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FI 013 Tanarus --------------------- 120
FI 019 Hawkeye -------------------- 135
FI 007 Iron Fist --------------------- 80
FI 201 Captain America -------------- 88
IM3 006 Tony Stark ----------------- 50
WXM 062 Beast --------------------- 97
Avengers (Heroic) ATA x 6 ---------- 12
Book + 4 hammers (skadi's, mokk's, greithoths, and one other) -- 18
Total ------------------------------- 600
Basic strategy:
Iron Fist, Cap, and Beast act as tie-up/close combat with Cap (2nd click) bumping up the defense of Iron Fist from three squares away and Beast if he's adjacent. Cap can also use support mid-dial, auto-hitting iron fist since he's of a lower point total. Meanwhile Hawkeye does what Hawkeye does, incaping people from worlds away and causing some damage while hes at it. Tanarus carries Tony around like one of those tiny not-dogs you can shove in a purse and say "Oh isn't that so cute, he's an accessory!" but no! Dogs aren't accessories! Even the tiny not-dogs must be allowed to have some dignity! Oh wait, where was I? Heroclix! Right! So Tanarus makes use of Tonys outwit and enhancement like a boss. Tanarus should probably get Mokk's hammer. As for Skadi's, I'm thinking it would be good on any in the close combat group, but Beast and Iron Fist both have CCE so it might go best with Cap. 3 damage exploit is nothing to scoff at. I'm thinking Greithoths hammer on Beast soz he can sidestep, ignoring characters, into great reach range and keep their close combat types away from him while he puts the hurt on 'em. As for the other hammer, anybody works. A note on the hammers though, I would get Tanarus his hammer first soz he can start laying down some pain, but I would wait until the close combat group is engaged in melee before dropping their hammers, that free quake could really help stall their close combat if they don't have any form of move and attack.
Map Choice:
I really like the Streets of Gotham City outdoor map from SOG for this one. Lots of elevation to get our ranged dudes proper vantage points, and enough of a wide open space in the middle to force an opponents ground-ies to either confront your tie ups in the middle, or slink around the edges of the map, hampering their ability to tear things up as they would prefer to do. There is a little bit of hindering that is going to get in the way of our ranged guys attacks, but stealth shouldn't be a problem seeing as how Tony is a stealth-buster
Last edited by FunkensteinPhD; 09/15/2013 at 19:31..
Reason: Realized that Greithoths hammer is amazing.
Soldiers going to War:
MoS 106 General Zod 200 pts
FI 201 Captain America 88pts
IM3 011 Brandt 78pts
SoG 38 David Cain 76pts - LoA ata 7 pts
BM V005 Military Tank -piloted 75pts
IH 208 General Thunderbolt Ross 55pts - (IH 210 Red Hulk on sideboard)
BoS 6pts + 5 Hammers 15 pts
Total 600
So there is a lot going on here as you can see. When you reveal your force, David Cain announces that the Piloted tank is his deadly mentor. Your first goal is to push General Thunderbolt Ross so he can call in the air strike and then eventually alter ego into Red hulk. You can push him in two ways one have him pilot the tank and copy his combat values give Ross one damage or you could use him to drop hammers for the rest of the team.
Placement is very important to this team. You want to keep David Cain adjacent to walls or blocking terrain to keep him alive longer with the league of assassins ata. And when he is adjacent to blocking or hindering and he is with in 4 of Brandt then her movement sp activates. Giving the entire team +1 defense if they are within 6 of her. You want to keep General Zod with a line of fire to your entire team. If he can see the rest of the team he can perplex them within his 7 square range.
Other things to note David Cain is amazing with Running Shot so give him Mokks or Greigoths hammer. When you get the chance to AE into Red Hulk he has Flurry and poison to start with so a charge hammer would be good but he also gets a Dmg power on his AE dial that lets him make ranged attacks from 4 range so running shot could be a fun surprise for your opponent.
I would start out with cap piloting the tank but you could easily switch out for other pilots as the match progresses!
Love the podcast guys! Figured I would give this a shot!
Origins 2015 Lotr/Hobbit event: First Place
Eternal Games: 2016 Regional Winner. 2016 Super Q Top 16. 2017 Super Q 5th place
My friends and I played this format the other night.
Here was my team:
TT033 Green Lantern 110 pts
FFJL006 Green Lantern 100 pts
JL52004 Green Lantern 72 pts
FFGL001 Green Lantern 125 pts
AN200 Green Lantern 137 pts
FFGL006 Abin Sur 50 pts
Scorpio Key 4 pts
Total 598 pts
This team was tons of fun to play. With 3 top dial TKs on the team I would use 1 or 2 to of them to place TT Green Lantern in position for an attack and I could choose Penetrating/Psychic Blast, Precision Strike, Pulse Wave or whatever I needed to get past my opponents' defenses, and there were a couple perplexes in there too.
