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I have the utmost respect for your ideas, opinions and grasp of the game. I, like you often try "reducing" this game in some area to a logic proof or mathematical equation. I feel this game is tangible, but dense.
So if my tone or responses seem offensive I apologize, it's because I was trying to respond quickly to things that required more time and thought. I wasn't trying to summarily dismiss your ideas.
Ok, I disagree with this. I don't think clicks of life = survivability. Which is what I assume you are talking about. I agree with the math here due to what we are currently seeing, but that is IF you assume a few hits. Also this assumes that the goal is to hit 2/3 on the Gauntlet. Which I agree is a realistic and solid goal, but I don't think this is in ANY WAY a pre-req.
Well, no. I think Astral makes a PERFECT taxi with the Gauntlet and Space Gem, unless I'm missing something. Carry someone up 7, THEN TK? Through walls? We can give a lot of figures a full board swing without a second TK. But I mean even in the days or Vulture 15pts for a taxi is good.
Let's say we're talking about a Very Aggressive team, akin to old E2 teams. Mid Game could be turn 2. Late game could be turn 3. Whether it wins or loses. I again agree with your math, but not the assessment. I feel like you can ask the question: is it worth 15pts for a ONE time TK. Like Alias except 15pts and grants TK. I think sometimes the answer is yes, and we can stop there. Are you getting the same usage out of it Stranger is? Probably not. But that doesn't mean it's inferior.
True, but like I said, it's a mental thing imo. When you say "Who are you going to use from GG?" People are going to say "Thanos, Keeper etc..." even though say Cosmo might be the most commonly used figure from the set.
Huh? If you're talking by end of July then according to Suttkus' thread we have
May 2012
02: Marvel Uncanny X-Men Fast Forces
05: Free Comic Book Day Thor
30: Marvel Chaos War Microset
0?: DC War of the Light Fast Forces
June 2012
06: DC Batman: The Dark Knight Rises movie microset (Movie releases on July 20th).
06: DC Batman: The Dark Knight Rises movie starter.
13: Marvel Chaos War (full set & Fast Forces)
0?: DC Batman: The Dark Knight Rises movie marquis figure
0?: DC Batman: The Dark Knight Rises movie minigame.
And July 5th is the current release date for the New 52 DC set.
So I think that's a LOT of stuff. Some of it has to do with the fact that I am not yet all the way into the Post-Retirement mindset. It's funny I expected WOS to retire so was expecting it to be retired, but am still not quite to the point that I grasp the NEW Meta.
It's cool. I just don't like my stuff chopped up like that. Again addressing things in bold.
I look at a non-support gauntlet user has to have a deep dial for one main reason. Most of the common used and promoted figures to use the gauntlet can do 5 -6 damage on 2. If you pushed at any point in time you could be one shotted by a running shot pulse wave or a crazy charge exploit weakness with a heavy. Both situations have come up frequently in my play test and venue games.
The aggressive team that can end a game in 3 turns has yet to be listed even if you Cosmo, Astral strange gauntlet, and Black Bolt Nuke. YOu can't deal with a barrier based team. But no one posting teams that can just blast people down really fast. If there is a secret meta going on that is fine. I can't measure unknown unknowns. I can account for known unknowns if that make sense.
Like I said previously. For the meta thinking to change there has to be implemented mechanics that threaten the gauntlet and barrier. Other then that it doesn't matter how many sets come out the fundamental meta premisses wont change just the e figures.
300 pts:
FF Quasar 175
Coulson with Gauntlet, Reality,Mind, and Power 75
Johnny Quick 50
Add in this one. I'll playtest it soon enough. Don't know how potent it is because it was a quick 30 second, "off the top of my head" build:
WL Flash
Johnny Quick w/ IG: Soul and Reality
Cosmo
Cypher
298 pts
EDIT: And just thowing this out there, but how about pieces that have abilities to destroy blocking terrain? Like MEL and IH common She-Hulk? They can knock down the barrier without just attacking it.
