped together. So they are in Stealth, so your TKers can't range them, they have to be adjacent.
They also get Wallbuster, (at some point) which allows them to destroy up to 2 walls or blocking terrain, then move.
If you are playing a 500 point game, there is no way that they can play a theme, so pick a BFC that will harm the WF. Shrunk or Malice, or Disbanded if you are playing Unrestricted
"Blowing up the moon was a plot point. Blowing up the earth was a tempter tantrum" -- Keith Giffen
City of Villains Limited Edition Ghost Widow, 54 pts.
-Automatic Regeneration, 12 pts.
Origin Experienced Mano x 6, 258 pts.
-Armor Piercing x 6, 60 pts.
Origin Rookie Question x 2, 80 pts.
Avengers Rookie Scarlet Witch, 35 pts.
499 pts.
Mano's copy Avengers to get into position, Batman Ally to hide until in position, Arachnos to deal damage when TWF smacks them.
Mano Poison's and Arachnos' 'til Death. You also Exploit Weakness, if TWF isn't Fortituded.
Ghost Widow provides the Arachnos team ability and is the medic. She's going to be a target so she has Auto-Regen.
One Question to Outwit HSS/Charge/Plasticity.
Another Question to Outwit their Outwit.
Scarlet Witch to reroll their breakaway attempts.
BFC options: Inertial Interference Field as a backup to deal with HSS and Charge, Armor Wars to make Poison more potent versus Impervious and Invulnerability, Back Alley Brawl if TWF is Fortituded (otherwise, Exploit the Weakness) so you can at least have a good chance of hitting, and Oridinary Day "in your pocket" for anything they throw at you that would screw you up.
I'm hoping to avoid needing multiples of the same fig, as tempting as a massive poison wave may be.
Also... I'm thinking that the World's Finest are Good Guys and it would be unlikely for Batman and Superman to team up against themselves, though it happens all the time in comics.
So I am looking for a bad guy team. DC clix. That said, would Power
Dampening Field screw up WF's duo combat attack? And isn't World's Finest a "theme team" by defination? It would be silly if it isn't, but that hasn't stopped WK before either.
So I am looking for a bad guy team. DC clix. That said, would Power
Dampening Field screw up WF's duo combat attack? And isn't World's Finest a "theme team" by defination? It would be silly if it isn't, but that hasn't stopped WK before either.
Power Dampening Field simply reduces all damage values to 3 if they're above 3. When TWF uses Duo Attack, the first attack would do 3 damage and the second attack would do 2 damage, if nothing else is affecting their damage value.
The World's Finest is not an official theme team by definition of the rules. You need 1 character per 100 pts. of the build total (minimum of 3) that all share a single keyword. You'll need a much larger build total than 500 and alot of really cheap characters with one of TWF's keywords to make a theme team.
Okay, DC villains. Outwit is going to be a huge influence here.
Pack the Thwart feat card if you're playing a game with a build total higher than 500 pts. I guarantee you anyone and everyone will put Fortitude and Repulsor Shield on TWF.
Also, regardless of build total, I'd bring some Dissent to the table. You'll want to Outwit TWF's team abilities whenever you can.
I'm hesitant to suggest Justice League Joker. He's a great piece, but expensive. If you can Outwit TWF's move-and-attack power before they smack Joker around then you've got a chance. Once he's down to his "Joker Makes The Rules" click, you should be in pretty good shape. 199 pts.
Alternatively, if you want a cheaper Joker then I suggest Icons Veteran Joker. 107 points for Batman Enemy (11 attack), Stealth, Poison, Mastermind and Outwit with Willpower and Perplex later in his dial.
If you happen to own "The Demon's Head" then it could be a good piece to play. Stealth, B/C/F, Willpower and Outwit and the Batman Enemy team ability. He starts with a 10 attack, but if that isn't enough then he can borrow the 11 attack from The Joker. He's 83 points.
If you don't have him then fall back on Icons Unique Ra's al-Ghul. Stealth, B/C/F, ES/D w/17 Defense and Leadership to start. He gets Perplex and Outwit later in his dial. If you run alot of Batman Enemy then you can slap Brilliant Tactician on him. Contingency Plan would be good for his first two clicks, too. 79 pts.
You can still run Mano with this team, even if you don't want multiple copies. He can be a tie-up piece and deal the Poison damage. He can also copy Batman Enemy with his Calculator to borrow Joker's 11 attack. 43 pts.
You get Jinx for cheap Probability Control, mainly, but also Psychic Blast and Calculator team ability to copy... Big Surprise... Batman Enemy for a higher attack. 54 pts.
Copperhead for another tie-up piece plus Plasticity (assuming you're Outwitting TWF's Plasticity), Blades/Claws/Fangs and Calculator team ability. 88 pts.
Tharok for Outwit, Psychic Blast w/3 damage, Super Strength, Perplex and Calculator. Batman's utility belt on crack. 100 points.
And the big papa of Calculators, Justice League Lex Luthor. Stealth, Psychic Blast, Super Senses and Outwit to start. Dissent on him. Get close enough to Outwit but too far to be Charged (TWF Charge's for 6 movement). Outwit TWF's Superman Ally team ability so TWF can't see your Stealthed figures (which is most of them). Move Stealthers in and Outwit his other powers. Thwart Fortitude/Repulsor Shield if necessary. 161 points.
I'm not saying run ALL of this. It won't fit on a 500 pt team. These are just some options.
City of Villains Limited Edition Ghost Widow, 54 pts.
-Automatic Regeneration, 12 pts. (66)
Origin Experienced Mano x 7, 258 pts. (324)
-Armor Piercing x 7, 60 pts. <----60 points? try 70 (394)
Origin Rookie Question x 2, 80 pts. (474)
Avengers Rookie Scarlet Witch, 35 pts. (509)
499 pts.
Mano's copy Avengers to get into position, Batman Ally to hide until in position, Arachnos to deal damage when TWF smacks them.
Mano Poison's and Arachnos' 'til Death. You also Exploit Weakness, if TWF isn't Fortituded.
Ghost Widow provides the Arachnos team ability and is the medic. She's going to be a target so she has Auto-Regen.
One Question to Outwit HSS/Charge/Plasticity.
Another Question to Outwit their Outwit.
Scarlet Witch to reroll their breakaway attempts.
BFC options: Inertial Interference Field as a backup to deal with HSS and Charge, Armor Wars to make Poison more potent versus Impervious and Invulnerability, Back Alley Brawl if TWF is Fortituded (otherwise, Exploit the Weakness) so you can at least have a good chance of hitting, and Oridinary Day "in your pocket" for anything they throw at you that would screw you up.
8 damage per turn without even taking an action.
OK, so I Kill Ghost Widow with one Shot, no more Arachnos. Take the 1 Damage, which puts me on my HSS clicks, then I just HSS around killing off piece after piece.
Also, Mano is 43 points, so 7 x 43 = 301 points, so I guess you mean 6 x 43 = 258? And 6 AP?
Also, Bats TA doesn't help you hide against the Worlds Finest as they have the Superman TA
Mano has 7 move VS WF 12, or 11 on HSS. WF is a flier, so any building top I just park at the stairs and you can't get to them. Then I pick you off with my range, as you really have none.
If that is the 'cheese' you have to use to beat them, well what can I say. 6 AP poisoners would take out pretty much any figure, so that's not much of a team............
Trade to Canada. We're friendly, and we love Beavers..........