Lots of TK also means you can throw one of the GLs onto the key to pick up +2 range and PB, and every one of these GLs is so much deadlier with that bonus so if you fail your first time, depending on the map you can TK 2-3 GLs within your first couple turns to pick it up.
Abin Sur can carry any one on the team as long as he has his "Always Uses a Ship" special power, which can be pretty useful, even though it's not terribly necessary since the entire team outside of Abin Sur either have Indomitability or Willpower on their dial.
The group I play Clix with is pretty much just my buddies so we don't typically play cheese and don't tend to use resources or meta-type teams. This ones just a good time!
FIR100 The Book of the Skull 6
- FIR201 Skadi's Hammer 3
- FIR101 Kuurth's Hammer 3
- FIR102 Mokk's Hammer 3
- FIR103 Skirn's Hammer 3
Total Team of 598
Depending on map roll, I'd either go with Skadi's Hammer on Odin to guarantee the penetrating damage and move/attack or Skirn's Hammer so he doesn't have to worry about elevation or charaters slowing him down. Keep Splitlip next to Odin for the Enhancement boost. Mokk's Hammer on Tyr will always give him range as an option and gives him a better chance to breakaway and charge. Loki is there to taxi around anyone who needs it and would be my 2nd choice for Skirn's Hammer if not given to Odin.
Almost forgot to bring up Odin's SP: (Attack) The All-Father: At the beginning of your turn, choose a standard attack power. Odin and friendly characters 150 points or less can use that power this turn.Soooooo much fun to be had here that I don't even know where to start. Everyone on the team can take advantage of this since they are all under 150 points. TK to move folks out; PW, Penetrating Strike, Psy Blast to get through damage reducers; or Steal Energy if you need to start healing up the team.
Last edited by Bob; 09/17/2013 at 07:15..
Reason: Adding Odin notes...
Fixer of the Thunderbolts clan aka Bob
"Common sense is not so common" ~ Voltaire
I really enjoy your podcast, here is my build for the September Savage Six.
Batman Family Theme Team
bm #008 Nightwing 72
tab #D-2 Batman 100
nml #002 Batgirl 67
bm #031 Alfred Pennyworth 42
sog #013 Batman 128
bm #103 The Batman of Zur-En-Arrh 153
ata F073 Batman Family 4x6=24
nml R100 Utility Belt 7 (I would assign this to Nightwing)
sog R102 Radar Monitor 1
nml R101 Gas Pellets/Smoke Grenade 1
nml R102 Batarangs 1
nml R102 Batarangs 1
nml R103 Grapnel Gun 1
nml R106 Handcuffs 1
nml R107 Batman Cowl 1
RON MESSBARGER
M10A009 Iron Man
75
CW173 Ant-Man
122
CW049 Morgan Le Fay
33
CW010 Donald Blake
50
FFCW004 Wasp
50
FFCW006R Scarlet Witch
40
IGR101C Infinity Gauntlet (Complete)
TRAVIS SCHULTE
Hey guys ,
My Shi-ar Team!
93
WXM052 Lilandra
60
WXM023B Cerise
177
WXM048 Warstar
200
WXM074 Gladiator
27
WXM206 Shi'ar Guard
27
WXM206 Shi'ar Guard
6
FIR100 The Book of the Skull
3
FIR201 Skadi's Hammer
3
FIR103 Skirn's Hammer
3
FIR102 Mokk's Hammer
599
I heard on the podcast that you liked my last shiar team, so I decided to make another. Lilandra gives the whole team +1 attack, and warstar and gladiator +1 dmg, hammers give another +2 attack. so the entire team can basically have +3 attack, Warstars token gives outwit when you need it, otherwise you got some power cosmic, some nice ranged pieces, and some heavy hitters.
RAY ANDERSON
#011B Deathlock prime @ 154
#033 Forge @90
#009B 10th any Iron Man @125
#002 Colossus @100
#016A Enchantress @50
#019 Beast Boy @60
Book Plus 5 hammers @ 21
Point of this team is simply to wreck things. You have the proficient attacker in Iron Man, plus will shut down other team’s book abuse. You have one of the best range attackers in the game in deathlock prime. Use him to greatly weaken your opponents, and then finish off with any of your other figs. Use enchantress for prob and position, and use beast boy initially to carry one of your people into position. After you position you can change into whatever form will serve you best from there. Use Colossus to beat down and tie up where needed. Then of course the secret weapon is Forge. Make sure to eat an item for the perplex, and he would be able to heal iron man, deathlock, and colossus through his trait. This team has a good amount of indom and move and attack, so while the book can help a lot, there is no reason to force equipping the hammers, and may even consider waiting for a good time to quake. This team does lack theme, which I prefer to play, but it should be fun.