Add in this one. I'll playtest it soon enough. Don't know how potent it is because it was a quick 30 second, "off the top of my head" build:
WL Flash
Johnny Quick w/ IG: Soul and Reality
Cosmo
Cypher
298 pts
EDIT: And just thowing this out there, but how about pieces that have abilities to destroy blocking terrain? Like MEL and IH common She-Hulk? They can knock down the barrier without just attacking it.
MEL and She-Hulk? Worthless! No way you can build around either of them. These aren't the dials you're looking for. You can go about your business. Move along.
How is Catwoman indomitable? Everyone deserves it before her, even Aunt May.
I will put some of my alpha tech on the line. This a team that doesn't have a gauntlet. It is a rush team so to speak.
FF Super Girl X 2 200
Rick Jones 48
Tarot 47
Crimson gem 5
300pt
Goal 1. Take out the support of a gauntlet user hyper fast.
Goal 2. Able to do a strong follow up attack.
Possible substitutions is Tarot with Doorman. Doorman can be carried. Doorman can hurt barrier teams to allow for hss melee attacks. Other possible substitutions is one SG for 2 Johnny Quick's I drop in damage but gain more attackers. Problem is deploying.
I will admit this is not my best team. Nor is it my test team. It is a raw team coming from a talk with Howard Brock off air. Here is my pound of flesh have at it.
Cyborg Superman 140
Eradicator 135
Gauntlet 25 (With Soul, Time and Power gems.) Depending on preference you might exchange Soul or Power for Reality.
Metropolis Theme with 2 characters that have multiple chances to evade damage, 1 character ignoring damage reducers and the other one having great damage potential in general.
You can have gauntlet on either character, but Cyborg Superman is probably the best fit for it because of his and healing trait. On gauntlet clicks with Time Gem he has 3 chances to evade damage. (Imperv, Shape Change and Super Senses.)
Cyborg Superman also has a great ability for burst damage in a single turn. In case you don't know what I mean try the following. Move or RS up to hit someone while picking up an object along the way. Next turn push to do the same only choose not to use . Cyborg Superman loses Super Strength dropping the object, then attack with said object using Total Machine Control. If another object happens to be within range you can consume it with Mental Backup to heal up again.
The down sides are as follows:
No TK so deep striking can be out of the question unless TK is chosen with the gauntlet.
Semi-vulnerable to outwit, although more than likely they won't be outwitting more than one power at a time so both characters can fall back on shapechange.
Needs testing, but probably folds to 300 pt Galactus if it doesn't get map choice.
It's cool. I just don't like my stuff chopped up like that. Again addressing things in bold.
Understood.
Quote : Originally Posted by darklogos
The aggressive team that can end a game in 3 turns has yet to be listed even if you Cosmo, Astral strange gauntlet, and Black Bolt Nuke. YOu can't deal with a barrier based team. But no one posting teams that can just blast people down really fast. If there is a secret meta going on that is fine. I can't measure unknown unknowns. I can account for known unknowns if that make sense.
If there is secret Meta I don't know it, but let's reasonably move end game to turn 6. I think most Magog/Juggernaut builds will have won or lost by then.
Quote : Originally Posted by darklogos
Like I said previously. For the meta thinking to change there has to be implemented mechanics that threaten the gauntlet and barrier. Other then that it doesn't matter how many sets come out the fundamental meta premisses wont change just the e figures.
That is true. But I'm kind of of the philosophy that in Heroclix "It's always out there" because I don't think it's ever been all figured out. Even when the game was on hiatus and the Meta was as "stale" as it could be without an influx of new figures I think there were still a lot of successful strategies and teams we never saw.
Part of the reason I believe this is because of Massu. The year he won I had built 64 teams and done my own playoffs. Then I came up with another 32 teams (not all the teams were original builds) and ran another tourney. Nowhere did I have a team anything like what Massu used to win Worlds that year. I hadn't thought of it. It was brilliant.
A thought just now...
