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Re: HeroClix A to Z – Beating Galactus: Part 3, Takin' down the Man!
Hello,
While it looks good on paper, I see a few problems with this team. Any number of BFCs would shut it down. Darkness, Deep Shadows, Bright Lights, Earthquake, Poor Teamwork, and Overconfidence would all stop your strategy. Also being able to choose the map AND go first is necessary to win. A map with little to no terrain would greatly hinder your strategy. If Galactus moves up the first turn he can, shoots out 3 barrier markers and then shoot Phoenix, Firelord and a Cyborg. This takes a lot of your power away and he's still 18 squares away from your pieces. Which means you either have to use your 3 TK pieces to get within range or burn valuable perplex to add to Doom's range and movement.
I still don't agree with a lot of your choices as well... To do the team right you really need to have an all stealth army. That is the only way to get him to completely come to you. I'd have chosen LE Annihilus and LE Doctor Doom over Phoenix and Cyborg. With running shot and a 8 move 10 range all it takes is 1 perplex to make Annihilus need 1 TKer to hit Galactus in his starting area, instead of Phoenix's 3. If you want the pulse wave and don't care about stealth, Vet Blizzard does it so much better than Cyborg with a better attack value and running shot, for less points.
Also Johnny Alpha's 2000 AD team makes him invaluable to fighting Galactus. Giving every wildcard a +1 to hit Galactus is just too good to pass up. Especially given the fact that his rookie is cheaper than Cosmic Boy's rookie. If you want to upgrade, the vet has 8 range, 3 damage and 11 attack value on that makes him great for attacking. Much better than Cosmic Boy TKing an object standing next to a Bat enemy...
Spiral may be random for damage dealing, but put Armor piercing on her and she's a threat to Galactus he cannot ignore. Not only can she deal good damage, but she can wildcard to whatever you need at the moment.
Universe Spiderman with pounce and a heavy object make for a cheap attack piece with good mobility. His attack goes up to 11 with pounce, and 12 with 2000 AD team... He has a good chance of hitting and super senses help give him a small chance of staying around. Lots of super senses characters can give Galactus a headache, and there are a few good ones. Vet Shi is amazing for her points.
I personally would have used ICWO on at least a few figures. It beats having to draw line of site and can be used for so many options. In 1800 points you could easily find 50 or so to make your best attackers a little more accurate.
Anyway those are my opinions, I've played against Galactus and I honestly don't think when played properly he is this easy to take down. Especially without lots of mobility, TONS of probability control and lots of defenses, like stealth, barrier, and super senses. Getting the proper map is key... And honestly if you want one to completely dominate him, the map from the DC big box with the tons of buildings everywhere can really make it hard for him to touch your stealthed pieces on the buildings as he cannot fit if you position it right.
Re: HeroClix A to Z – Beating Galactus: Part 3, Takin' down the Man!
Wow, where to even begin…
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While it looks good on paper, I see a few problems with this team.
I played 2 games against a very skilled player, someone who is at least an equal level player as me (take that as you may.) If anything, he’s better with Galactus than I would be.
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Any number of BFCs would shut it down. Yadda yadda..
I stated very clearly in part 1 that this team is always playing ordinary day. This also isn’t a tournament setting, its strictly a 1 on 1. Galactus threw down the gauntlet, and I took the challenge.
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Also being able to choose the map
Also stated in part 1.
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AND go first is necessary to win.
Untrue. I covered that in depth in part 2 and part 3. (and now I’m just repeating myself.)
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If Galactus moves up the first turn he can…
…have first turn imunity and do nothing.
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I still don't agree with a lot of your choices as well... To do the team right you really need to have an all stealth army.
Did you read my team list? 28 out of 32 pieces have (or can copy) Stealth. I’d say that’s enough. (Actually, it was enough.)
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Also Johnny Alpha's 2000 AD team makes him invaluable to fighting Galactus. Giving every wildcard a +1 to hit Galactus is just too good to pass up.
I suppose, when they’re not copying another TA, like Batman Enemy, to use Dooms’ 12 AV. It will help lessen the need for 1 wildcard to be near doom, but that was never an issue.
Asside from that, Alpha can’t ever push or he’ll lose stealth. He can’t carry other figures, and copy the multitude of TA’s that make Cos useful, like: Mystic to keep G from attacking him. Hydra to help other figs. X-men to take clicks, and Batman to always stay stealthed. Superficially it might seem like a good trade, but for deeper strategy it falls apart. Maybe you could trade out 1 Cos for an Alpha, but not all 3. Or if points are your real issue, use all rookie Cosmic Boys.
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I personally would have used ICWO on at least a few figures. It beats having to draw line of site and can be used for so many options. In 1800 points you could easily find 50 or so to make your best attackers a little more accurate.
Fair enough point, but I never felt that I was short on Perplex/Enhancement, so it wasn’t really necessary. Its an option. This army is certainly not set in stone. In fact the first thing I said in Part 2 was that there’s probably a lot of room for tweaking. I feel like you’re arguing minute
details, even though the overall strategy is sound.
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Anyway those are my opinions, I've played against Galactus and I honestly don't think when played properly he is this easy to take down.
Well, opinion vs fact, I played the team just to make sure, and this team really got the job done. And as I said, if I kept playing against the same opponent he would have eventually figured out a few tricks, but the team would still have a very good chance for success.
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Getting the proper map is key... And honestly if you want one to completely dominate him, the map from the DC big box with the tons of buildings everywhere can really make it hard for him to touch your stealthed pieces on the buildings as he cannot fit if you position it right.
Wow, I could not disagree more. Have you seen that map? It has less hindering terrain than the Marvel Starter set map.
Anyway, thank you for taking the time to post your counter arguments. I’m confident in my army since I planned this team for a long time and when I played it, it performed even better than I expected. Without being there, you really can’t question the ability of my opponent, so I hope you’ll take my word for it that he’s a very skilled player.
Re: HeroClix A to Z – Beating Galactus: Part 3, Takin' down the Man!
Quote : Originally Posted by azs
you can keep Phoenix as far as 8 Squares from the edge and still hit. ...Make the attack and hopefully hit.
You should have pretty good odds, with 3 chances to roll a 7.
If you miss, it will set you back a bit but won’t ruin your game.
I was kind of wondering about this part. After reading the rest, this seems like a Very important piece to the whole plan. If you miss, it sounds to me like your toast. What would you do from that point?
Re: HeroClix A to Z – Beating Galactus: Part 3, Takin' down the Man!
Actually, I did miss with Phoenix first game. I don't remember exactly what I did attack by attack, but I made up for it on my second attack wave. I think between all the high damage attacks, you can deal like 23 clicks of damage with just your 5 main attackers. (before impervious.) Plus you have another PW option and a bunch of secondary attackers in the Doombots and even the Psylockes. I pretty much threw every attack at him that I had, and he got 2 impervious rolls, but I still easily dealt enough damage to get him past PW. The opening attack with Phoenix is mostly to make the second attack easier and more of a sure thing getting past PW. But if she misses, its not the end of the game.