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Sabre's Lair: Tying HeroClix To Its Roots-Comic Accurate Themed Teams #4 Part 2.
Welcome Back to Sabre’s Lair.
Tying HeroClix to Its Roots: Comic Accurate Teams! # 4: The JLA, Part 2
This series is intended to provide readers with background knowledge of the teams in HeroClix, as well as provide them with teams based on those comics. I really hope to acquaint players with some of the history of the teams that they use, as well as inspire players to use themed teams that are comic accurate. While I have read comics since about 1978, I do not have a PhD in comic history, and am by no means an expert. I have spent time researching things that I wasn’t sure about, and hope that my sources are accurate in their information. Throughout these articles, I will reference my sources, and provide readers with recommended reading material. I hope you enjoy this to the degree, that I enjoyed writing it. Each article will be divided into three parts: The background of the team, the figures available for the team, and some sample teams taken directly from the comics referenced. Please note that I will only focus on figures with the team abilities, that have been made, and which were actual members of the team that I am writing about.
Note: Please note that this is the second part of an article which was posted on April 26th. Due to the site changes, some personal issues, and a little lack of time, I have been unable to keep up with the series. However, I do plan on continuing and will submit my articles as I am able. This should develop into a more regualrly scheduled event, once I return from my trip back east, in Spetember. If you need a refresher on the first part of the article, please Click Here!. Also, please note that this article was done, prior to the release of Fantastic Forces. Enjoy!
click replies to read the rest of the article
Last edited by rock810; 07/20/2005 at 23:52..
1/6th of the Brothers Prob. '19-'20 Season: 15-13(8 events) 2 wins, 2nd XDPS PR 9-7, 7th SOC
All we have left to do is throw some teams together. So I have selected 4 specific teams that have appeared in comics, beginning with the originals (Post-Crisis). Please realize that I will try in earnest, to stick to figures with the team ability printed on their dials. Only in the rarest of cases, will I step outside this parameter (such as U HT Flash). Also, I will not concern myself with experience levels, so long as they have the team ability, for the team that the article is about. I know some of you find these two limits, to be constricting, and personally, I don’t subscribe to those notions. I do, however, feel that it is conducive to the article, and what it is I’m trying to accomplish. So I will use versions of figures, which best meet those two parameters. I will not use alternate universe versions for substitutions (i.e. Ultimates or KC figures), even if they are more effective. Those figures do not represent the regular universe versions of characters, and will be covered in a future article. Also, I will stay away from using LE’s, and Con Exclusives, as not everyone has access to them. I will note when an LE can be used as part of the team.
In the case of Feat Cards and Battle Field Conditions, I will cross HeroClix lines in hopes of maximizing the effectiveness of a particular team. I like the comic-feel that they give games, and I enjoy using them.
Finally, do realize that these are themed teams, based on comics. So they will not always make the best use of points, actions, etc. The intent here is to have fun, not necessarily to become world champion. So for the sake of comic book accuracy, traditional and recommended team building strategies have been tossed out.
The “Magnificent 7” 1000 pts, as shown in JLA: Liberty & Justice ( A Silver-Age Story)-, November, 2003
When a dangerous, fast -spreading alien disease threatens to wipe out all of human existence, the Justice League find themselves being blamed for the spread of this plague. Can the League stop the threat from spreading further, and keep world-wide panic and hysteria at a minimum?
Aquaman E (HT) w/Haymaker-46 pts. *
Green Lantern E (Hal Jordan) (UL) w/Trick Shot-145 pts.*
Flash E (Barry Allen) (HT) w/Armor Piercing-92 pts.*
Wonder Woman E (CJ)-109 pts.*
Martian Manhunter U (CJ)-177 pts.*
Batman E (LE)-94 pts.*
Superman V (HT) w/ Fortitude-244 pts.*
In Contact with Oracle (Figures marked w/ *= agents)-70 pts.
Rip It Up-20 pts.
Total=997 pts.
*Note: The Atom made a brief appearance towards the end of the book. So for those of you that have him, you can use him on the team, and stay comic-accurate.
