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Well, i've been challenged by my local judge at the store i play at, and the challenge is to design a 300 point team to rival his LAMP Team. His LAMP Team stands for Lockjaws And Mastermind Poison team. It consists of:
R Lockjaw (FF) 24 pts. Feats: Double-Time 5pts
E Lockjaw (FF) 29 pts. Feats: Double-Time 5pts
V The Joker (IC) 88 pts. Feats: Armor Piercing 10 pts and the feat that returns 1 damage (I cant remember the name).....damage shield
E The Joker (IC) 107 pts. Feats: Armor Piercing 10 pts and the feat that returns 1 damage (I cant remember the name)...damage shield
The theme of this team is to double time with Both Lockjaws to where ever the opponent is standing, sit the two Jokers next to the oponents units. Each turn they take 1 damage from each Joker for a possible of 2 damage. Then each Joker outwits whatever they want outwitted (Normally HSS/LC/Defences) And the V Joker attacks first, then the E Joker takes the 11 attack of the V Joker and attacks, if both of them hits thats 6 damage, in one turn they do a possible 8 damage. If you try and run from them they outwit your HHS/LC/PT, even if you possibly run they catch you straight up with the Lockjaws. When you manage to get a hit in, they simply mastermind it to the Lockjaws and those pesky critters can take a total of 7 clicks including 2 clicks of toughness! So you can see my problems, they are rather large.
Any feedback is appreciated, if you would like a list of the best characters i have i can give you it... although its a rather long list!
1) Play a team with flyers and the feat Drag. Drag cannot be outwitted because you are a flyer but make sure to play a theme team so that you may ignore crosswinds. Drag Joker away and shoot him to his demise.
But couldn't the prerequisite for Drag be outwitted and then it wouldn't work anyway?
1) Play a team with flyers and the feat Drag. Drag cannot be outwitted because you are a flyer but make sure to play a theme team so that you may ignore crosswinds. Drag Joker away and shoot him to his demise.
Triplicate girl (Rookie I think) will be best with first click of plasticity for an easy breakaway to Drag Joker off the roof or away from Lockjaw.
Regards,
Mark
= Clix Team Building --IT's WHATS FOR DINNER --
= Playing Clix -- IT's Whatever is Left
Play a couple of 100 point sentinels (unaffected by poison) possibly with Shellhead and ICWO (and Oracle). Strategy:
1) Snipe the Lockjaws (basically to knock down their AVs
2) Walk up and capture the Jokers...the Lockjaws may not have the oomph to free the jokers before you capture them too.
If you can choose Battle field conditions and you know he wont play an Ordinary Day then play the World Champs team and Poor Teamwork...
I guarentee a win under those conditions...
Stardust + protected
Vet HIVE Trooper
Johnny Quick
Thug
Forbush Man
Power Cosmic and Phasing should do the trick for you once you take away his ability to carry figures.
Just use Johnny Quick to beat on his MM fodder (aka Lockjaws)
Then use Stardust to drill the Joker. If he bases you move away.
Uses the pogs and HIVE Trooper to take CSA tokens for rerolls.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
R Lockjaw (FF) 24 pts. Feats: Double-Time 5pts
E Lockjaw (FF) 29 pts. Feats: Double-Time 5pts
V The Joker (IC) 88 pts. Feats: Armor Piercing 10 pts and the feat that returns 1 damage (I cant remember the name)
E The Joker (IC) 107 pts. Feats: Armor Piercing 10 pts and the feat that returns 1 damage (I cant remember the name)
What a BS team. This person should have some imagination.
Just play any theme team and play poor teamwork BFC. He's toast.
Jack of Hearts - 105
-Thunderbolts (Batman Ally) (5)
-Nova Blast (10)
-Protected (8)
Hector Hammond (88)
SR Scarlet Witch (35)
-Thunderbolts (Batman Ally) (5)
Vet Spoiler (22)
E Shield Sniper (Sn)(22)
300 points.
Tk a shield sniper to RCE a lockjaw from stealth if you get first dibs and get spoiler into a position to chase a lockjaw after round two. Round two TK (push Hector) JoH w/ perplexed attack/damage to Novablast the group.
Use prob from SW and keep everyone in stealth to avoid any outwit.
Afterwards, let hector shoot from range and finish of the LJs and then just overwhelm the jokers (remember to stay in stealth).
Quote : Originally Posted by Hair10
I'll let you touch mine next time I see you.
Quote : Originally Posted by Jackofhearts2005
Everything I know about physics, I learned from the superfriends
Well, i've been challenged by my local judge at the store i play at, and the challenge is to design a 300 point team to rival his LAMP Team. His LAMP Team stands for Lockjaws And Mastermind Poison team. It consists of:
R Lockjaw (FF) 24 pts. Feats: Double-Time 5pts
E Lockjaw (FF) 29 pts. Feats: Double-Time 5pts
V The Joker (IC) 88 pts. Feats: Armor Piercing 10 pts and the feat that returns 1 damage (I cant remember the name)
E The Joker (IC) 107 pts. Feats: Armor Piercing 10 pts and the feat that returns 1 damage (I cant remember the name)
The theme of this team is to double time with Both Lockjaws to where ever the opponent is standing, sit the two Jokers next to the oponents units.
You may want to review the rules...but IIRC "Double Time" and Phasing don't mix. (Phasing is a Power Action, Double Time requires a move action)
I've seen LAMP teams forget this little nugget and end up half-deployed on the first turn, and thus wide-open to counter attack...since a non-phasing Lockjaw gets stuck in hindering terrain.
Another thing I see LAMP players forget: Lockjaw cannot make transporter move+attacks while (a) starting adjacent to an opposing figure (b) phasing.