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SLOSH 201 Cosmic Boy 70 (lots of support powers not to mention end dial Pulse Wave)
SLOSH 015 Timber Wolf 97 (main close combat attacker)
SLOSH 003 Lightning Lad 104 (main range attacker)
SLOSH 031 Chameleon Girl 115 (variety of useful powers)
SLOSH 047a White Witch 87 (Support and Mystical Energy is great)
SLOSH 020 Blok 155 (Brick and keeps White Witch from dying)
SLOSH 007 Shrinking Violet 75 (19 DEF)
SLOSH 022 Gates 60 (awesome carry power and perplex)
SM 008 Brainiac 5 88 (outwit and perplex/prob)
FL 004 XS 82 (prob and awesome HSS/carry power)
DP 018 Blind Al (has Legion keyword through Cosmic Boy's trait, perplex)
Legion Lost ATA x11 44 (Choose either Mystics or JSA to copy Shrinking Violet's 19 def)
TOTAL 990
Not sure if you can have Black Witch on your sideline due to the ATA since no one can have a team ability other than Legion. Go ahead and have the other Shrinking Violets on your sideline just incase.
This is a pretty straightforward Build that's been put together using characters that are just plain fun to play, like Kuurth and King Hyperion.
It's a bit custumizable thanks to the Thunderbolts ATA. The temptation is often to go with Mystics, and that's never a bad idea. However, if your opponent is rocking any sort of Stealth or if the map has a decent amount of Hindering, choosing the Avengers Initiative Team Ability can take really good figures like Punisher and King Hyperion and just make them otherworldly (honestly, I've played that particular Frank Castle with the AI Team Ability, and he was awesome. It just so happened that I was playing against a Batman Family team of my brother's, and I was giddy the whole time. I could not stop giggling. Sigh... good times.).
As far as Map Choice goes, you want to stay away from maps that have a lot of rooms. Kuurth benefits from Blocking Terrain that he can smash opposing figures through, but maps with a lot of rooms and walls hurt everyone on this team (well, King Hyperion and his Hypersonic Speed probably doesn't care, but his teammates will). Ironically enough, for the reasons I just listed, the Thunderbolts Fast Forces maps (both of them) are pretty terrible for this Thunderbolts team.
I'd try something like the Baxter Building/Sentinel HQ map from the DOFP Alpha Class Sentinel Scenario Pack (lots of Blocking Terrain for Kuurth, who you can use to sort of free up firing lanes so that you get multiple Alpha Strikes while Kuurth wreaks havoc and, y'know, lets slip the dogs of war and what not--and yes, that was a Chang from Star Trek VI reference for Hunter since he just made his way through all of Trek history). Triskelion Helibay from the Winter Soldier Starter is another one that can work well for you if you can keep the action in the lower right part of the map with all the Hindering in the middle of that section and some Blocking on the edges.
King Hyperion and Mercy can Carry as need be (Mercy also has TK), but your goal is to set up figs like Punisher and Crossbones in or behind Hindering and then funnel the action towards them so they can cut your opponents to ribbons. Imagine Carrying an opposing figure with Kuurth, running them through Blocking Terrain and then clobbering them with Kuurth's Charge, then setting them down within six squares of Crossbones and or Punisher. That's an insane amount of damage to deal in one turn. Remember, with Speed Demon's "Speed Cyclone Uplift" Trait, he can also work wonders in terms of board control and positioning your opponents figures in range of your shooters. He's also great at breaking up Defend or Enhance-balls, and in dealing damage to figures with very high Defense Values but no (or poor) reducers.
But, like I said, this Build is more about getting the chance to dust off some really fun figures and using them to bash some skulls in. Oh, and if one of you does choose this, remember to bring another Juggernaut and Kuurth's Hammer in case Kuurth bites it or you want to Revert at some point.