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This thread is awesome; thanks to everyone who has been posting. I've been playing for only a few months now and a lot of these posts are helping me out.
Speaking of 'basic' strategy and the like, a quick question for anyone willing to answer - is it possible to play teams that have, for lack of a better word, archrivals? For example, can I play a DKR Batman (with the Batman Ally TA) and DKR Two Face (with the Batman Enemy TA)? If not, is there a list somewhere where "archrivals" are listed?
I believe the whole "Arch-Enemies" rule isn't in effect anymore. I mean it isn't included in the 2012 Rulebook and there aren't any Arch-Enemy figures in the latest sets so I'm assuming it's gone along with the old Soaring / Hovering / Flying rules as well. So yes, you can play Batman and Harvey Two-Face together in the same team. And yes, there is a list where Arch-Enemies are listed. Check here.
"Goddammit, dude! You don't need a fourth Scarlet Witch! I thought we were supposed to be having fun!"
I believe the whole "Arch-Enemies" rule isn't in effect anymore. I mean it isn't included in the 2012 Rulebook and there aren't any Arch-Enemy figures in the latest sets so I'm assuming it's gone along with the old Soaring / Hovering / Flying rules as well. So yes, you can play Batman and Harvey Two-Face together in the same team. And yes, there is a list where Arch-Enemies are listed. Check here.
Seeing as we have a lot of new players now. (Including me) maybe it's time for a new sticky? Where everyone can start posting basic strategies about the newer rules and not have to search through pages and pages of old stuff. Just an idea.
I'd appreciate that but either way I love this thread.
Never, ever, use less than the maximum point build allowed. Not only are you giving your opponent a head start, you're putting all the pressure to be aggressive on yourself.
Also: always have a way to deal with Invulnerability; Stealth; Outwit; and Firelord.
can i ask why firelord and which version. golden age im guessing?
can i ask why firelord and which version. golden age im guessing?
I think you are quoting someone from 2002. I'd suggest checking the dates of the advice. While some is universal and useful there are plenty that are just too myopic.
Also, watch out for Rookie Black Panther. Stealth is borken.
Visible Dials and Pushing Damage need to be optional. This is the way.
I have a rule for building teams, and its worked out REALLY well for me so far.
1 Main powerhouse (Has to be good for ranged and close combat. Move and attack powers are even better.)
2 secondary attackers (at least 1 should be able to fill the void of the main powerhouse if need be)
2 prob controller
1 outwitter
1 perplexer
1 Healer
1 TKer.
and the numbers go up as point values of your team build goes up.
That being said, never use a figure that's a one trick pony. If you are using a one trick pony for outwit, prob control, perplex or TK, find a way to give them an additional attack option. One way to do this is via Laser Turret object from Colladeral damage, and . Nothing is better than seeing the look on your opponent's face when the R Destiny deals damage to kill his/her 200+ point figure.
Haha, some of that older advice about making sure you have 2 figs for every 100 points of the build that was from like 2003 is hilarious now. I can't imagine building a viable team with the pieces and their point values now of 10 figures in a 500 point game. Averaging 50 points a character is just a no-no now a days.
I was actually just thinking this. I'm actually brand new to the game...actually haven't played yet as my first figs are arriving tonight so I can play when I get off work in about an hour!!
I've been reading a lot of this thread at work for the past few days and I was wondering if strategy has changed much since the early days. I realized quickly that point values are different now and I know things like Movement abilities, flexibility, map control and knowing your clix will always be important, but I was wondering if things have changed alot over time. For instance, alot of people were praising support and medics...is that still the case or have they fallen out of favor due to more invulnerability/regen being present in current figs.
I have to say I've learned alot reading and appreciate all the help!
EDIT: Actually, I actually realized that I actually used the word actually alot at the beginning of this post. I'm actually really sorry about that horriblly redundant beginning!
Last edited by BlackIrishGuilt; 03/01/2013 at 16:52..
Reason: humor
I have a rule for building teams, and its worked out REALLY well for me so far.
1 Main powerhouse (Has to be good for ranged and close combat. Move and attack powers are even better.)
2 secondary attackers (at least 1 should be able to fill the void of the main powerhouse if need be)
2 prob controller
1 outwitter
1 perplexer
1 Healer
1 TKer.
and the numbers go up as point values of your team build goes up.
That being said, never use a figure that's a one trick pony. If you are using a one trick pony for outwit, prob control, perplex or TK, find a way to give them an additional attack option. One way to do this is via Laser Turret object from Colladeral damage, and . Nothing is better than seeing the look on your opponent's face when the R Destiny deals damage to kill his/her 200+ point figure.
you can not have 2 secondary attackers...that means you have a secondary and a tertiary.
you can not have 2 secondary attackers...that means you have a secondary and a tertiary.
You can absolutely have multiple secondary attackers. As long as the primary role on the team is engaging the enemy in combat and it is not the primary attacker, it is a secondary attacker.
Heck, you can have multiple primary attackers as well depending on the build.
