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I've never really liked Mole Man or Morbius, Dr. Octopus is ok but if you're going with a scientist team, I wouldn't use all SI figs, they had some great Scientists but here are a few options you might want to consider
Team 1:
High Evolutionary 143pts
Dark Beast 69pts
Rookie SV Kang 87pts
total build 299pts
Team 2: (this one is all SI)
SI Iron Man 188pts
SI Spider-Man 50pts
+Vault 3pts
SI Goliath 58pts
299pts
Team 3: (if you wanna go with the swarm idea)
SI Spider-Man 50pts
SI Goliath 58pts
SV Exp Ant-Man 66pts
+Infiltrate 2pts
SI-FF Starter Set Mr. Fantastic 100pts
CD Rookie Dr. Mid-Nite 24pts
well heres on of my favs... Edited for modern age-
M&M R The Leader- 116
Av Uc Wasp- 49 (165)
Cr R The Chief- 63 (228)
JL UC- Dr. Alchemy- 62 (290)
Leaves you 10 points for upcoming special objects. Thanks to Wasp, The Leader can see through stealth for both outwit and PC. Dr. Alchemy's lets him backup as an attacker after The Leader is in place. Wasp makes good MM fodder to an extent, and the Chief is just great support.
Golden Age?-
M&M- The Leader- 116
Cr- Chief + Contingency Plan- 75 (191)
Ult- Giant-Man- 109 (300)
Carrying, Pushability, MM Fodder-y, Supporty.. it gives you a lot of options, and that contingency plan is a game winner, even without any kind of pump to damage besides the 1 PX. Yeah, Giant-Man is a giant target and no range or charge, but! that keeps your opponents eyes off of the other two. Repeated Psychic Blasts will force your opponent to close up, and come right to Giant-Man, playing right into your hands. Suprisingly effective considering the bad things about GM. just be sure to make use of the Outsiders TA to remove the carrying penalty, and keep him close to The Leader- a great eye up front to stop enemy pumps, and you can daisy chain the damage down the line to GM.
I miss? PC it. You hit? PC it. I hit? I can do better, PC anyways. You miss? I DIDN'T SEE SNAKE EYES, PC IT!