Recommended Battle Field Conditions:
Ordinary Day
War Zone
Radiation Leak
Pros: 5 fliers + 1 figure with Hypersonic Speed= Mobility, mobility, mobility. 5 figures that can move and attack in Superman, Wonder Woman, Batman, Flash, and Green Lantern. You have 4 of “the 5” support powers- Perplex (Manhunter), Outwit (Flash), Telekinesis (Green Lantern), and Probability Control (Batman). With solid attack values across the board and PC, you can use your Perplex and your ICWO bonus to increase damage values or defense. 4 figures with Super Strength and Rip it Up, means that you can have them tote objects around when they move. Batman and GL’s Willpower, makes it seem like you have two additional figures on the board. With the exception of Superman, Manhunter, and Aquaman, everyone else has at least a 17 defense (with GL having an 18). Superman and Martian Manhunter have Impervious. Good range of ranged combatants, with only 3 figures lacking any range (Wonder Woman, Aquaman, and Flash).
Cons: What can be said about Veteran Superman, that hasn’t already been stated? A 3 natural damage value, on your big named figures, in today’s environment is really lacking. Martian Manhunter at 177 points is a major liability. No Support available to heal your figures.
Strategy: In Contact With Oracle represents J’onn’s ability to telepathically link the team, to allow Batman to fire off directives. Object placement can be crucial, as you should put them in a position, where your Super Strength figures can get to them. You can maneuver the team on the first turn, into position. Move Flash, Batman, and Manhunter out, and use the ICWO bonus to up their defensive values. Move Superman, Aquaman and Wonder Woman out, so that they can grab objects and go back to GL, so he can TK them out when your opponents’ figures are in range. Flash and your Chargers are great for dealing with the stealth figures. Ordinary Day is for dealing with cards like Poor Teamwork and Crosswinds. Use Radiation Leak and War Zone to neuter your opponent’s medics and Regen figures.
The JLA (Post-Crisis) 500 pts, as presented in JLA: Year One-January, 1998
When some mysterious creatures begin terrorizing cities across the country, 5 young heroes defeat them. After they catch a group of invaders, trying to steal two of the captured creatures, they decide to stay together until they figure out what’s going on. Shortly after, they decide to stay together on a more permanent basis. They announce on public television, that they are the JLA.
Aquaman E (HT) w/Haymaker 46 pts.
Green Lantern E (Hal Jordan) (UL) w/Trick Shot 145 pts.
Flash E (Barry Allen) (HT) w/Armor Piercing 92 pts.
Black Canary E (CJ) 36 pts.
Martian Manhunter U (CJ) 177 pts.
Total=496 pts
Recommended Battle Field Conditions:
Ordinary Day
Radiation Leak/ War Zone
Deep Shadows/ Darkness
White Noise
Pros: This team has pretty good mobility. Two fliers and a figure with Hypersonic Speed, combined with the small number of figures, should allow the user to traverse the board with relative easy. Green Lantern’s Willpower allows him to switch back and forth between support piece, and attack piece. He also has a Nice 18 defense. Martian Manhunter and Flash provide the team with Perplex and Outwit. Aquaman provides the team with a cost-effective brick. Four of the 5 figures have at least a 10 attack value. Flash is able to use Armor Piercing to by-pass Impervious, Invulnerability, and Toughness.
Cons: The JLA team ability is wasted, as is Aquaman’s Leadership, since there is only 5 members. The team is likely to be out-actioned, and overwhelmed at this point total. Only 2 members have a natural 3 damage value. Not a lot of range, with GL having a 10. Martian Manhunter and Black Canary have a 6 and 4 range, respectively. No Support power, to help heal your figures.
Strategy: There are a few ways you can play this. I would probably use GL to Tk Flash out; so that he can zip in and take on some of those pesky stealthed figures, and try to knock them off of those steal clicks. He can also use Armor Piercing to attack figures with damage reducing powers. Follow-up the next turn with GL. He will be able to shoot through figures and hindering terrain to hit figures with Trick Shot. With Martian Manhunter’s Perplex readily available to increase his damage value. Maneuver Black Canary around, to incapacitate support pieces, as mobile blocking terrain, and to pick off damaged figures. Getting Aquaman an object, and TK’ing him next to an opponent, wouldn’t be a bad idea. You can then use Haymaker, to bust an opposing figure wide open. You can use Martian Manhunter to Perplex his damage value or his attack value. Use Ordinary Day to deal with Crosswinds, Poor Teamwork, and Earthquake. Since you won’t have any Support, use Radiation Leak and/or War Zone to neuter your opponent’s chance of healing up his/her figures. You can use Deep Shadows or Darkness, if you face a team that has your out-ranged. With GL’s Willpower, you may be able to make up for the loss of his overall range. This will allow you to get up close and personal, and not risk getting picked off at range. Use White Noise, to deal with Perplex and/or Outwit heavy teams.
