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It might be cool to try Whitney Frost on a team with cheap X-Men. If the LE is more than V Jean Grey, you could Mastermind the damage off onto her, have someone heal up with the TA, and then she can Support. Rookie Rogue would be great to get her into Steal Energy. And of course, Mole Man can Mastermind off onto his devoted Moloids. What other purpose could they really have except to tie up your opponent? (although Perplexing them could be nasty)
It's funny, but..... the more I lose my grip on reality, the more I enjoy my life.
Exp. Taskmaster is the most effective masterminder I've seen. Throw him in with some thugs and Sinister Syndicate members to mooch his AV, and stealth him to deliver the beatdown. Shrug off the damage to thugs or SS members in a pinch, and they can still use that 11 AV. I've seen him as part of several tourney caliber teams with Whirlwind and perplexers.
Alright graffin, your begging me to swarm you. Depending on the team. I'll have free movers or leadership to be sure and park cheap tie-up figures next to your shooters. Or, If I go with a stealthed Mastemind (Madame Masque) and Ninja's you won't get your EE range combat anyway.
Boomerrang loose out base to base, to bad he doesn't fly. But, even if he did fly (to maintain range combat) he still has to deal with base to base figures.
I love swarm teams. Go ahead try to shoot them all. I've got to many moving to quickly. The Brotherhood is the best swarm, but eventually, I have some Mastermind Swarms that will be just as good.
I just played a barrier swarm this weekend and took second place. I only lost one game, by 20pts.
But, talk is cheap, so keep pouring in it buddy!
(laughs)
P.S. Mattman
If you got an extra Witney, I take her!
All right, I'm finding this thread a little late, but here's a team that I'm itching to try out at our next 300-pt mixed tournament:
R Green Lantern- (GL team ability) - 81 pts
V Doc Ock -(willpower, perplex, leap/climb, good attack) - 66
LE Whitney Frost (Mastermind, Poison, and Outwit) - 51
V Viper (Poison and Mastermind) - 48
R Sabertooth - (4 clicks tough, 2 regen) - 38
V Paramedic - 12
Jarvis Token - 4 (poor, poor Jarvis)
= 300 pts
The idea goes like this- I start the game like so:
DVWJ
SGP
(D= Doc Ock, W= Whitney, V=Viper, S= Sabes, G= GL, P= Paramedic, J= Jarvis), with Jarvis moving adjacent to GL at his first opportunity.
GL waits until someone's close enough, and then taxis everybody out 10 inches, basing someone like this:
_P
SGJ
DVW
_E (where E is the enemy fig)
now, it's true that nobody can take an action that turn, but Whitney can still Outwit defensive powers. This means that, on their turn, my opponent is forced to either roll for break-away (pushing, if they took an action token getting to that spot in the first place) or attack. If attacking, Ock's got a 17 defense and, in a pinch, a long enough dial with enough leap/climb to get back to the medic. The other two figs they'd be able to take a swing at both have Mastermind and can pass the damage back to the Sabes (though Whitney has to MM it to Viper, who can then MM it to Sabes) or Jarvis. Sabes has toughness and regen- he'll be fine. And besides, he's right next to a medic, so he can get healed pretty easily. If a really big hit comes in, Jarvis takes one for the team.
In any event, unless they made their breakaway roll, they take two clicks of damage at the start of my next turn (from the Poison)- and that's before I hit them with Ock. And then next turn they take two more.. If they manage to run away, they've also left themselves open for a blast from GL (well, after someone gets out of his way), and that 8 attack goes to 10 with 2 Hydra types. Ock's not bad at ranged either ( he's got an 11 attack pre-Hydra and can Perplex his damage up to three).
The really great thing is, the moment things get hairy, GL picks everybody up again and goes off for the paramedic to lick his wounds.
I picture an exchange going something like: Enemy fig enters my range. My formation bases his fig, I Outwit defense. Fig pushes to attack (damage gets MM'd onto Sabes). Fig takes two damage from poison. Fig then takes three damage from Ock. Defense is now low enough that it takes 2 damage from Viper. And one more from Whitney. Total: 9 damage. Fig tries to break away. On success, get shot in the back by ock for three more points. On failure, takes two points of damage on my next round before Sabes regens, the medic heals him, and GL flies the whole formation somewhere safe.
Sonya-X
"Cross my heart, smack me dead, stick a lobster on my head."
-John Crichton, Farscape
"The two most common elements in the Universe are Hydrogen and stupidity"
Harlan Ellison
Neat ideas. I like the double bubble poison and trouble! (A double poison, green lantern bubble full of trouble team)
Some powers I haven't used a lot yet (like poison). But, I thought poison got to ignore toughness/ Invulnerability/ Impervious and Super Senses because it is not an attack.
If so, why do you want to outwit the opponent's defensive powers. Why not outwit his offensive powers to reduce the effectiveness of his counter attack against your base manuever?
Yup. I Outwit D first to make sure the poison gets through. Honestly, it's worth taking a 6 on a BCF (putting our angry little kitty on his last click) or a straight on hit from SOD Supes to get the Poison whammy in. Especially when you can use regen/ medics at the start of your next turn if you have to. Poison and a good smack from Ock takes the fight out of most people, and you can easily heal Sabes back up to full in a round or three.
