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i think i would chose "KC-GL and Ares(marvel)"
KC-gl can cary ares and ares can shoot opponents
and also with the help of KC-gl team ability and willpower............this team is a dynamite!!!!!
Last edited by eliotblacknigh; 10/14/2007 at 03:41..
DC Ares needs lots of useful feats if there are not many other supporting figures with move attack abilities and tie up figures, so another big high cost figures is risky. Perhaps a selection of these for Ares:
Fortitude 25 pts
Repulsor Shield 25pts
Protected 8 pts
ICWO 20 pts for Ares and one support piece (Increase Ares Defence or Damage)
Sidekick 10 pts (for one important support piece) shame to waste the high DV!
Shellhead 10 pts (makes pushing Ares more viable when his get +2 to his defence but remember he can't carry his sidekick around)
Extended Range 10 pts (can use his 5 Damage on first clic to increase range by up to 3 to max of 11 and use ICWO &/or any perplex to increase damage back to 3 for minimum 1 damage or full 3 damage if you rememebr to use his Outwit on the targets figures Impervious etc) Amor Piercing 10 pts would help in this senario.
If there are few support figures consider Endurance 5 pts providing you have some PC, preferably 2 PC figures to reroll any failed Endurance rolls.
Include TK to move him to attack and some cheap tie up figures/pogs. If you Sidekick one can share Ares 19 Defence when adjacent but remember Ares can't carry it around so it will have to follow him as best it can, so consider Lockjaw for carrying the sidekicked figure back up to Ares.
Make use of his Super Strength for objects and carry the Desk around at the start for +2 to his Defence and then objects can be used for hindering or attack.
If you only move him then always up his defence with ICWO and the carry the desk for 22 (maximum rule of 3) or Shell Head feat can kick in if you push him and always make use of hindering terrain because he has phasing on his first clic and will have the full movment out of hindering.