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The double-Chase Iron Fist group has more damage potential than R Capt Marvel as well as giving you more attackers, but the martial artists lack a bit of mobility as opposed to spider-Carol.
That just means you need a little TK, and a good option is Hellion. Sidestep to get into position, and if the opportunity presents itself you can "throw both Fists" for a possible KO. The Leadership can also come in handy.
The double-Chase Iron Fist group has more damage potential than R Capt Marvel as well as giving you more attackers, but the martial artists lack a bit of mobility as opposed to spider-Carol.
That just means you need a little TK, and a good option is Hellion. Sidestep to get into position, and if the opportunity presents itself you can "throw both Fists" for a possible KO. The Leadership can also come in handy.
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The problem I seem to run into is that 2 iron fist chases are great, but I got no prob, outwit or perplex, thoughts on good multi-purpose characters?
Not sure what you have in your collection, but below is a possibility.
75 SWB064 Iron Fist
75 SWB064 Iron Fist
40 SWB045 Nico Minoru
25 SWB031 Alex Wilder
40 XXS013 Hellion
25 FFDXF006R Domino
15 FFNFAOS099 H.E.N.R.Y.
Total = 295
If you do not have the FF Domino, BtAS003 The Joker @ 30-pts also fits.
This team is, however, sorely lacking in range. If you want to address that shortage, you can remove either Nico or Hellion and HENRY to get a 50-60 pt shooter.
XXS052R Cyclops is a good option; Scott provides Leadership, too, so it would not hurt as much to lose Hellion.
You could get a transport that is over 30 pts and slap exospecs on them or an iron fist and use plasticity. I may find a second character with high movement and plasticity. With the iron fist chase your concern is range. The team above has lots of prob and I feel like is well thought out. I like adw cap 072. Use him to move iron fists on primary and have cap go after secondary attacker. Ew green lantern 04 as transport.
Iron fist x2 150
Ew green lantern 004 55
Exospex 12
Cap adw 072 75
x2 Iron Fist =150 pts
Karai (TMNT4-026) = 75 pts Rebuild the Foot Clan in the Old Ways Leadership. When building your force, friendly characters 75 points or less with the Martial Artist keyword also have the Foot Clan keyword.
You also have a map bonus of +5 to make sure you get the terrain you need. She also has uber-sidestep, stealth, IM hindering & elevated, CCE, RCE and a range of 6. In addition you now have a theme team with access to TTPC.
Stick (SWBW030) = 45 pts
Splinter (TMNT3-012) = 25 pts April, let me teach you Empower. UNIQUE MODIFIER- When Splinter hits an opposing character, modify the attack value of all other friendly characters by +1 this turn.
Splinter has that, sidestep and CR his entire dial (admittedly only 4 clicks) for 25 pts.
This leaves 5 pts I would use on an ID of a situational outwitter like Beast or the White Queen who can also get a punch or a shot off.
If you desire more mobility The Man Without Fear (ADW101) could be subbed for one of the Iron Fists. He is a Hypersonic, Sidestepping, Stealthy, self healing juggernaut with IM hindering and elevated. You could use Karai and TMWF to pick off a dial or two to force them to close with Fist and all that empower and CCE.
::edit:: I love the idea of running Stick and Splinter (who is a parody of Stick) on the same team
The double-Chase Iron Fist group has more damage potential than R Capt Marvel as well as giving you more attackers, but the martial artists lack a bit of mobility as opposed to spider-Carol.
That just means you need a little TK, and a good option is Hellion. Sidestep to get into position, and if the opportunity presents itself you can "throw both Fists" for a possible KO. The Leadership can also come in handy.
.
Hellion and the Fists don't share a keyword and he is fewer points than they are, so other than possibly getting one additional action a turn how can the Fists benefit from Leadership? Am I missing something?