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It has taken me some time to collect them all but I finally have all of the Authority Figures. I have Apollo, Midnighter, The Doctor, Jenny Sparks, Jenny Quantum, Jack Hawksmore, Swift, and the Engineer. The question is for a six hundred point team which is the best combination? See Apollo and Midnighter are formidable pieces alone. Apollo with his resistance to outwit (unless you outwit that power first) and his regeneration power when he occupies the highest outdoor terrain on his last two clix. Midnight with his traited impact on opposing defense and the limitations he puts on opposing combat expertise. However put the two of them together and Apollo gets will power as long as he is within eight squares of Midnighter. Then you have the Engineer who gets to pick and choose powers like Candy. I have come to the conclusion that she is the power piece of the set. She is very formidable if the proper powers are chosen. Then you have the pulsewavers The Doctor, and both Jennys. The Doctor is good if you are facing a monster team or a team with mind control because he prevents your forces from being mind controlled, while dealing once unavoidable damage to the mind controller and taking away mind control as a free action. Then Jenny quantum prevents either forces from using prob control more than once per turn. Jenny Sparks is good because she allows you to counter all special powers on pieces that are hit by her pulswave. Then you have swift. Swift is a good piece that can choose between energy shield defection or combat reflexes. Whatever the situation depends on. She can also charge and use blade claws fangs. However she is not a very strong piece and very easily can be one shot. last but not least is Jack Hawksmore. He is a very useful transportation piece with Tk. He as a free action if he is adjacent to a square of terrain of different elevation be placed in a square up to six squares away that occupies a square adjacent to a square of different elevation. Makes for easy engage and easy disengage for him and your team. Especially with Tk. Creates hit and runs without necessarily needing break aways. So the question is for a six hundred point team what is the best combination to make a formidable authority team?
I fully agree with jaysol. Engineer is most efficient at low dial and with Apollo, midnighter and Jenny running around it would be a heck of a risk to attack her first. Play engineer like a support piece only switching to offense when it would be necessary or worth the risk.
Apollo and Midnighter are always my first picks. Apollo is your big mobile hitter, but he needs Midnighter as well to be 100% effective, although that's the least awesome thing about Midnighter, who is a beast. Midnighter is best at 100. Midnighter's trait is amazing, especially since the defense reduction lasts until your next turn, so your other characters can benefit and have better odds of hitting. Apollo can take care of annoying Stealth characters from range while Midnighter can hit similar characters that use Combat Reflexes, and nerf their defenses hard, or even do the same to characters using Energy Shield/Deflection so your ranged characters can get hits in, like Jenny with her solid 8 range. Midnighter's main flaw is that he doesn't have Stealth when pushed, although Jenny's Leadership can help with that, even when she doesn't roll a 6 for her bonus ridiculous effect.
Jenny is another sure thing pick, being a solid attacker and team leader even before her trait. Her Pulse Wave can take care of more difficult characters, but she can keep at 8 range to use her trait as well. While all of the Authority's different silver bullet traits are great, Jenny's is in another league, especially in these days of many special powers. I'd keep Jenny at range and only go for a Pulse Wave as a last resort, especially with her only defense being the not so great Super Senses.
Engineer is probably the most well known of the Authority, and for good, obvious reasons. However, Engineer at 175, in my opinion, is a waste of points compared to the 90 point dial, as the extra 85 points doesn't give much, especially considering that Engineer doesn't have a good reducer to take advantage of the dial length, and the stats she gets aren't worth it. This leaves you with 85 points, so you can choose between The Doctor at 50 or Jack Hawksmoor. If you want to use outside stuff like relics, resources, etc. go with Doctor. Otherwise Jack fills in the points well, with his trait stopping turtling, his special movement power making him incredibly mobile, even when using TK. Prob is great, and you can push him to his pseudo Barrier power and pick Prob with Engineer. You have your choice of support powers on Engineer, so I would use her mostly for that. Stealth, Poison, and Probability Control are great options to use with her to be more supporty, especially since you'll want Prob to get your Leadership rolls with Jenny Sparks.
Jack can be a mobile attacker when he has his movement special, or solid support. With his Close Combat Expert, he can have some nasty offensive stats.
Overall The Authority is a fun and super solid theme to play and I've had great success with them. Good luck in your games with them.
thanks guys thats some awesome advice and strategy I haven't thought about. To me playing midnighter/Apollo/and Engineer at full points has always seemed to be a priority but I see the logic and the strategy of not.
One note on Jack: it's not a free action to place him. You can only do it immediately before activating a non-free action (usually TK, top-dial). But he is still a great piece. Great support with TK/prob top-dial, shifting to some close combat shenanigans coupled with his great free-action barrier power.
It is a free action. The wording says you can only do the placement t thing before you give him a non free action. Thus meaning if you do something like tk or something else before you use the movement then you cannot place him.