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Build me a 600pt Brotherhood of Evil Mutants team! (Highlander rule. No relics, entit
*This isn't an article asking you to build me a Brotherhood team, rather, these are the choices I'd make for building a Brotherhood team along with the rationale behind each choice. Hoping you could give some feedback on what you would or wouldn't change.
Usually in a 600pt team I try to have *at least* 6 figs (if possible) so I can take advantage of all six of my move actions. It's not a hard-fast rule, it's just my preferred play style. I realize the Brotherhood Team Ability (TA) allows you to "give a character using the Brotherhood of Mutants team ability a move action, it does not count toward your available actions for the turn", so in theory, I could give a supporting character like DOFP Destiny a move action, and I'll still have 6 actions left for my team.
On that note, DOFP Destiny is just too useful not to included on my 600pt team, with her 'IMPOSSIBLE TO PLAN AGAINST THE FUTURE' trait and special power to prob con attack roles if she can see the recipient of the attack. DOFP Destiny makes the cut.
Because I like to put the odds in my favor, I'm going to add another prob conner. I'm going to go with AV057 Scarlet Witch who costs 35 points. She has a range of 8, is a flier (so she can carry someone into battle) and gets barrier on her second click and the rest of her dial. I like to use barrier often. Picking 1 Scarlet Witch to use is pretty tough - the CW FF version is a mystic, has front-loaded TK and lots of other nice support powers - meanwhile the WxM Scarlet Witch needs to have a team built around her. The 35pt is what I'm going to opt for.
So far, I've got 85 points of prob con - I'd better start building my offensive line.
One of the shortcomings of a Brotherhood team is that there aren't many move-and-attackers (or outwitters, but that's another issue). DOFP Pyro has a really nice ability to create flame constructs (when he has no actions tokens) as a free action and have them attack with charge exploit. Additionally, Pyro starts with enhancement and later gains acquires perplex.
I kind of have a soft spot for WXM Havok 024 with his running shot/psy blast - he is more less deadly all the way down his dial. so he makes the cut.
At this point, I have about 340 points left, and I still haven't chosen any close combat attackers or outwitters. GSX FF Rogue solves both of these problems. Yes, she can only outwit adjacent characters (which means she's going to have to base someone), but if she outwits their stealth or defensive abilities it might leave an opening for the rest of my team to attack (looking at you, Batman).
Another close combat attacker I'd like to add to this team is DOFP Avalanche. He has precision strike and a really nice quake trait. The only challenge is getting him into the heat of the battle with wasting a move action - thus I present...
WXM 037a Magneto. He's 65 points, a range of 9, TK and barrier, and an SP that forces opponents to reduce range and speed values by -1. Some people may feel that this is a waste of a Magento (glorified TKer), but I really see him as a great investment here.
For the remainder of my team I'd add WXM Toad 006 as a glorified tie-up fig, and GSX Mystique 035 just because i really would like some perplex for my team.
After I hopefully won the roll-off, my first moves would be to get AV scarlet witch and GSX mystique into position. DOFP Pyro would create a Flame Construct. WXM Magento would be my designated TKer, probably most likely to send WXM Havok or DOFP Avalanche to assault some enemies. GSX FF Rogue would hang in the back and be used to base/outwit as she saw fit. WXM Toad would be used to tie-up a ranged attacker (who hopefully didn't have poison).
My biggest weakness would be a mystics team, or possibly a team full of indom that can out-action me.
Okay, what would you add/subtract from this team?
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That looks like a fun, solid team. I really like that choice of Scarlet witch; she's a great all around choice especially for 35 points. She's a good compromise between the rookie Fantastic Forces Switch and the CW Switch, plus she's a flier (and she has the Avengers keyword, for Avengers teams).
Only negative I see is that you couldn't fit Polaris, since Havok should have his girl with him. If you replaced Pyro with her, she's 94 points, it would put you at 598, and would give you a running-shooter, with t/k, and a defense boost to her and Havok. And she's a flier and can carry him, or anyone else who needs carrying. She also has front-loaded Barrier. But is she worth replacing Pyro for what he brings? Not sure.
wxm025 E Polaris
Team: No Affiliation
Range: 6
Points: 94
Keywords: Acolytes, Horsemen of Apocalypse, Starjammers, X-Factor, X-Men
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(Special) Destined Duo: When Polaris is adjacent to a character named Havok, they both modify their defense values by +1 if not already modified by this effect.
(Damage) Magnetic Crush: When Polaris uses Telekinesis and places an opposing character, after actions resolve, she deals damage to that character equal to her damage value minus 1.
dofp006 E Pyro
Team: Brotherhood of Mutants
Range: 6
Points: 90
Keywords: Brotherhood of Mutants, Freedom Force
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(Special) Flame Constructs: When Pyro has no action tokens and there isn't a Flame Construct token on the map placed by him, give him a free action to place one in an unoccupied, adjacent square and it becomes a bystander token as described on this card.
I would prefer a build around GSX magneto carrying around his fellow mutants. Avalanche is AMAZING, the Mystique from DOFP plays really well (better than the GSX one IMO).
I do love me a good Brotherhood Team.
50 DOFP011 Destiny
90 DOFP006 Pyro
72 DOFP004 Avalanche
65 WXM037A Magneto
86 GSX035 Mystique
115 IIM Jugs - works well with BTC, pretty self-explanatory piece.
57 DP Black Tom Cassidy - Getting a token for Jug's action is great. FB with penetrating also handy.
62 M10A White Queen - MC to attack Mystics, L/Ship on BTC, PPB.
= 597