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If I want to try and take advantage of the new Days of Future Past Sentinels with Master Mold, probably at 600 points. Where should I begin? I've mostly played using Fast Forces with my friends, so please bear with me.
(also is there an easy way to link to a particular character in the Units resource?)
From the suggestion thread
1) The format of the build, include ALL Details such as Golden Age/Modern Age, Points and ANY and ALL special rules, especially any House Rules: 600 points, Modern (Galactic Guardians is Modern, right?) or Golden is fine.
2) What exactly you are looking for: Suggestions and some reasoning for this team build.
3) What level of competitiveness you are looking for: I'm looking for the most competitive Master Mold build that utilizes the upcoming Sentinel from Days of Future Past.
4) What your collection is like: my friends have a lot of figures I could trade for or borrow, so don't be afraid to suggest weird stuff.
5) What your play style is: I like polarized strategies, either really aggressive or really control. Middle of the road stuff isn't for me.
Last edited by ChaosJim; 01/13/2014 at 11:34..
Reason: Suggestion Thread Tips
I use emphasis words for emphasis and not for sarcasm.
Mastermold Sentinel spam is an awesome idea which is sadly really hard to pull off.
With multi-attack not allowing you to take the same action twice, and DPA's not being legal to spam during multi-attack, the best you can do is activate multiattack, power action to spin the dial once and spawn a cheapo sentinel and then take a second action of whatever.
Assuming you colossal push and do this every turn, it's 8 rounds to get to 150 points on the dial, when you can start putting out the good stuff. 10 rounds to get to 300 when you can put out the REALLY good stuff.
I'd recommend not colossal pushing and just multi-attacking, spawn sentinels, attack or move. Keep hitting as often as you are able and keep churning out sentinels. A 600 point team that focuses fire on Mastermold can really hurt him as he has no immunity to outwit.
I personally like the 700 point dial more as that factory relocation power can pull your fat right out of the fire more times then not. Mastermold needs sentinels to keep the heat off him, but can't spawn sentinels to keep the heat off him quick enough which is a shame as he was a blast to play with the old rules.
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