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BB055b Shazam 140
WS062 Doppelganger 93
AN024 Detective Chimp 62
POG 5 pts
Objects: Shield Disruptor, Eleha'al Vine & Black Lantern
Map: DC Hall of Heroes (statue one) or Arkam Asylum
Basic Strategy:
Place Blk Lantern near centre of map(but protected by walls), Vine placed back near start area safely. Shazam carries the Shield disruptor and Doppie into the fray while Chimp provides back up support(outwit), Use Shazam and Shield Disruptor to deal a **** load of penetrating damage to anyone sporting Imperv/Inv (i'm looking at you GL). when he does the HSS attack, he carries doppie, who will then be able to activate mindless pawn the next round thanks to Shaz. the Lantern will heal clicks when the other team inevitably drops like flies and in more dire situations, (like when pushing Shaz to hurt opposers and activate Mindless Pawn) the vine provides better healing. Once Chimp hits his SP, he can -2/+2 whatever is needed (except damage of course). And of course Shaz will help with rolls with his PC....not to mention the 2 TTPC you get anyways
pog? well...he/she will do what pogs do.
o....and all this can be yours for the meager sum of 300 points!!
(objects)
Tombstone
Kinetic Accelerator
Standard heavy
Pretty much the idea is to of course set them up properly and make sure moon knight picks up that tombstone.. Now my idea was to put moon knight and karnilla in the bushes next to eachother up front leaving one square open between them.. and having green lantern carry yondu placing him behind green lantern.. Just watch your opponents face.. Green lantern has that special power "The green flame" which allows incap, psychic blast and TK Now when your enemy starts to come close either tk someone out or running shot them with GL with Psy blast and remember hes INDOM so if he shoots and that person has a token its hard to push and you can push for free. and then position Karnilla right and she can do some damage! and she has shape change and phasing leave her in the bushes to get that 18 defense in range. and just pot shot at people and annoy them. And when they come close bring that amazing 38 point figure moon knight in their face and dont be afraid to push him while someones in your face he gains combat reflexes and has that super strength with the tombstone.. He can be nasty!
Build:
62 AN024 Detective Chimp
1 ATA Shadowpact
35 AV057 Scarlet Witch
62 JL025 Dr. Alchemy
69 AN022 Nightmaster
1 ATA Shadowpact
68 AA035 Ghost Fox Killer
298
Objects: Eleha'al Vine, Mjolnir (Perma-Stealth for the Chimp), Kinetic Accelerator
Map: Crash Site or Air Base
Det. Chimp gets in to place and runs amok along with Ghost Fox and her Poison. Dr. Alchemy TK's Nightmaster to base the biggest threat and then rips them up. S. Witch handles the probbing duties.
145 aa055 Sabbac
145 an049 Green Lantern
5 Yellow Lantern
5 Blue Lantern
Meteorite
Standard Heavy Object
Map: Ancient Temple (from Hellboy set)
Place both the Lantern special objects about 6 or 7 squares away from your starting area, and close enough to each other that their areas of effect overlap. Since both characters are fliers they won't be slowed by all the water as grounded teams might be, and since they both have invulnerability/impervious they won't have to worry much about speedster characters like Black Flash.
On the first turn have Sabbac grab the HO and move in front of the blue lantern. Alan Scott moves up as well, possibly performing a 10-range running-shot psychic blast with +1 to his attack value if the opponent went first and was careless enough to bring any of his pieces within Alan's expanded range.
On the second turn both character can use their indomitable to push freely. Alan should TK Sabbac towards the largest grouping of opposing characters. Given an increased 10-square TK range and Sabbac's own 4-movement charge, you should be able to reach just about anywhere on the map. Sabbac's first priority is to attack characters with outwit, or failing that, attacking characters with penetrating damage, attacking characters with damage reducers (with his Exploit weakness) or flurrying multiple smaller characters.
As the battle goes on, Sabbac should be inflicting a good deal of damage while also making the opponent pay for hurting him with his Mystics TA. Meanwhile Alan can TK the yellow lantern closer to Sabbac if he can benefit from the +1 attack, or else Alan can running-shot from a distance to nail whatever enemies are swarming Sabbac. In all likelihood Sabbac will eventually be KO'ed, but the hope is that by the time this happens the opposing team should be too damaged to put up a decent fight against Alan Scott.
I am pretty sure that the Shield Disruptor is not "continual", so the effect it gives does not work while being carried...
Quote : Originally Posted by bludd72
Here's a quick one that popped into my head....
BB055b Shazam 140
WS062 Doppelganger 93
AN024 Detective Chimp 62
POG 5 pts
Objects: Shield Disruptor, Eleha'al Vine & Black Lantern
Map: DC Hall of Heroes (statue one) or Arkam Asylum
Basic Strategy:
Place Blk Lantern near centre of map(but protected by walls), Vine placed back near start area safely. Shazam carries the Shield disruptor and Doppie into the fray while Chimp provides back up support(outwit), Use Shazam and Shield Disruptor to deal a **** load of penetrating damage to anyone sporting Imperv/Inv (i'm looking at you GL). when he does the HSS attack, he carries doppie, who will then be able to activate mindless pawn the next round thanks to Shaz. the Lantern will heal clicks when the other team inevitably drops like flies and in more dire situations, (like when pushing Shaz to hurt opposers and activate Mindless Pawn) the vine provides better healing. Once Chimp hits his SP, he can -2/+2 whatever is needed (except damage of course). And of course Shaz will help with rolls with his PC....not to mention the 2 TTPC you get anyways
pog? well...he/she will do what pogs do.
o....and all this can be yours for the meager sum of 300 points!!
BB - Shazam! and Black Adam (Shazam!)
75th - Black Alice + Shadowpact ATA
75th - Detective Chimp + Shadowpact ATA
ITEMS: Eleha'al Vine, Mjolnir, whatever
MAP: I am not sure on the map, but i have seen so many of them. simply, any map with some Elevated Terrain Rooftops and a bunch of space inbetween. (i hope that this is good enough for map choice lol)
place Mjolnir on the edge of some Elevated Terrain facing a large space of Clear Terrain. move Detective Chimp into there for the "perma-stealth". from there he just chills out and uses Outwit where needed. Anyone wanting to come to get him is going to have to come up right on him and well that is just going to be dangerous with Hyper/Prob Shazam! lurking around to bash anyone attempting. Black Alice simply floats where needed with Outwit and ranged combat attacks (always keeping in sight certain awesome abilities to "steal" like Support to heal up Shazam! if needed, Psycic/Penetrating Blast to deal with defenses that fall second to some Outwits, etc.) the main win is the super hard slamming Shazam! sporting his own Prob and backed up with another Prob and two outwits.
its a simple army played best when you take your time and let your opponent come to you. there isnt a hurry, the smash will happen in its own time
i have played this team many times, and although it has been beaten i have won more games than lost and its super awesome fun to play
I would like to appologize so much for my time away from this. School and a new job pinned my free time down and I feel horrible for taking so long.
Here is this editions winner, I will PM him with a list of prizes to choose from.
Thanks again, and thanks for the patience.
Quote : Originally Posted by Sentinel25
Okay, here goes:
75 Osiris 101
75 Isis 95
HA Karnilla 64
AV Scarlet Witch 35
=294
Objects: Yellow Lantern (5), Standard Heavy, Kinetic Accelerator
Map: Crash Site
Isis is the key to this team. Her TK helps position Osiris on the accelerator, and Karnilla into attack position using the Yellow Lantern to boost her attack to 11 w/Psychic Blast. Feel free to push Osis to click #2 giving the team 2 PC'ers. Scarlet Witch can taxi Karnilla and PC/Barrier. Once Osiris goes down, Isis becomes a beast. Osiris deals with opponent's stealth/support, while Karnilla is the tank killer.