You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Chief is THE best figure for that team. He can outsider Doppy to get around the modifiers, and he can outwit the damage reduce on whoever you are throwing Doppy at so the 2 damage from the throw sticks. With Vampirism on Doppy he should heal after the first Flurry onto his 11 attack click.
Solovar is there to take actions for Doppy while Colossus does so when Solovar needs to clear. After that you just need some cheap barrier to keep everyone protected until Doppy is dead.
It probably wouldn't work well after the first turn though because if you are putting a barrier between Doppy and the rest of your team your opponent will be dumping everything on Doppy. The problem is, Doppy only has a high defense up close. He doesn't even have Super Senses until the end of his dial. Ranged attacks or a lucky close combat attack will kill the strategy then it is chaos with the rest of your figures.
I only say chaos because I really can't think of an alternate strategy involving the other figures so the game turns into one action at a time, what can you do best at this moment? I tend to have distinct strategies for my figures going into games.
Sweet thanks. I wasn't quite sure what forum to put this up on. Im also assuming that you only have to be with in 8 squares and thats it , so no line of fire is needed?
No LOF is needed.
From the Player's Guide:
Quote
Minion: Mindless Pawn: Once per turn, if Doppelganger has exactly one action token, you may give a power action to a friendly character with a higher point value within 8 squares. You may now give Doppelganger one action as a free action.
Quote : Originally Posted by rowdyoctopus
Also, couldn't you give the token to Destroyer to activate Doppelganger's mindless pawn and then use the free action to heal him and remove the token you just gave to Destroyer?
If Destroyer already had an action token you could remove it, but you couldn't remove the action token from the power action you give Destroyer to activate Doppelganger's Minion: Mindless Pawn. The action token given to Destroyer isn't given until after the action resolves. As part of the power action to activate Life-Force Possession, an action token is removed from Destroyer. Since the action token won't be there until Life-Force Possession resolves, you can't remove it.
Quote : Originally Posted by omegarobb
now doppy has an 8 AV for his flurry/Blades attack. I guess you could perplex his attack before he get's thrown, for a 9 AV. Don't get me wrong, I like the team and the idea is great, I would aim him for some low defense support pieces.
Perplex wouldn't work (at least before the toss) since Doppelganger will be dealt 1 unavoidable damage after the attack is resolved. This would cause the effect of the Perplex to disappear.
Quote : Originally Posted by rowdyoctopus
Chief is THE best figure for that team. He can outsider Doppy to get around the modifiers, and he can outwit the damage reduce on whoever you are throwing Doppy at so the 2 damage from the throw sticks. With Vampirism on Doppy he should heal after the first Flurry onto his 11 attack click.
Solovar is there to take actions for Doppy while Colossus does so when Solovar needs to clear. After that you just need some cheap barrier to keep everyone protected until Doppy is dead.
It probably wouldn't work well after the first turn though because if you are putting a barrier between Doppy and the rest of your team your opponent will be dumping everything on Doppy. The problem is, Doppy only has a high defense up close. He doesn't even have Super Senses until the end of his dial. Ranged attacks or a lucky close combat attack will kill the strategy then it is chaos with the rest of your figures.
I only say chaos because I really can't think of an alternate strategy involving the other figures so the game turns into one action at a time, what can you do best at this moment? I tend to have distinct strategies for my figures going into games.
I like the idea behind this team, but you've pointed out the big question...what happens after Doppelganger is KOed? If he is left out there by himself, I imagine your opponent will range him into oblivion. So now that Doppelganger is gone, what happens next?
On a side note, totally with you on Chief taking care of that pesky modifier to attack and damage.
Yeah. I have a Colossus coming in the mail so I should be able to run this team, well a similar team, in the coming weeks. All I need is cheap barrier and outwit. Holiday Killer and that barrier object?
Yeah. I have a Colossus coming in the mail so I should be able to run this team, well a similar team, in the coming weeks. All I need is cheap barrier and outwit. Holiday Killer and that barrier object?
Holiday Killer is pretty decent Outwit.
Regarding the barrier object, if you're referring to the Force Field Generator it only allows the character to use Barrier as though it has a range of 0 (which would then become 1 and locked.) I'm thinking you'll want the Barrier a little further out. Sargon can do Barrier for 57 points, starts with PC which turns into Perplex, and will do Mystics retaliation when he takes damage. Avengers Scarlet Witch SR can use Barrier on her second click, has PC, and is only 35 points. Maybe using a Phone Booth to get her on that click.
My biggest issue was I wasn't able to barrier my first turn because of poor positioning so on his second turn my opponent ranged the crap out of doppy, who lost his mindless pawn power before I was able to do anything.