Seeing as we have a lot of new players now. (Including me) maybe it's time for a new sticky? Where everyone can start posting basic strategies about the newer rules and not have to search through pages and pages of old stuff. Just an idea.
To reenforce this point. 7 out of 10 matches are over before they begin. You need to build a cohesive force to compete.
The other 3 out of 10 are just luck, good or bad. Part of this game is accepting that no matter how good your team or strategy, sometimes it's just not your day. If you want to remove luck from your gaming play chess.
Seriously? You just removed playing skill completely from the game. Do you really think that George came in 2nd at World's because Black Adam was da bomb, or that Avila came in 1st because Le Fay, SW, and Wasp were the ultimate team?
Good teams and strats minimize luck. Heck you can build a competitive team that doesn't even need to make attack rolls.
In a big tournament with diverse skill levels, or on the other hand if you're a big fish in a small pond, team building probably seems like the most important factor, but what about when you dealing with players of similar team-building ability (or if they're all grabbing competitive teams off HC Realms posts)? Then it comes down mostly to playing skill, especially in regards to positioning.
This is my first post and I have been playing the game for several months.
I think the first thing one should do is:
1. Learn your pieces’ powers
2. Pick a keyword team and master it and find it ATA that goes with it—Green Lantern Crop has the Green lantern Honor guard. Highly designed to help the weaker pieces execute a kill. Each piece gains an additional attack value point if they attack the same opponent in the same turn. So, attack 1— +0; attack 2— +1; attack 3— +2; attack 4— +3; See below for character names—My attack values are 11, 11, 12, 13
3. Understand the relationship between your opponents attack radius and your attack radius—this is important. If your team range averages 3 and theirs is 6; then you are going to be hit multiples times before you can strike them
4. Understand the angles of the game. If your control, not occupy, the center of the board and or the center of a space; they can not move as freely.
5. Understand your opponent’s pieces and ask yourself—Why is he moving/attacking with that piece. Sometime a person will bait you into an attack. Think about at this way. A soldier is firing a rifle at a tank, so the tank follows and fires at the soldier and soldier the just led into direct line of fire of another anti-tank vehicle. Your tank is bigger and better than an anti-tank vehicle. Too late; because you must reload and you may take major damage before your tank can hurt someone.
6. Lastly, pick one strategy and play with it for about 10 games. Record, not learn how others react to your strategy. This will do two things, mastering your strategy and learning others in game strategies to supplement your game plan. Think about it like this: Green lanterns (my favorite) are good at range attacks, so the best defense in close combat and tie them up. So, I learned to bring in a good close combat person (Spiderman 2099) to finish the job.
7. In closing, here is a basic game plan: Team (1) Green lantern Batman (with Infinity Gauntlet), (2) Guy Gardner, (3) Tomar Re and (4) R’Amey Holl, (5) half Spiderman 2099 with 1,2,3,4, with Green lantern Honor guard for a 500 point team. Have 1,2,3, 4 smack their best character in the mouth from range once they enter “THE KILL ZONE” and have 5 finish/tie him up. You will have 1, 2 for your next turn and 1 can outwit the next biggest threat’s attack powers. Don’t worry about 5 as he can hold his own. This is possible 16 damage attack to toward their best. Many will not survive as 1, 2 normally get the job done. So, 4, then 3 attacks there next best. 3 can target 2 characters, and 5 clean up the mess.
8. Simple, but highly effective.
I love this thread, it has been very informative. I continue to read over it.
I am a very new player (as in I have never actually played against someone before). I have picked up some boosters as well as a starter kit.
My first game is going to be at a sealed Teen Titans event at my local place. so any advice for a SUPER NOOB?
Thanks in advance, I have already accepted that I'm participating to lose and learn. So while it might be somewhat frustrating to lose, at least i'll be learning lol
It's time to settle our differences with violence...
I love this thread, it has been very informative. I continue to read over it.
I am a very new player (as in I have never actually played against someone before). I have picked up some boosters as well as a starter kit.
My first game is going to be at a sealed Teen Titans event at my local place. so any advice for a SUPER NOOB?
Thanks in advance, I have already accepted that I'm participating to lose and learn. So while it might be somewhat frustrating to lose, at least i'll be learning lol
In sealed there are two ways you can go depending on your style of play:
a) Power Up - just grab the pieces with the highest attacks and try and KO something. If things go south the game will end fast but it will allow you to not have to make lots of decisions and focus only on a few specific things.
b) Crowded House - use as many pieces as you can fit. You will have a lot more decisions to make but if you screw up you have enough figures to keep the game going.
You know the level of game you are at. I would recommend really paying attention to what works and doesn't work in each game and don't forget to experiment. If taxiing one of your pieces didn't do much - don't do it again unless you have a reason.
Try out the new powers and effects. For game one, try and get off either a Barrier, use of TK or Smoke Cloud. Second round, try something different - unless the use was incredibly successful - then try it again.
Not sure of that helps but there you go.
Visible Dials and Pushing Damage need to be optional. This is the way.