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I'm a big fan of theme teams and the Brotherhood certainly have some interesting characters. The problem I have with this team is the lack of mobility due to only one flyer-Magneto.
Do you like to play them and if so what do you do to overcome this lack of mobility? Now I don't want to hear, throw in a couple of cheap rookie Vultures or a Doombot. It's more important to me to have fun and an accurate portrayal of the comic themes than to win every game.
I know Magneto can also TK people around. One thing I have been doing is taxing Avalanche around and having him pulse wave or barrier to protect Magneto.
Maybe this is just a grind it out and be patient team...What do you think?
If you want to keep with the comics, then you could throw in a Sauron, at least it's an extra flyer.
I find that they don't have as much lack of mobility as you would think. One strategy is to move your pieces up (free for being in the brotherhood, of course) and then using Avalanche, Pyro or whoever create a barrier to protect them. In fact, you might want 2 barrier guys (maybe avalanche and pyro) and alternate so that you can then start hitting people and putting up a barrier after they attack.
Vet Sabretooth also gets charge, so you could always TK Juggernaut up the first round and then push Magneto (never a great thing, but if needed) and TK Sabretooth up the next round and then have him charge someone that's in range.
Destiny/Scarlet Witch would be a good addition to help with some rolls.
The Brotherhood is the best swarm attack team in the game. I have won a 300pt tourney with them. They have many low cost figures that (via free move) can easily overwhelm an opponent.
Mobility is really not such a problem. Besides barriers; they have lots of charge, which reduces the need for taxi. Because they have mostly low cost figures, you can send many figures at the opponent all at once (free move). Your opponent will generally have fewer figures due to cost, so the opponent will only be able to fight a few at time. Rookie Magneto is awesome. He can carry and throw friendly figures. This often catches your opponent off guard because you can push him to throw right after carrying someone from the previous turn. Since, rookie Magneto is not your primary attack piece and he has many clixs of TK, you don’t have to worry about pushing him.
Now, in order to win tournies, I recommend a little flexibility with your theme. For example, it fits Magneto’s and Mystique’s characters to recruit new members for the Brotherhood of Evil Mutants. It would be very appropriate for other evil mutants to join the team. Whirlwind and Silver Samurai are both evil and they are both mutants. They also work GREAT with the Brotherhood team. Destiny and Scarlet Witch, Magneto and Mystique all greatly improve the play Whirlwind and Silver Samurai. V. Whirlwind gets two attacks for 3 damage each but only has an 8 attack value. PC figures will greatly improve his chances to hit (3 tries for 1 hit minimum). Perplex his base damage to 4 and ouch!!! He gets 3 tries for 4 to 8 damage! Silver Sam already has a good attack Value, but PC greatly improves his BCF damage. Imagine S.Witch and Destiny both giving him re-roll attempts! Hitting 4-6 damage gets pretty easy. Now, the other important factor to Whirlwind and Silver Sam is that they both cost around 40pts. Keeping most of your team under 50 pts is important to building a good swarm team.
The next factor in building a winning “Evil Mutants” team is cannon fodder. Every swarm team needs cheap tie-up figures to slow down the opponent and limit his options.
Whenever a figure is adjacent to an opposing figure, they must fight the adjacent figure or attempt break away. Even, if they have free break-away (leap/climb, phasing or even plasticity) they must move instead of fight. Running Shot and Charge will only escape tie-up 50% of the time. This takes away your opponents options and forces him
to waste actions (fighting cheap figures or running away). This also allows your good figures to shoot his good figures from distance or move-in to score the first hit b2b.
Presently, there are no Genosha mutants to fill this role for Magneto. But, you could pretend the hydra represent the Genosha lackies. A little creativity on an otherwise pure evil mutant team should not END THE WORLD. I highly recommend rookie or experienced Hydra operatives for the Job of cheap tie-up figures. For 9pts you can use lots of them. They move 6 (not to bad). They have the option of shooting from range (helps against medics or weaken figures). They can give Pyro, Avalanche and even Magneto help scoring hits. And, they are great for moving on your first turn. This puts them up front where you want them and doesn’t expose your good pieces.
The Brotherhood is actually better if it has some “non-team” players. You really don’t need all of figures to move free, because it useally wastes the normally allotted actions. Having some non-free moves better utilizes these allotted actions. And, why pay for something that you don’t have to have.
Here’s my 300pt Tourny winner
R. Magneto
V. Pyro
E. Sabertooth
V. Whirlwind
R. Scarlet Witch
R. QuickSilver
R. Hydra Op
R. Hydra Op
R. Hydra Op
R. Hydra Medic
10 figures, 6 actions over 2 turns plus 6 free move figures and leadership.
Useally I lose Hydra operatives while my opponent loses BIG GUNS!!!!!!