Justice League International 700 pts, as shown in Justice League International #7-November, 1987
After a hard fought battle with the Gray Man, the Justice League is given a United Nations charter, and switches from Justice League of America to Justice League International. As Dr. Fate and Captain Marvel (Shazam!)leave the team, Captain Atom and Rocket Red # 7 replace them.
Batman V (HT) w/Stunning Blow- 126 pts. *
Black Canary E (CJ) 36 pts.
Blue Beetle E (HT) 35 pts.
Booster Gold E (HT) 38 pts.
Captain Atom E (LE) w/Fortitude 172 pts. *
Martian Manhunter U (CJ) w/Fortitude- 202 pts. *
Rocket Red #7 E (UL) w/Armor Piercing 58 pts.
In Contact with Oracle (Figures marked w/ *= agents)-30 pts.
Total=697 pts.
Recommended Battle Field Conditions:
Radiation Leak or War Zone
Ordinary Day
White Noise
Pros: As with all JLA teams, mobility is a major plus with this team. 4 fliers and Batman with Leap/Climb, means that you are able to move around the board. The team has some fantastic range. Black Canary has a 4 range, Martian Manhunter has a 6, and the rest of the members have an 8. Captain Atom is a very versatile figure, capable of dealing with figures up close or at range. In Contact With Oracle helps make Batman, Martian Manhunter, and Captain Atom more effective by providing boosts where they are most needed. Fortitude protects your two big guns from falling victim to Outwit.
Cons: No Telekinesis means no first strike capabilities. Captain Atom is the only figure capable of moving and attacking. No up front Outwit, though Batman gets it late-dial. Only 3 figures are able to get pass damage-reducing defensive abilities naturally. No Support means no healing. The team as a whole has low attack values, with only two figures sporting a 10 average or better. The team’s main offensive weapon has the dreaded activation click, and Earthbound. Manhunter is kind of a liability for his points.
Strategy: I don’t generally like this version of Batman, but it fits with the theme, both because of his team ability, and the fact that he led the team for awhile before Martian Manhunter did. Use Booster, Black Canary, and Beetle to go after support figures, and as second and third attackers. If your opponent has figures that are pestering you from stealth, use Beetle’s Force Blast to get the out of there, and then go after them with your big guns. Rocket Red’s combination of Energy Explosion and Armor Piercing is great for busting up formations and getting past damage-reducing abilities. Batman’s Incapacitate will be useful against power figures, and is an excellent way to slow them down. Use Stunning Blow to plink away at them, if they have Impervious, Invulnerability, and Toughness. If they don’t, then it’ll be great to Incap them and hit them for three. Use Manhunter to support your figures, and to back up Captain Atom. Combine his Perplex and ICWO, to really make your big three effective. Crosswinds can be detrimental to your health, and Poor Teamwork can be a nuisance. Use Ordinary Day to get rid of them.
The JLA: “Right and Might” Team 900 pts, as shown in JLA: Secret Files & Origins #2- August, 1998
After nearly being destroyed by Lex Luthor’s Injustice Gang, in the Rock of Ages story Arc, the JLA disbands in order to restructure. Before disbanding, the team is warned by Metron to “prepare for the fortification of Earth.” Aquaman, Batman, and Superman go out on the recruitment trail, in hopes of reconstructing a team better suited to deal with all threats.
Aquaman V (HT) w/Haymaker- 51 pts.
Huntress V (HT)- 35 pts.
Flash E (HT) w/Armor Piercing- 92 pts.*
Wonder Woman V (CJ)- 126 pts.*
Martian Manhunter U (CJ)- 177 pts.*
Batman E (LE)- 94 pts.*
Big Barda E (UL) w/Armor Piercing- 85 pts.
Plastic Man V (HT) - w/ Trick Shot 78 pts.
Steel E (HT) - w/ Trick Shot 90 pts.*
In Contact with Oracle (Figures marked w/ *= agents)- 50 pts.
Rip It Up- 20 pts.
Total=898 pts.
*Note: Superman was a part of this team. However, it was during the time when he was the blue energy being. For that reason, I have omitted him from the team. Despite what others have stated, I hope they make him as a figure. Also Oracle became a member of the team at this time. I have omitted her figure because she lacks the JLA team ability, but feel free to use her, should you choose to run this team. Finally, Kyle Rayner was the Green Lantern for this team, and Zauriel, the fallen angel was also recruited. Barda and Orion were assigned to protect Earth.