ARO 0426
Martial Artist Theme Team
Fantomex WaX042
Longshot WaX009
Ravager TT100
Iron Fist FI007
Raizo Kodo FI014
Green Arrow JL52007
Book of the Skull
Skadi’s Hammer
Mokk’s Hammer
Kurth’s Hammer
Skirn’s Hammer
Greithoth's Hammer
Spidey wildcards Hypertime, which will come in useful for those crazy Power Cosmic clicks. Bat Signal is good for turning Spidey from close combat to ranged combat (nothing worse than hitting those cosmic clicks and not being able to put your psy blast to use). Signal's also good for bringing back Supes after a balls deep charge or Shatterstar post-portal trait. Space Phantom and Hope are your support, being able to double up on the outwit and prob, with Hope having the option to copy nearly anyone else and become a decent secondary attacker.
AKUMAVERN
042 Fantomex 142 + UB 12
041 Spiral 106
021r Dark Phoenix 100
044 Gizmo 78
Dr. Thomas Wayne 43
001r Superman 100 + Kryptonian ATA 2
And a Warbot rocket if you're able to have pogs 15
583 (598)
Figures are placed like this:
|DP|SM|G|
|F|TW|S|
It wouldn't matter what map you played this team on, it's going to kill at range. Be sure to place most objects around Gizmo so that everyone with attacking power can use his ability to their advantage. First turn shuffle Fantomex. Next turn pop out EVA. DP Spiral place the Portal Next to Gizmo, have Gizmo eat light object, give everyone Pen blast, Pulse Wave, or EE depending on force. Go through portal with DP and shoot. Go through Portal with SM, shoot using RS. (If stealth characters reverse this order) Go through Portal with EVA, use RCE and shoot with Fantomex. Outwit any defense powers or move and attack powers. Turn. Their move. If you didn't kill or severely cripple 3 of their people then you rolled crappy.
JESTERJAYJOKER
Theme: Gotham City
bm #058 Batman cost: 152
tt #067 Batman cost: 130
tab #D-4 Batman cost: 61
d10 #001 Batman cost: 63
//Have d10 #023 Batman cost: 89 // just in case for Promotion
dkr #100 Batman cost: 105 + UB
ata GCPD cost: 2
dkr #021 Lt. Gordon cost: 68
ata GCPD cost: 2
Objects:
nml R100 Utility Belt cost: 13
sog R102 Radar Monitor
nml R101 Gas Pellets/Smoke Grenade
nml R102 Batarangs // if you have wkD R106 Kryptonite Ring I would use this instead, otherwise, Batarangs
nml R104 Flash Grenade
nml R106 Handcuffs
bm R101 Suit of Sorrows
Heavy Object x2
Build Total: 596
I would play on The Garden map. Plenty of stealth for each Batman and even Lt. Gordon.
TACTICS FOR EACH CHARACTER
bm #058 Batman: If you want in the beginning, carry 3 other characters with GL Batman, not including #100 Batman and Lt. Gordon since they move just fine on their own. He has Outwit top dial. Also Barrier, Energy Explosion, Incapacitate, and Telekinesis for any situation. Good taxi attacker.
tt #067 Batman: His trait alone is a great asset. Opposing characters within 6 squares can't ignore pushing damage. Will make opponents think before acting. Combat Reflexes, Toughness and Indomitable. Also Outwit and Shape Change. Batman can use Perplex, but only to modify other character's combat values. All top dial.
tab #D-4 Batman: He is great for his points. Will hit penetrating up close. He is really good for tying up pieces as well.
d10 #001 Batman: If you have to use Incapacitate for the first attack then so be it. With his 6 range and 2 targets it will help. Especially with the new rules it can really tie people up. Also Outwit top dial. Honestly if you can promote him then do it. I just haven't successfully promoted him before.
dkr #100 Batman & dkr #021 Lt. Gordon: You have GCPD ATA for #100 Batman and Lt. Gordon which characters using this team ability that have no action tokens may be given a move action as a free action, with a speed value of 4. He has SoS so make sure to give #100 Batman a Heavy Object in the beginning and get him in hindering of course. That'll do 5 penetrating if you hit in hindering. With his Trait, If Batman is adjacent to Lt. Gordon, they each get +1 to their attack. That's 12 attk and -1 to opposing defense. Also Gordon can do Leadership for tab #D-4 Batman and d10 #001 Batman cost to his choosing.