Astral Strange 28
Juggernaut 193
Xavin 75
So first turn Xavin moves to Perplex and ups Juggs attack or damage. Then Strange caries up Juggs then TK's him, then he full range charges breaking through the Barrier and laying waste to someone with a Heavy Object. Xavin moves up. Next turn Strange carries Xavin and TK's him so he can charge with a heavy or use RCE. Juggernaut charges to pick up another object and hit again. You have a reasonable shot at doing 16 or so unreduced damage by the end of turn 2. Then Xavin can take poison or some other reasonable power set.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
Cyborg Superman 140
Eradicator 135
Gauntlet 25 (With Soul, Time and Power gems.) Depending on preference you might exchange Soul or Power for Reality.
Metropolis Theme with 2 characters that have multiple chances to evade damage, 1 character ignoring damage reducers and the other one having great damage potential in general.
You can have gauntlet on either character, but Cyborg Superman is probably the best fit for it because of his and healing trait. On gauntlet clicks with Time Gem he has 3 chances to evade damage. (Imperv, Shape Change and Super Senses.)
Cyborg Superman also has a great ability for burst damage in a single turn. In case you don't know what I mean try the following. Move or RS up to hit someone while picking up an object along the way. Next turn push to do the same only choose not to use . Cyborg Superman loses Super Strength dropping the object, then attack with said object using Total Machine Control. If another object happens to be within range you can consume it with Mental Backup to heal up again.
The down sides are as follows:
No TK so deep striking can be out of the question unless TK is chosen with the gauntlet.
Semi-vulnerable to outwit, although more than likely they won't be outwitting more than one power at a time so both characters can fall back on shapechange.
Needs testing, but probably folds to 300 pt Galactus if it doesn't get map choice.
I like your idea here. I have had a lot of success with a Cyborg Superman IG team. The only thing is, on his second click he still has Super Strength so you would have to be on click 3 to drop the object. But if you can properly maneuver to push within line of sight of another object then it would work. But yea great idea.
Also I like the Eradicator addition. Helps Cyborg deal with stealth and can use Psychic blast to get by Impervious.
Outwit really hurts you though. You can maneuver around it but Eradicator can't push or else he gets on that terrible 2nd click so you will most likely be out moved.
Map and positioning really matter. But yea great idea, I like the team alot.
I playtested Magog + Cosmo + Tarot + 28 pt Strange (Space) last night. It did very well though I have to practice with it a bit more because it takes finesse to get the maximum out of the opening blitz while still keeping magog alive. I am still trying to figure out how the team could take down a barrier team other than double tk an object into the barrier then have magog run in and base. It is also rather weak to outwit if you cant kill your opponent's big hitter for whatever reason (I was facing Cyborg Supes with time gem, 2 1/3 rolls to negate my attack)
I want to try:
Cosmo
Leech
Magog
Strange + 25 pt IG (reality, space, mind)
You lose the healing capabilities of tarot but hopefully with good placement, and being carried by space gem astral strange as free actions, leech can shut down magog getting totally wrecked / barrier rotations. For example, magog could run in, kill a support fig, and run out and hide behind a pillar, then move leech in to prevent HSS or running shot retaliation. Will have to test it...
Also want to try
Cosmo x 2
Morg w 30 pt IG (Soul / Reality / Time / (Space or Power, TBD))
This team has a 16 square yo-yo threat range, tk 8 run 5 shoot 3 return 5 tk 8, so it qualifies as good blitz. It can take on a barrier team by smashing a good barrier then placing in that barrier's square. The issue is Morg being able to survive in said smashed barrier square next to your opponent's team. Other option is to try and double tk an object up 8, then another 8 into a barrier then HSS in with Morg.
Could also try swapping a Cosmo for Tarot + 1 gem on above team for a more defensive version with less threat range but ability to heal back after taking a lick.
I like the idea if Juggernaut on a blitz team since he doesnt have to worry about barrier. I'm going to think further on him
Also coming to mind, sacrificing a little bit of the defense on stranger's side but able to deal with a bunch of things he would have a tough time with: