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Next week my venue is doing the build the worst team then switch with your oppnent scenario. 400 points, no feat cards. I'm pretty sure BFCs are allowed.
I'm thinking expensive mastermind with bad stats might be the best choice. Mr. Bones is a lock. Any other good choices?
What about having grounded characters with RCE. The game is probably going to end up being a close combat fest so that would take care of the RCE. Or I could play darkness or deepshadows.
A local venue didn't restrict feats or pogs in a 300 point game, so I managed a 5-pog army loaded with feats. Double-time, Lazarus Pit and Fortitude on a pog is a scream.
But, sounds like they anticpated that.
Brother Blood is pretty stinky. Incap figures with no range (or 4 or less range) are decent choices.
I love scenarios like this. The best things to have are:
No damage reducers
Low damage
No range
No movement powers
Expensive TAs that require a second member to activate (Injustice League, Superman Enemy for example)
Mastermind on the lowest point figure (so it has no one to mastermind to).
Though I've heard the 15 R Destiny team is a terror in 300-point just due to how long the turns take
As much as I love Mr. Bones ordinarily, he's a decent choice for this. He needs feat cards to shine, and they're banned. The only worry is his Outwit, but if your opponents build the teams right, there should never be anything worth Outwitting anyway.
Sounds to me like it is time to bust out the Masters of Evil. If this isn't the perfect time to use Crimson Cowl, then I don't know what is. Only problem is a lot of the *really* bad MOE are retired now. If this is an unrestricted tournament, then no problem!
Something like:
U Crimson Cowl (MM) 80
E Kang (IC) 178
E Yellowjacket (CT) 32
E Constrictor (IC) 45
E Mr. Hyde (IC) 62
------ 397
The scariest figure on this team is Mr. Hyde, with his Super Strength and 3 damage. But his DV starts at 15, gets worse from there, and his Damage doesn't stay high for very long.
Kang might not seem like a good idea for this kind of team at first, but remember he is almost *half* the entire team and he never has more than 1 base damage. Base him with Aunt May and he is *useless*!! It may be kind of tough to get past that 18 DV with Invulnerability (especially if no one on your team has an AV higher than 8), but once you crack his shell he is easy pickings.
And the rest of those jokers are so bad I don't I even need to go into details...
Kang might not seem like a good idea for this kind of team at first, but remember he is almost *half* the entire team and he never has more than 1 base damage. Base him with Aunt May and he is *useless*!! It may be kind of tough to get past that 18 DV with Invulnerability (especially if no one on your team has an AV higher than 8), but once you crack his shell he is easy pickings.
Hmm...
As I was sitting here thinking about this team some more, I decided the way I would play it (if I were unlucky enough to get it) would be to plop Kang down in the middle of your opponent's force and try to tie-up figures and block LOF. He might not be able to do a lot of damage, but he'd be pretty hard to hit if all you've got is boat load of losers. If he does get hit, we'll that would put a kink in the strategy, but he probably won't. Meanwhile the rest of team can run amok (or at leat try to).
Since that is not what you *want* your opponents to do, I guess Kang might not be such a smart idea. There are plenty of other bad MOE, though...
I was thinking about this some - KC Batman would be another great contender for this, I think. 188 points nets you a 15 defense that drops and keeps on dropping. No way to avoid damage on his first click lets you do full damage to his old and broken body. His 6 range makes sure that he needs to close up with people to really do anything and although he's got a full dial of outwit, really, when you're playing vs pieces that bad, how good is outwit really going to do for you? All you need to worry about is hit him to knock down his attack and he's pretty much toast.
I definitely wouldn't want to risk Kang on the team. The odds of you getting handed someone that could 1) hit and 2) hurt him are very very slim (though Mr. Bones could handle it on click 2, Poison and Outwit!). He's pricey, and not worth his points in a game, but you want people on the team who you'll be able to kill with pretty much anyone.
I also recommend any version of Mad Hatter, Rookie if you've got another Batman Enemy on the team or Veteran if you don't.
(Sidenote: Outwit and Poison? Does that work? Can you take an action before the beginning of your turn? Am I confused?)
Also in the scenario is "no figures under 20 points" and "only one of each named figure." So, you can't field pogs, and you can't field a team of 5 Mr. Boneses.
--wyld
ps: PeterPorker, I wouldn't use Parasite. That said, I'm probably using Queen Bee and will probably regret it. 3 damage and Mind Control? I have to find someone worse for those 80-some points. Now, Kobra, that's where it's at.
When our story opens, the Question is investigating an impossible locked-room murder mystery involving a midget and a 6'6"-tall call girl into heavy bondage. Don't worry, I'll explain later. It's all vitally relevant.
--Alan Moore, Twilight
(Sidenote: Outwit and Poison? Does that work? Can you take an action before the beginning of your turn? Am I confused?)
You can use Outwit at any time during your turn, including before Poison damage goes off. It's been ruled that way by the rules arbiter in the past, and it used to be the only way (prior to Armor Piercing) for Poison to affect figures with damage reducers. Now, you couldn't, say, move Batman into position, then Outwit, THEN have Poison go off, because you've given Batman a non-free action so the turn has started. Mr. Bones dodges this by always being able to Outwit whoever he's adjacent to unless they're in Stealth.
Mr. Bones is still a decent choice for this, particularly if you don't have anyone cheaper than him to Mastermind to and you don't give him Armor Piercing.
I kind of like the idea of V IC Hulk, because like you said, he has 2 activation clicks, which means he won't be able to do anything until turn 6. Even then, his movement isn't great, so you might be able to avoid him until time runs out. You're pretty much guaranteed not to be able to KO him, though, so you can write off those points.