You have a Themed team as well so Probabilities where needed and also +6 to your dice roll. Against someone with the BoS, you can try to reach them before the get a chance to activate it and against Spiral, pretty hard since she can do a map jump with friendlies on Turn 2-3, so Combat Reflexes help there. I think this team will do really good.
THANKSREDDIT1
Society Theme Team: (Dapper as Fu$&)
WKD-011 Gentleman Ghost 98
SM054R Black Adam 100
JL52020 Deathstroke 120
D10A020 Lex Luthor 160
TT007 Jinx 39
BM101 Renegade 83
Build total: 600 exactly!
Who needs resources or relics, have some fun and kick some ass looking dapper as #### with Gentleman Ghost. (Map choice) lots of walls heavy hindering. Indoor maps!!!!! Enjoy!
GRIMGUY
My Non Theme Team:
20 FI301 Splitlip
73 WXM010 Shatterstar
72 BM008 Nightwing
154 WXM011B Deathlok
165 WXM035 Black King
90 WXM037BR Magneto
6 FIR100 The Book of the Skull
3 FIR101 Kuurth's Hammer
3 FIR102 Mokk's Hammer
3 FIR103 Skirn's Hammer
3 FIR104 Greithoth's Hammer
3 FIR201 Skadi's Hammer
4 ATA087 Maximum Carnage
Total = 599
Start the game out with power actions to drop all the hammers, have magneto carry the team on the hammers, pick them up as free actions with splitlip turn 1.
Shatterstar and Nightwing are meant to be together, use the special ability, have nightwing go in there and hit a bunch of people.
Deathklock with maximum carnage to do massive damage to anyone if they are next to eachother, and keep Black King back to cleanup at the end!
GILLBERG1111
Theme: Rulers
100 - WLM-007E Death Mask
59 - M10A007 Storm
169 - GG019 Dr. Doom
66 - ASM009R Daimon Hellstrom
63 - CW017 Madame Masque
120 - IM3004 Mandarin
6 - FIR100 The Book of the Skull
3 - FIR101 Kuurth's Hammer
3 - FIR102 Mokk's Hammer
3 - FIR103 Skirn's Hammer
3 - FIR104 Greithoth's Hammer
3 - FIR201 Skadi's Hammer
598
Mandarin would be kept back for leadership on Storm and Hellstrom, and for perp and outwit. He would also provide Hydra for Doom and Deathmask. Hellstrom is mainly to provide Mystics to Doom and Deathmask. Storm would be kept in Stealth with RCE. Storm provides X-Men for healing on Doom with Deathmask who can heal himself (easier at mid dial.) Deathmask has prob for Doom and Madam Masque. Madam Masque outwits defense and attacks. Of she misses, Doom's SP triggers, Madam Masque now has perp, and Doom has Outwit. Hammers would go to everyone but Mandarin, mainly for the +2 attacks. This would be a ranged team and less of the charges, but the hammers would provide that backup plan.
x2 standard heavy objects
x1 standard light object
Choose a map that allows you to surround yourself with Barrier markers in your starting area. Set-up should look something like this:
RR
KSOK
(horizontal border)
General Strategy: Spiral puts a PORTAL token in Odin's square. Odin uses HSS run through the portal, smack, and then run back through the portal to your starting area. Each turn Renegades and Killians alternate placing 8 squares of blocking terrain around your force.
Other tactics: If your opponent makes some headway towards your force, he gets to put up with Odin assisted by Enhancement and HYDRA TA's. You can make a Barrier fortress of 16 blocking terrain markers, and/or let Renegades lash out with 3 damage Psychic Blast. Renegades can be pushed to gain Outwit. Killian's attack power can screw over Heroes for Hire ATA, and Support can help characters recover from taking damage due to Mystics TA.
I've been a member of HCRealms since 2002 and have always had a very positive and supportive experience with its members...until today.
I can take constructive criticism - heck, that's how I learn most of the stuff I know; but criticism just for the sake of criticism? Sorry, I'm out.
Best of luck with the podcast - I've truly enjoyed all the shows up until now and wish you guys all continued success!
You're not referring to what I posted earlier today, are you?
I was only joking around, and I wasn't poking fun at anyone's entry. Heck, I haven't even LOOKED at the other teams! Sorry if I my post came across the wrong way; I hope it doesn't put you off from participating in the future.
