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600 point Heavyweight decider - team KC Superman vs. team Ares
A few of you would have seen the Ares vs. KC Superman thread in the general forums and may have noticed that we, who have commented or tested, cannot decide on a clear winner between the two. Even in my own testing, all fights resulted in a stalemate.
It has become perfectly obvious that the better of these two figures will be decided in a team situation.
This is where you come in:
Design a 600 point team using either KC Superman or Ares as your centre piece, use any figure, feats, battlefield conditions or bystanders you want, use any tactic, just design a team you think is going to win.
Let the only condition be that we use DC figures only; no Johnny Alpha, Jean Grey, Black Panther, etc.
So allow me to get the ball rolling with my 600 point KC Superman team:
Tactic:
We know Ares is going to be very deadly if he manages to use Outwit on Superman right off the bat, so the Fortitude feat takes care of that. Damage Shield on Superman as well to give him a "Mystics effect" for a good length of his dial, Ares gets a taste of his own medicine.
Impulse and Armor Piercing for the ultimate thorn in the side, he'll mainly be used to ware down the second tier attackers.
LE Atom, stealthed Perplex, 'nuff said.
Green Arrow and Trick Shot, again another thorn in the side, mainly to those making an open run on allies within range.
Cosmic Boy for getting figures in to position quickly, copies Robin's team ability for safety.
Rookie Jinx for stealthed (Wildcard + Batman team ability) Probability Control, mainly to focus on the weaker figures (those with average attack values) making attacks on Superman.
Robin serves as a bodyguard for Jinx and Green Arrow.
And finally, Ordinary Day to counter BFCs that affect stealth and perplex abilities.
Distinguishable weakspot(s):
Stealth. An opposing figure with the Superman ally team ability or the Trick Shot feat will quite easily be able to slowly chip away at my stealthed attackers.
Superman is the obvious main target, and this team is marginally weak without him, though an opposing team with Ares as the centre piece would be in a similar situation.
I look forward to seeing what everyone else comes up with.
Ok i'll give this a shot to counter that Ares team i give you Team Supes:
KC Superman 265
KC Green Lantern 225
E Paramedic 10
E Paramedic 10
R Destiny 20
Fortitude 25
Fortitude 25
Damage Shield 10
Damage Shield 10
My game plan is basically to destroy all of Ares's support figures which shouldn't be hard and then take turns in beating down Ares himself and then running back off to the medics to get healed, and with Destiny's Probability Control it should be that much easier, the key is staying out of Ares's range of 8, without Running Shot or HSS and with both my guys having those powers Ares will go down in no time at all really
U KC superman + Fortitude 290
V Steel (HT) 74
E DEO agent 18
U Batman (HT) 103
R Persuader + Haymaker 106
R Lackey 7
Total: 598 points
This team should definetely give you the advantage. This has Perplex, outwit, all of Supes' powers, Exp. Weakness, and support.
Don't take the name of the lord in vain. Jesus Christ has only been there for you in the hardest times. He awaits you to look back to his holiest of faces in eternal heaven.
Originally posted by weezer_10 Would have been a good team if the conditions allowed it
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#### it, sooo close, ok then just drop both paramedics, destiny and both damage shields and replace them with Rookie Raven and R Easy Company Medic:
KC Superman 265
KC Green Lantern 225
R Raven 50
R Easy Company Medic 9
Fortitude 25
Fortitude 25
Total 599
Raven acts as PC and as a medic when she gets injured, and she can also heal herself when needed, unfortunately her team ability is wasted in this team, their really should be more useful/cheaper Probability Contollers
Originally posted by goodman Ok i'll give this a shot to counter that Ares team i give you Team Supes:
KC Superman 265
KC Green Lantern 225
E Paramedic 10
E Paramedic 10
R Destiny 20
Fortitude 25
Fortitude 25
Damage Shield 10
Damage Shield 10
I'm assuming those damage shields are on Superman and Green Lantern. Except Green Lantern can't have damage shield as he doesn't meet the prerequisites.
"Of course we could make things more challenging, Lisa, but then the stupider students would be in here complaining, furrowing their brows in a vain attempt to understand the situation." - Principal Skinner
The basic idea is of course to have Superman as the main brawler, and with Trick shot he can hit stealthed characters, his Fortitude protects him from outwit, and of Damage Shield acts as his own personal Mystics team ability.
Flash acts mainly as a nuisance, and with Armor Piercing Flash is ( unless he makes his imp roles ) guranteed to do at least one damage to Ares.
Alfred supplies the Batman team ability that Jinx and Brainiac can copy to be stealthed, providing stealth outwit and PC.
And of course, the Checkmate Medic would heal.
"For the rebirth of the ideals of Zeon, and the sucess of Operation Stardust, Solomon, I have returned!" -Anavel Gato
KC Super Man w/Fortitude&ICWO 300
E Impulse w/Armor Piercing 69
V Green Arrow w/ICWO 60
V Jynx w/ICWO 54
V Deathstroke 50
V Robin w/Pounce 37
V Easy Company Medic 19
This team is all about range. With Impulse running around and "pimp slapping" anyone who's in his range.
Ares w/Fortitude&Damage Shield 310
E Saturn Girl 59
R Hawk w/Haymaker 55
R Mr. Freeze 49
R Cosmic Boy 45
E Arsenal 44
V Spoiler w/Pounce 37
While the Supes team is all about the range, this is all about the beatdown. It uses CB to throw your Ares and Hawk at people (eek!) and SG is there to drag your opponents to Ares.
Spoiler and Robin serve the same purpose on each team. Clear the stealthers and/or get rid of the outwit (if possible). I also dislike seeing the same figures on two seperate teams so I built each team without using figures from the other one.