Recommended Battle Field Conditions:
Radiation Leak and/or War Zone
Ordinary Day
Darkness
White Noise
Pros: Only 1 figure starts with an attack value of less than 10. The team sports some superb mobility with 4 fliers, a figure with Hypersonic Speed, and a figure with Leap/Climb. The team starts out with the use of Probability Control, Outwit, and Perplex. There is a fairly good mix of powers. Only 3 figures lack range and the rest sport a range of 4 or more. 5 figures with Super Strength, makes Rip It Up very useful especially with Wonder Woman being able to Charge and pick up an object. Plastic Man and Steel gain mid-game ability to shoot through figures and hindering terrain. In Contact With Oracle helps make Steel, Batman, Wonder Woman, Martian Manhunter, and Flash more effective offensively and harder to hit defensively. Batman’s Willpower and mid-dial changes make him a very versatile figure. Potentially , the team could have two figures with Close Combat Expert, Perplex, and Outwit at the same time.
Cons: No Medic, or figure with the Support power. No protection from Outwit for the big hitters. Only two figures can move and attack. No up front Telekinesis makes it hard to get in a first strike.
Strategy: Plastic Man is a fun figure to use. His high Attack value catches people off guard, and late dial Plasticity makes him an awesome figure to tie your opponents’ figures down. Barda’s Energy Explosion, combined with Armor Piercing makes her a good figure to bust up formations in the early game. Flash can zip around the map tagging figures with damage reducing powers, and Stealth, to get them off of those powers, then move into a position where he can Outwit. Huntress can use Leap/Climb to go after medics, cheap perplexers, and other low point support figures. Aquaman and Haymaker can be used to put a severe hurting on big point bruisers, and then the rest of your team can swoop in and finish them off. Steel and Plastic Man can switch in mid-game , to help deal with any stealthed figures still pestering you. Manhunter, Batman, and Wonder Woman are your front-line attackers. Be sure to use ICWO to raise their defensive abilities when not able to attack, but have moved. Unlike previous JLA teams, Earthquake can be quite dangerous, so add that to Crosswinds, and Poor Teamwork, as cards that you should use Ordinary Day for. Also since your team is very vulnerable to Outwit, use White Noise to decrease the chances of having your big guns having their abilities removed.
Identity Crisis “Mindwipe” JLA 400 pts, as shown in Identity Crisis #2-September, 2004
After Dr. Light brutally attacks Sue Dibny, Elongated Man’s wife, the JLA agree to allow Zatanna to use her powers to wipe his mind clean, leaving him unable to remember what he did. As they are doing this, they are discovered by Batman, who they also make forget what he’s seen. These incidents will go on to have dire consequences for the JLA, and the super hero community.
Green Arrow E (CJ) w/Stunning Blow- 52 pts.
Green Lantern E (Hal Jordan) (UL) w/Trick Shot- 145 pts.
Flash E (Barry Allen) (HT) w/Armor Piercing-92 pts.
Zatanna(CJ)- 40 pts.
Black Canary E (CJ)- 36 pts.
Hawkman R (HT)-32 pts.
*Note: Elongated Man was a very important part of this team.
Total=397 pts.
Recommended Battle Field Conditions:
Ordinary Day
Overconfidence
White Noise
War Zone and or Radiation Leak
Pros: The team has good range, with half the members sporting an 8 or better range. Having 3 fliers and 1 Hypersonic Speed figure allows the team to get around. Flash’s Outwit can be used to keep figures stationary, after he uses Armor Piercing to by pass defensive abilities that reduce damage. Green Lantern’s Telekinesis allows you to get Flash out there, and to position Green Arrow in hindering terrain to start incapping those big bruisers you are likely to face at this point total. With three figures having Incapacitate, it gives you a reasonable chance to slow down figures. Green Lanter and Flash have solid defensive values, while Zatanna gets a boost if she’s attacked from range.
Cons: Low damage output, as no one has a natural damage value higher than 2. No real impressive attack values. 50% of the team has a 10 attack value, and the other 50% has a paltry 8. No Perplex to help boost those values and no Probability Control to give second chances. Low defensive values make most members easy to hit. Support is really needed with this team to survive.
Strategy: Use GL to TK Green Arrow into hindering terrain, Flash out where he can get a longer range of movement, and Zatanna to Force Blast Stealth figures out of hindering terrain or off of building edges. GL is the teams heavy hitter, so use your Incappers to keep your opponent’s heavy hitters off of him, and Flash to knock them off of their key clicks. Manuever Black Canary so that she can go after medics, cheap perplexers, and other cheap support figures. Use White Noise to slow down those Perplex heavy teams, and to reduce the chances of having Outwit used against you. Overconfidence will keep Perplex laden teams from amping up the damage against you.