This build automatically grants +6 to map roll, and full theme probability control bonuses. Play this slow, and deploy hammers as efficiently as possible. Make use of the ATA to keep characters of more use alive.
You split the figures into 2 groups at the start.
A: Magik, Shatterstar, & Wolfsbane
Magik acts as a taxi and PC for the attackers.
Shatterstar and Wolfsbane are a concentrated alpha strike on support / ranged threat. Pretty point and shoot. If successful, clear both and then teleport the pair to the other engagement.
B: Warlock, Magma, Sunspot
Warlock is there to Perplex Magma's defense up while she uses penetrating poison on the biggest defensive threat. Most of the time you'll be using it to add to Magma's defense. The rest of the time, you'll have a default of running shot Psychic Blast with him hammered up (or whatever is needed using his ability).
Magma is there to slowly whittle down teams while based to someone. She's the big threat if your opponent doesn't take her out. Get her up the the biggest brick you're facing and whittle them down.
Sunspot is a attacker and there to use the New Mutant ATA to keep Magma going. Sunspot goes from slugger to a ranged pulse waver in his dial, and can fly as well to act as another taxi for Magma. Sunspot is a ideal candidate for using team theme prob actions and masterminding the damage away from Magma. Any damage from him is a bonus. Grab an object early and hopefully smash a face while you have super strength.
Use Magik as the Taxi to delploy Wolfsbane (she will take the 1 damage to remove the activation click) and Shatterstar to destroy the support characters, then use his once a game port to move him and Wolfsbane to the new target to focus fire once the initial piece(s) you chose to kill are KO'd. It's a lot of Flurry Blades, something is most likely going to die. You can keep Magik there for a turn to rest after dropping them off to take advantage of the probability control to ensure some blades roll hits early and drops the defense. Once she clears, get Magik back to the Main group. Also, if the opposing team has a character with Mystic team ability, you should send her to try and kill them as she has a bonus no feedback on clicks 3-4. Push her as needed.
Warlock is the key to the defense. You'll want to keep him safe, and make use of his trait double perplex. Since most people will have a hammer you'll mainly use it for defense. He will anchor the other group, which has him, Magma and Sunspot. Sunspot acts as a main attacker and Magma is there to crack tough defenses with her penetrating poison and quake. Magma will be one of the last people you want to drop a hammer on IMO, save hers till she can use it for a free Quake when it might be penetrating damage. Remember you can sidestep before poison.
For map like anyone trying to use map negation I'd use the realm of death. With the taxi of Magik and Shatterstar's X-Portal, it'll be to your advantage.
I think this would work well. Shatterstar's teleport is outstanding (but outclassed in a 600 point game easily by Spiral) and let's you try and pick off the largest and uses the rest of the team to hold the fort down and weather the storm. Once the main support is down, you use Warlock's +2 Perplex to keep the enemy from hitting your characters. With numbers hopefully in your favor at this point, you'll win by attrition.
You're not referring to what I posted earlier today, are you?
I was only joking around, and I wasn't poking fun at anyone's entry. Heck, I haven't even LOOKED at the other teams! Sorry if I my post came across the wrong way; I hope it doesn't put you off from participating in the future.
My fault for being the drama queen. I had had an absolutely crap-tastic day at work (was passed over for a promotion) and when I came home and saw your post right after mine, it felt like the whole world was against me. Now that I've had a few days to move on, I can see the tongue-in-cheek attitude in your post that I missed before. My bad...
Fixer of the Thunderbolts clan aka Bob
"Common sense is not so common" ~ Voltaire
I had a draw first round against a super slow player. Won the other two matches, ended up 2-0-1. Drew went 2-1. Austin 1-2. So the winner was GLStocky who submitted the Soldier team I played.
#001 Prime doc oct
Team: Sinister Syndicate
Range: 0
Points: 150
Keywords: Sinister Syndicate, Scientist, Robot
9
10
17
3
8
10
16
3
7
9
16
3
6
9
16
4
10
11
15
5
3
12
15
1
2
13
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
last legs: Give Doc Oct a power action. He can use mind control on vehicles, and character with the key word of armor or robot. When he uses mind control he as a rage of 10. golden octo bot : Give Doc Oct a attack action. During this attack Doc Oct can has a range attack of 12. This attack will not need line of site. This attack will be penetrating. This attack can only target someone name spider-man or Peter Parker. dying wish: Rather then causing damage the successful attack will result in the opposing character taking control of Doc Oct and you taking control of target