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Team Joker is sweet for mastermind. The bigger the game the better. Joker getting perplexed up to 6 damage is just sick. His friends can take a hit for him and still maintain a good to hit #. Team Joker usually gets the last laugh whenever my friend brings em out in a multiplayer game.
What does the Hulk do with bad butt juice? He unleashes his limitless RECTAL RAGE!!
Originally posted by Wileyone Lots of leadership could be a huge factor, if you could pull off, like 4-6 attacks, in a single round.
Leadership never gives you more than one extra action per turn, no matter how many figures have the power. It just gives you a better chance that you will get the action every turn.
And now that I look at it, this team has no Leadership! Only V Penguin has that power (probably worth changing him to Vet). They do all have Mastermind and Perplex though. 3 Perplexers is nice (plus the Joker's starting Outwit).
(leadership)
Opps, what was I thinking!
I knew that, and I guess I forgot. oh, well.
Thanks for correcting that, I almost started to build a team around that idea.
keep the force in those 3 groups.
Keep taskmaster in the center and back group with los to both Madame hydra, skull and v dreadnought.
Task master can shoot with and AV 14
Madame Hydra can shoot with AV11 for 4 clicks
REd Skull [av11] or the V Dreadnought [av11 or 12] can do 3 and 4 clicks damage from Taskmaster perplexing
Leadership fromt eh skull to help move to position.
Never have to push really, and use medics to heal all damage as it comes in.
Problem....extremely poor mobility...bad for rooftops, only medium range fo 8 except madame hydra
Stealth will be an issue not easily overcome, except to run skull forward with his body guard and use poison to get the stealther.
Outwit will make the teams fall apart if Mastermind is outwitted. Close combat stealthers will cancel the medics, etc.
But I like the Theme team of Aim, its leaders and a Hired gun.