The Current Team 900 pts, as shown in JLA #107-, December, 2004
Following the events of the JLA/Avengers crossover, the Crime Syndicate of Amerika discovers that their Anti-Matter universe was destroyed, and then reconstructed. Figuring the JLA was responsible, the CSA vows revenge. The team decide to cross over, wreak havoc, kill the JLA, and conquer the Matter-Universe.
Aquaman V (HT) w/Haymaker- 51 pts.
Green Lantern E (John Stewart) (CJ)- 98 pts.
Flash E (HT) w/Armor Piercing- 92 pts.
Wonder Woman V (CJ)- 126 pts.
Martian Manhunter U (CJ)- 177 pts.
Batman E (LE)- 94 pts.
Superman V (HT)- 219 pts.
Plastic Man E (HT)- 43 pts.
Total=900 pts.
*Note: The Atom made a brief appearance at the beginning of the arc. So for those of you that have him, you can use him on the team, and stay comic-accurate.
Recommended Battle Field Conditions:
Bright Lights
Radiation Leak and/or War Zone
Ordinary Day
White Noise
Pros: Green Lantern has Telekinesis, which allows him to zip one of 3 figures who are able to move and attack right out into battle. This allows for first strike capabilities. The team benefits from the fact that they have three members that are able to provide them with Perplex, Probability Control, and Outwit. Only one member lacks an attack value of 10 or better. With the exception of Plastic Man, all members are able to bypass damage reducing powers, without the use of Outwit. This allows for Outwit to be used for movement powers or support powers. 4 filers and one Hypersonic Speed figure allows for good mobility. At a higher point total Large Object and Rip It Up could be extremely useful, since four figures have Super Strength and GL has TK.
Cons: A GL without Willpower and move and attack capability, to start with, makes John a little less useful on a JLA team. Superman and Martian Manhunter are huge liabilities, given their point totals, and what they bring to the table (or don’t bring), compared to similarly costed figures. They also have low defensive values. No protection for the big guns against Outwit. Unable to heal figures due to lack of Support. Highest natural damage value on any figure is 3, meaning the team lacks some punch in high point games of this caliber.
Strategy: Gauge your opponent at the beginning of the game. This should allow you to determine which figure you should TK out to attack with. Wonder Woman, Superman, and Aquaman should be your top choices. Since the team lacks starting Outwit, use Flash to penetrate defenses, and then back him up with your heavy hitters. Use Plastic Man to tie pieces up with his Plasticity. At higher point totals, use ICWO to manipulate your numbers. Use White Noise to decrease the chances of having Outwit and Perplex against you. Since you only have 2 figures with 3 clicks of Stealth between them, use Bright lights to deal with Stealth heavy teams. Ordinary Day should be used to deal with Overconfidence, Poor Teamwork, Earthquake, and Crosswinds.
Well, that finishes our look at the World’s Greatest Heroes. When it comes to comics, the JLA sports, what is arguably, the best 7 characters of any team. Once they get a better version of Superman, and hopefully a more accurate version of Martian Manhunter, they should be tough to deal with. Add to the fact , that there are still some pretty strong members that are yet to be made, and the future looks bright for this team.
Getting ideas for comic accurate teams shouldn’t be tough. The JLA have many comics, trade paperbacks, and prestige format books that one can pick up at a reasonable cost, for ideas.
If you aren’t sure what to look for, ask members on HCRealms-there are many JLA fans on this site. Also, remember that the basic formula for the JLA teams is: Superman, Batman, Flash, Wonder Woman, Martian Manhunter (who should be on just about any comic accurate team you make), Aquaman, and Green Lantern (Hal, John, Kyle, and Guy).
Now go on, and experiment with your comic- accurate themed Justice League of America teams.
I hope you’ve enjoyed this look at the World’s Greatest Heroes. Feel free to discuss and exchange ideas. Let me know what you think. If you see any place where I can make improvements, please feel free to PM me.
By popular demand, I’ll start taking a look at villain teams, next. First up, one of my all-time favorite teams, The Brotherhood of (Evil) Mutants.
Please note that due to recent events in my personal life, I have fallen off of my writing schedule. This may cause a skipped week in my series. Sorry for the inconvenience. I look forward to getting back on track!
Special thanks to Azs for allowing me to link up to his reviews and assisting me with shoring up my teams and strategy.. Special thanks to boneyard for allowing me to link up to WhoClix. Special thanks to HCrealmsers who helped in my research, and answered my questions. Extra special thanks to DC Comics, WizKids, and HCRealms. Without them, we wouldn’t be here.