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By the way, has everyone seen the FCBD Thor? At 150 he definitely looks meta-worthy. Already trying to build teams around him. Indom, impervious, invuln his last 5 clix, running shot pulsewave, finishes in HSS, sees through hindering...holy crap he is good.
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:
GTR is an interesting meta silver bullet in that he can net huge gains or a huge point sink poorly vested.
Stranger in this particular case won't be able to PW GTR for 1 right away. its non optional. stranger would PW for full damage if GTR is the only dude in your starting area.
GTR has to push to get to his air strike click. totally doable but that will take up 3 turns. on the 4th he can do airstrike.
For GTR to be truly feared, he needs to be able to make an air strike at any given moment from when the game starts. Without telephone booth, that answer is pulse wave but you need 2 targets for it, and all of this can easily eat up 100 pts.
Kid zoom only ate up 87 pts yet provided a much more solid counter to meta teams that were prevalent. and was awesome in of himself.
Chase Red Skull is one of the few pulse wave worthy figs for GTR
since Blackbolt and Iron man are outwittable.
GTR didnt fare as well as a few had hoped at some recent convention tournaments. GTR still has to hit, and even with an 11 attack, its a risk.
Im not saying it isnt possible, I think GTR just needs the right figures and Stranger isnt it. no disrespect homey.
peace
currently playing:
Dragon Quest VIII
Heroclix
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currently listening:
The Shins- Chutes to Narrow
Yo La Tengo- And then nothing turned itself inside out.
The Faint- Wet from birth
The fastest way I can think of in Modern for GTR to do an air strike on turn two is this. Put Gauntlet on GTR, give him an action, but don't turn gauntlet at the end of the first turn and give him a click of damage. Second turn, have another piece with leadership remove token from GTR with successful leadership roll. Use Air Strike with GTR.
But do you really wanna devote 70pts and attach the Gauntlet to a fig who's only use after air strike is AE'ing into a 2 click Red Hulk?
The fastest way I can think of in Modern for GTR to do an air strike on turn two is this. Put Gauntlet on GTR, give him an action, but don't turn gauntlet at the end of the first turn and give him a click of damage. Second turn, have another piece with leadership remove token from GTR with successful leadership roll. Use Air Strike with GTR.
But do you really wanna devote 70pts and attach the Gauntlet to a fig who's only use after air strike is AE'ing into a 2 click Red Hulk?
You can use Tabitha Smith and her Time Bombs. Which would be an awesome band name, by the way.
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.
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.
I thought that if a figure was carried, it cannot be given a non-free action in the same turn. How is Juggs being able to attack in that same turn? Am I missing something?
After landing a Shape Change/Impervious/Super Senses: "NOT TODAY!!!"
I thought that if a figure was carried, it cannot be given a non-free action in the same turn. How is Juggs being able to attack in that same turn? Am I missing something?
That's okay. I'm still trying to figure out how Astral Strange is carrying someone?
FF Super Girl X 2 200
Rick Jones 48
Tarot 47
Crimson gem 5
300pt
Playtested this team today. It failed horribly against Stranger Scientist team. I have to put on thunderbolt ross on the team but man I really don't want to. The issue isn't so much the AIM agents as it is stopping Stranger from naming two powers. His click 3 is where things get a bit scary because getting him past that click requires penetrating damage or luck and if you don't have either he will sit there with a 18 or 19 defense. Astral Strange team may be next on the list to test. I don't know. But GF gtr is going to be almost manditory to deal with TNT.
Just play tested this team. I'm really surprised how well it did against the Stranger Barrier team. It did not win but it could force the game to time if played properly. The team needs a scond attacker. The double tk is killer though.
My thoughts on playing astral strange with the space gem is mixed. I see why people are hyped over him. But his three clix put him at a risk when he has to push or tk 2 turns in a row. That was the problem I ran into. You bank a lot on him doing what he does. And you pay for it if you fail to achieve your objective.
I thought that if a figure was carried, it cannot be given a non-free action in the same turn. How is Juggs being able to attack in that same turn? Am I missing something?
Nope. You are right. Sometimes when I change strategies mid-post I mess up badly.
Take 2: Xavin TK's up Juggs. Then Astral carries up Xavin, then he TK's Juggs who attacks. Next turn he TK's up Xavin, or carries Xavin and both clear.
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.
Surfer Doom with 2 gems and double Aim Renegade I think is better then Stranger. He can be agressive and not have to worry about turning the dial. Tho only problem is that he needs a bit better formation options then Stranger.
I really want to try the Leech variant of the Magog + Astral (Space) blitz team. The more I think about it the more I get excited about astral strange free action carrying leech with a 9-2=7 movement all over the place without worry. Then if he needs to tk, he can free action move into position away from leech and tk his heart out. Im envisioning setting up the alpha strike with magog + object, running him in, then putting leech within 6 to slow the opponent to molasses while magog tears them up from the inside. Will playtest this asap.
I also like GTR + Stranger the more I think about it as well. Against uber-alpha (like a TK-ed magog) you would have to split up GTR and stranger so he couldnt cleave the two of them, but other than that I think Stranger can protect GTR from most threats between pulse wave, colossal / giant size, and outwit. If opponent goes for stranger first stranger can probably toe-to-toe the alpha striker while GTR airstrikes the best TKer target. Will have to playtest to see how it goes, but I think it will go well.
One last thought about Stranger + GTR. If you *really* need to turtle to protect GTR from some superblitz threat, turn one move GTR to token him, pick him up and go to a safe corner somewhere. Do not turn the gauntlet on stranger, take the click to get to click 2. I realize this slows the gauntlet progression by 1 turn but he already has the spinning advantage and this is only if *necessary*. Turn 2 push GTR, barrier them up with Stranger. Turn 3 clear GTR, push stranger to barrier. Turn 4 barrier comes down, choose the appropriate power on stranger (regen maybe?) and airstrike. Just one opening scenario to protect GTR