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.
I built a 300 point themed team for a local event I had to bail out on. I'd like to get some criticism.
asm007 Johnny Blaze
Team: No Affiliation
Range: 4
Points: 50
Keywords: Champions, Heroes for Hire, Legion of Monsters, Midnight Sons
9
10
17
1
9
10
16
1
9
9
16
2
8
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) The Blood of Innocents: When an opposing character within Johnny Blaze's line of fire KO's another friendly character, you may remove all action tokens from Johnny Blaze and replace him with ASM #046 Ghost Rider on its orange starting line.
(Attack) Alter Ego: Ghost Rider: Give Johnny Blaze a power action that deals no pushing damage and replace this character with ASM #046 Ghost Rider on its orange starting line. This power can't be countered.
(Damage) Helfire Shotgun: When Johnny Blaze makes a ranged combat attack against a single character, you may replace his damage value with 4 minus the number of squares to the target and lock it. If the target has two action tokens, the damage from the attack is penetrating damage.
--------------------------------------
asm046 Ghost Rider
Team: Mystics
Range: 3
Points: 145
Keywords: Champions, Heroes for Hire, Legion of Monsters, Midnight Sons, Mystical
(Attack) Living Hellfire Chain: If Ghost Rider has two action tokens you may give him a free action and deal 1 penetrating damage to a single opposing character within 3 squares.
(Damage) Penance Stare: Ghost Rider deals penetrating damage to opposing characters that have damaged a friendly character since your last turn.
------------------------------------------------
asm035 U Jennifer Kale
Team: Mystics
Range: 6
Points: 77
Keywords: Midnight Sons, Mystical
10
10
17
2
9
9
16
2
9
9
16
2
8
9
16
2
8
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Defender of the Nexus of Realities: At the beginning of the game, place a special Nexus terrain marker on the map, at least 5 squares away from any starting area. A character occupying that square can use Probability Control, even if Jennifer Kale isn't on the map. If Jennifer Kale occupies that square, she can use it in addition to her normal Probability Control.
(Special) Nexus Duo: When a friendly character named Man-Thing is adjacent to Jennifer Kale, they both modify their attack values by +1 if not already modified by this effect.
asm028 V Morbius
Team: Spider-Man
Range: 0
Points: 133
Keywords: Legion of Monsters, Midnight Sons, Monster, S.H.I.E.L.D., Scientist
10
12
18
4
9
11
17
3
8
10
17
3
7
10
16
3
7
10
16
3
7
10
16
3
6
9
15
2
6
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Vampiric Hunger: Mobius begins the game on click #3. Morbius can use Steal Energy and may use it to heal beyond his starting line, up to click #1.
(Special) No Vampiric Weaknesses: Characters can't target Morbius with Exploit Weakness.
(Damage) Antibody Serum Creator: Morbius can use Outwit. When he uses Outwit to counter a power that isn't a defense power, counter that same power on each other opposing character within 10 squares and line of fire.
asm014 R Werewolf
Team: No Affiliation
Range: 0
Points: 31
Keywords: Animal, Monster
7
9
16
1
6
9
16
1
6
9
15
1
8
11
15
1
9
10
17
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Full Moon: At the beginning of your turn, roll a d6 once for all friendly characters with the Full Moon trait. On a result of 1-3, Werewolf can use Shape Change. On a result of 4-6, click Werewolf to click #11 and click him to click #2 at the end of the turn or before he takes any damage, whichever comes first.
(Special) The Scent of Blood: If an opposing character has taken damage this turn, modify Werewolf's attack, speed, and damage values by +1.
Unfortunatily werewolf doesn't have the midnight sons keyword so it isn't a theme team.
I'd mostly be worried about your ranged attckers getting clobbered up close.
Though you can turn that to your advantage by having blaze change to ghost rider.
I know he doesn't but don't you only need -- in a 300 point setting -- to have at least 2 named figures with named keywords to reap the benefits of a themed team?
I know he doesn't but don't you only need -- in a 300 point setting -- to have at least 2 named figures with named keywords to reap the benefits of a themed team?
Everyone on the team needs to have the keyword in order to have a theme team.
I was actually thinking the same thing. Care to explain why you'd do that?
Any piece with running shot, stealth, indomitable, and outwit is a winner. Having two outwitters in a 300 point game is advantageous, but I think Hannibal King works best in conjuction with a tie up piece like Blade (As do most mobile shooters), especially if you put the Midnight Sons ATA on him.
Hmmm, the ATA never came to mind. I'm going to be running a 500 point Midnight Sons variation this week with the ATA but I don't know why I didn't think of it sooner. :L