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I'm not trying to gun for this particular team, but the guy has a lot going. Am looking for a 200 point force that can take him indoors and out but still be viable against batman ally. Here's wht he has:
V Pyro
V Avalanche
V Doombot
V Doombot
R Shield Medic
R Shield Medic
R Intergang Medic
Basically we have extra moves from 2 Brotherhood figs...
Leadership from 2 Doombots (3 actions)
Possible energy explosion at 3 points in a 9-block square (shield pumping Doombot.
2 outwits/turn (doombots adjacent to IG medic)
And alternating barriers (Avalanche and Pyro).
I can build something to beat it, but I don't want to build specific to this team. Ideas?
p.s. I'll send $1 to whoever gives me the best idea. Serious.
The "viable against Batman ally" part is the hardest requirement to deal with.
I think what you need is mostly just some taxis and brawlers. Outdoors, your taxis can fly over the barriers, and indoors, you could possibly use the brawlers to punch through the barriers as necessary.
Obviously, the weak link on his team is the medics...what you should do (when possible) is take out the Intergang Medic, and then hit the SHIELD medics, or whatever other target is nearby. 3 Medics in a 200 point team seems like a lot of points spent on support/non-offense pieces.
Aside from SHIELD pumping, only Pyro can get through Invulnerability...one possible team to deal with it would be:
E Thing (or She-Hulk, depending on your style of play) - 110
V Human Torch - 73
V AIM Medic - 17
-- 200 points--
Both Torch and Thing can take down barriers and do a lot of damage, and their DVs will be hard to hit with the low AVs that Pyro, Avalanche and the others have. Once either of them hits Pyro, he will be out of RCE; either can kill the Intergang Medic with a single shot as well. The primary problem with this team is that it is only 3 characters, and you will be tempted to push more than you should. Beyond that, I'm not sure how well it will deal with Batman Ally. It should be okay, but not exceptional.
Plenty of other possibilities abound, but I think that you're best off with one or two taxis and someone with Super Strength and Charge to pound on your opponents. Invulnerability is a plus. E Annihilus would be another good choice, as he's got both Running Shot and Invulnerability. Maybe even pair him with Human Torch. Hmm. Not as good vs. Batman Ally, I think.
Since mixed is available, you could take advantage of the excellent JLA taxis available, R Hawkman and E Booster Gold. Flash with Perplex could take the medics out pretty quickly, as well...he could zip into the opponent's rear, and punch out the Intergang Medic first, Outwit Pyro's RCE, rest, and then attack again.
Add your own barrier figure
Take out his outwit
You only need to deal 1(2 if not outwitted) click of damange to the doombots to get rid of their leadership. If you knock out their leadership the shields are useless. Given they will heal with the medics. Maybe try Multishot or pulsewave to damage more then on of his/her peices at a time.
Use a peice with phasing.
Use stealth peice with Close combat E or BCF. If he barriers you, at least he has to base you to damage you.
His advantage is if you keep your peices close together his EE works, but if you spread them out your best piece gets barried.
Tele + perplex + Hypersonic speed (nightcrawler) would work pretty good I think.
D = V Doombot
P = V Pyro
A = V Avalanche
S = Shield Medic
G = Intergang Medic
X = Wall
Y = You
# = The Alternating Barrier
Y Y Y Y Y
X#### X
X X
X PDDA X
X SIS X
X X
Okay, it didn't come out as good as I'd like, but you can see what I am talking about.
This is obviously the indoor setup. Making leap/climb impossible. Pushes are not much of a problem as the medics are doubled up ready to heal vs range combat. Trew, 3 points to take out a barrier section then rushing a charge + damage into the fray might work...but there's at least 2 outwits going on. The thought of only one fig going in and (hopefully) doing the dmg would be V Sabretooth (69 points).
Yes, there are groups I could take to specifically take him down, but are they viable against other teams?
Just thought I'd throw in some more detail.
p.s. The only real answer is to not attack. He's worthless if drawn out of that hallway.
If you want something spaced properly, you can use the code tags...
Code:
D = V Doombot
P = V Pyro
A = V Avalanche
S = Shield Medic
G = Intergang Medic
X = Wall
Y = You
# = The Alternating Barrier
YYYY
X####X
X X
XPDDAX
XSIS X
X X
If the setup looks like this, and he just hides behind it, you need more characters able to do 3 damage at range. Bullseye + Cyclops + Human Torch + another taxi might work okay.
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Trew, 3 points to take out a barrier section then rushing a charge + damage into the fray might work...but there's at least 2 outwits going on.
Outwit has a range of 10. If he moves the medic/Doombots up to Outwit you, then places the Barrier in front of that, you should still be within close taxi range, right? He doesn't have enough flying characters to multi-taxi everyone, the best he can do is taxi one doombot with the other, and then have the second bring the first back. If he fails his Leadership roll, he doesn't have any more actions to create a barrier with. If he creates the Barrier, he hasn't done anything to hurt you, and all he has done is Outwit one of your powers.
What you need to do is stay out of Pyro & Avalanche's range, and make sure that he has to extend himself if he wants to Outwit you. Move up to just outside of his range, rest, and then next turn, taxi and charge in.
Energy Explosion would kill this formation as well. Perhaps E Ultron, Bullseye, and a cheap taxi for Ultron? Ultron is good for many things. You could even use R Ultron, as you're not depending on him being a wildcard that much. A SHIELD pump would be nice for Ultron. Assuming he shoots with a SHIELD add, hitting both of the Doombots will wipe out the medics and injure everyone else.
Quote
The thought of only one fig going in and (hopefully) doing the dmg would be V Sabretooth (69 points).
Huh? Sure, he has BCF, but beyond that, he's not that good. Thing or She-Hulk charging with an object gets you a flat 5 or 6 damage, much better than relying on BCF.
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p.s. The only real answer is to not attack. He's worthless if drawn out of that hallway.
That's not an answer. :P You could, of course, not attack at all, and simply take a draw every single game. That might cause him to change his group, but then again, it might just convince him that it's effective, too.
I don't know much about the Batman Ally, but if I was wanting to destroy this team I would fight back w/ Barrier of my own...
V - Firelord
E - Blizzard
V - Bullseye
V - A.I.M Medic
I mean quite simply... the use barrier, you use barrier that way it's decreases their shooting area on the next turn... You've got blizzard who's got a nice attack value and Firelord who we all know is dangerous. If you alternate every other turn, doing barrier with one and attacking with one you should be able to get somewhere... His pieces aren't really that strong and even if they turn off your RCE you'll still do damage. You might want to replace V-Bullseye w/ someone to help your Batman Ally ability...
Mass EE against a bunched up enemy lot like that is the best way to go - Dr. Strange can provide Enchancement and phase you through the barrier, so pick your multi exploder: Boomerang, Ultron, a Pyro of your own, etc.
Vs Batman team... again, Dr. Strange should come in handy. Carry around a decent Charge figure like V Sabretooth and you should be able to catch the bats and rake them one by one.
R Strange, V Boomerang, V Sabretooth and whatever window dressings you add on with the points left (less than 30 I think, enough for Black Panther or whatever). Probably not what I'd use, but then again I don't plan for a specific enemy.
Retired, as per WK's rotation and judiciary replacement decisions. Talk about metaception.