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There’s not much for Theme teams that Ares fits on. He’s the god of war, so he’s pretty much a loner to begin with. Besides that, his high cost limits your team building options further. The best I can come up with is a super high cost game with Ares, Thor, Hercules, and maybe a few others on a ‘deity’ themed team. It’d certainly be hard core, if somewhat pricey.
A friend and I were dicussing an idea for a theme team involving Ares similar to what you suggested:
Gods and Demigods
Ares U
Thor U
Enchantress U
Loki U
Hercules V
Wonder Woman U
Which adds up to 901, so for a 1000 point game you still have room for some feats. Could be fun to try at one of the bigger point games.
I played a series of C-note Supes vs Ares. Supes owns him due to RS and HSS. Mobility is key. I agree that if you do play him, go for base to base contact as soon as possible. I'd also point out that Ares by himself is probably more dangerous than with help. I played in a 450 point sealed where I beat an Ares team by eliminating his support and running away from the big man. If you don't come to him, he'll never catch you.
Nice review AZS, the big man is tough in a low point game.
6th Place: WWE National Qualifier Finals, June 2008
Four Points Gaming Club: South
WWE National Qualifier Finals, June 2008, all four members of Four Points Gaming Club make the Top 8!
Cheapest TK in the game is Mandroid Armour that costs 28 pts not Jean Grey.
Actually, I believe the cheapest TK in the game is actually R Shade, who has it on his fourth click and is only 27 points (and isn't retired!). His utility as a TK-er is debatable though, for the extra point he saves you compared to R Mandroid Armor, and he's still two points too pricey to fit with Ares on a 300-point team.
Has anyone tried In Contact With Oracle on Ares and Mary Jane? The little lady looks better on Ares' arm than Flash, and she wildcards his Mystic TA too...!
he’s lacking one of the game’s biggest necessities, Mobility.
... he can get around on his own, but he can’t move and attack. That is without a doubt his number 1 drawback. Even KC Superman starts with Charge, and the other 3 biggest threats in the game: U Thor, V Black Adam, U KC Green Lantern, are the best for a reason, they can move and attack. Ares cannot, and that is a serious hindrance.
On his own, Ares would have to move out onto the board… and sit there. Next turn he can choose to attack, pushing to do so, or he can sit there some more and clear. Even though Telekinesis is pretty much a standard in the game at this point, to absolutely require it in order to be playable is asking a little too much. It also makes Ares ineligible for a 300 point game, since the cheapest TK is still Rookie Jean Grey at 31 points.
Without TK on a 300 point team (whether you use Fortitude, or fill out the remaining 25 points another way are up to you, and somewhat irrelevant.) Ares suffers from his lack of mobility.
Excellent review as always azs. The above points are valid really for any figure without a "move and attack" power, whom you intend to use as a primary attacker. I'm tired of having to chuck a character simply because they don't have a "move and attack" power (see: Mongul). It seems like if a figure doesn't not possess a MaA power they are relagated to a support role (TK, Prob, Outwit or Support) or they must have Stealth + Willpower.
I hate it ... a quick review of all regional top 4's will show a common requirement:
Jean Grey / Johnny Alpha / TK
or
Hypersonic Speed (but even HSS most often must include TK to compete with other HSS teams)
I made a double barrier Thor team that ended up winning the Atlanta regional just to prove you could win without TK but that was the exception to the rule.
When will Wizkids admit that giving every figure a move and attack option is the right call ... Heroclix 2.0 (sigh)
I hate it ... a quick review of all regional top 4's will show a common requirement:
Jean Grey / Johnny Alpha / TK
or
Hypersonic Speed (but even HSS most often must include TK to compete with other HSS teams)
I made a double barrier Thor team that ended up winning the Atlanta regional just to prove you could win without TK but that was the exception to the rule.
When will Wizkids admit that giving every figure a move and attack option is the right call ... Heroclix 2.0 (sigh)
Again great review !
Well, I think that's a broad generalization. As it's been said, Ares with Fortitude finished top 4 at Niles and IIRC Superfro's team was completely devoid of any HSS or TK.
Thanks NedL. I think its a better generalization to say that your whole team needs Mobility, and not just your lead attacker. Sure some of the best figures have RS or HSS, but so do some real stinkers, so the power doesn't make the figure so much as the figure makes the power.
U Despero still ranking in the top 10 (give or take) is testament to a good figure with no mobility. V Havok also shines (albeit in a completely different category) for his pure power.
I do agree that RS and HSS make most figs better, and more tournament worthy, but I'm not quite ready to throw in the towel and say that only figs with their own mobility powers can front a team.
For Ares specifically, I think its his cost that makes the lack of mobility so much of a detriment. If he were fewer points you could afford to play him with TK and barrier and probably pull it off.
Well, I think that's a broad generalization. As it's been said, Ares with Fortitude finished top 4 at Niles and IIRC Superfro's team was completely devoid of any HSS or TK.
Indeed it is broad - myself made a winning team without TK (though it had RS). Broad generalization was what lead to NAAT and FCCF there was the occasional stealth team that would win versus Wasp\Bullseye\Firelord. I just saw Jean on 80% of the 300 point teams fielded. Seems to me to be a design flaw along the lines of the power 9 in Magic. Required pieces for competitive play. Kind of like 80% of all pre-NAAT teams had a flyer paired with each attacker ? Not whining too bad, I had a blast playing. I'd just love to see a look at the rules as they stand and maybe see some changes when DC Icons releases.
Thanks NedL. I think its a better generalization to say that your whole team needs Mobility, and not just your lead attacker. Sure some of the best figures have RS or HSS, but so do some real stinkers, so the power doesn't make the figure so much as the figure makes the power.
U Despero still ranking in the top 10 (give or take) is testament to a good figure with no mobility. V Havok also shines (albeit in a completely different category) for his pure power.
I do agree that RS and HSS make most figs better, and more tournament worthy, but I'm not quite ready to throw in the towel and say that only figs with their own mobility powers can front a team.
For Ares specifically, I think its his cost that makes the lack of mobility so much of a detriment. If he were fewer points you could afford to play him with TK and barrier and probably pull it off.
Agreed, Havok is the new Bullseye. But he still can't do *anything* by himself. He needs to be carried or be TK'ed. Same with Despero, super efficient for his cost, versitile, durable, but still will never be fielded on a competitive team w/o TK or a Flyer + probably Barrier. And you are absolutely astute in pointing out the Ares point cost leaves no room for any of the required support needed to field a competitive Heroclix team.