I'm glad that you like the team. I've got a DC version of it in CapAmerica24's Team Building Challenge. (http://www.hcrealms.com/forum/showth...659#post677659) It's a bit harder to pull off in DC, I'm afraid (using E Ivy, V Clayface, V Joker, R Lantern, and E, V Easy Co. Medics), but Clayface makes a fun MM sponge for V Joker- he's got Toughness and people have to consider "is hitting Joker (to try and get him off his Outwit click) worth possibly putting Clayface onto his Poison clicks and taking three clicks of Poison next round?" The one time I tried it, it was rather fun.. Plus, Ivy, Joker, and Clayface get to pass a 9 or 10 attack value around for most of the game.
Sonya-X
"Cross my heart, smack me dead, stick a lobster on my head."
-John Crichton, Farscape
"The two most common elements in the Universe are Hydrogen and stupidity"
Harlan Ellison
I played a team of moloids w/ V Moleman - it was great! We were using the Indy Outdoor Map, and I parked 2 moloids on the snake the first round, and moved moleman into cover on round 2. Any time I needed extra help, I would just move up another moloid for Moleman to MM to. The moloids are stealthed, so they can't be shot (unless out in the open), Moleman is stealth, so his MM can't be outwitted, and if you pick a large bush and bring 10-12 moloids, Moleman will be almost impossible to kill in a normal length game. Even with one moloid dying per hit, that is a lot of hits (HtH only! remember that Stealth?). Can't outwit (stealth!), grrr!
This Wall is Blue
Good Trades with: spaznitro, caverjan, Chronus, 911regular, WarlordTavlin, kevinhochen, PaladinKWA7, DerangedHermit, The Vision, thugit, FTracer, psyray, csi, tchalla27
The Moleoids are awsome, and I haven't even gotten my case yet (should be here next week). I've used swarm teams many times (home and tournies). One of the things that makes a swarm effective is that the opponent is only scoring 9pts or less on each little guy while you score big points on his important pieces. For this reason, I think the Moleoids will be monster pieces. I think I may favor the rookie Moleoid because it is so cheap. But, will likely mix in some Vet Moloids so that 2 damage via Mastermind doesn't kill a Moleoid every time.
The LE Rupert is going to be a monster! 3 targets, good attack (medium range but hey, he'll get in close)
Did you use only Moleoids with your Moleman? How many point team?
For Tournments, I will likely mix in some brotherhood (for free moves to enhance the swarm).
Have you actually faced a fast moving swarm? Moving twice as many figures, than you have, in the same amount of time may suprise you. R/E QuickSilver will based against one of your Blizzards. I'll put R.Doc Ock or Black Cat or even better, R. Scorpian next to your roof top figures (leap/climb and toughness). Since you have no TK, I'll get a shot off against your other blizzard before he's within RS/PW range.
Sure, its easy to say. The battles have to be actually fought, which brings me to my next point. You are submitting an anti-MM team based on the idea that you know your opponent is using MM. Any team can be beat if you know what the opponent is going to use before you select your own team. I took down 2 Supermen (HHS-version and Charge 5 damage version) because my buddy told me before we played. I chose a Superman enemy team with tons of outwit. He never had a chance.
You may be right about your anti-MM team. Not all swarm teams are MM, And I'm still working on my version of an MM Swarm. But, the fact is, you shouldn't know what your opponent is using before the game begins (except maybe in a fixed scenario). Take your anti-MM team to a tourny expecting all MM teams and you'll be disappointed.
So, you declare that your going to use your MM team against me in friendly game at home? Guess what, I'm not using MM. Sorry buddy, declaring you have the counter doesn't wash, there is a potential counter to every team and every move. The trick is building a team that has potential to work against any team. Your 6 figure/300pt team is composed of weak characters that will fall quickly. Boomerrang dies in one blast of 5 damage (common at tournies). Blizzard is in-effective after 3 clixs. Vulture can only fly one person back every couple of turns for healing. You do not have great range, great damage, great protection or great manueverablility. I see lots of defeat in your future.
graffin8085 - EE Just dosen't work on stealth swarms - no one to shoot.
Wileyone - I was playing a 300 pt team, all marvel, something like this:
V Moleman
V Doc Ock
E Kraven
R Moloid x 9
V Moloid x 2
I may have forgotten a fig or too - they obviously weren't important.
I like the R moloids better even though they die in one hit, the V's don't die, but they do lose stealth, and then Ultorn (or Firelord..)can EE you. Better the little guy die, and make room for a new MM buddy. The important point of Molemaina is to remained stealthed - one it is gone - you are toast.
Wileyone - if you have access to the Judges forum, check out my thread called "Force blast question" it is part of the battle vs. Moleman explaned in a tactical perspective. It took CM Hulk and Diablo to root out moleman!
This Wall is Blue
Good Trades with: spaznitro, caverjan, Chronus, 911regular, WarlordTavlin, kevinhochen, PaladinKWA7, DerangedHermit, The Vision, thugit, FTracer, psyray, csi, tchalla27
Good point, on the Vet Moloids loosing stealth. I hadn't considered that yet. I like your using Kraven, Outwit can be quite nessessary when building teams with moderate damage (not to mention Doc's perplex to also help the damage). Have you had trouble with having to much stealth, in the case where your opponent picks a map with very little hindering terrain?
I expect the Judge's forum is open to only Judge's, which I'm not. If there is a way to view only, this forum, I would love to know how (I can be kinda stupid, when using these websites). If I can't view your thread, perhaps you could copy and paste a few critical bits on this thread. (if it's not to much trouble).