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There is a big difference between fighting Vet Supes and defeating him.
400 Points
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U Magog + Swingline 219
R Black Panther + Protected + Thunderbolts 40
R Lockjaw + Double-Time 29
E Black Knight + Thunderbolts 83
V Destiny 29
* Thunderbolting Mystics TA
Lockjaw carries Black Panther into position to OW Supes. Ditto with Black Knight and Destiny. Magog charges through hindering at full throttle. Alternate carrying Magog, Destiny and Black Panther.
Then again, it all depends on who V Supes has on his team...
U. Magog + Protected = 217
E. Batman (Icons Starter) + Protected = 55
R. Lockjaw = 24
Total = 296
With the extra 4 points, you could add a pog or two if you like.
The idea is that in a 300 point game, Superman isn't likely to be equipped with Fortitude--hence the Outwit for his HSS; Exploit Weakness for his Impervious.
If he does have Fortitude, he won't have much else to speak of--and if he wants to HSS attack you, Protect out of it if you miss Impervious and then base him with Lockjaw next turn, forcing him to either Push or take another crack at your Imperviousness.
Of course, you could also use On-Card Oracle with Lockjaw and Magog, but I like having another mobile character out there--especially one as capable as Starter Bats can be.
Good luck...
"Gentlemen! Behold..."
Originally posted by tchipley:
"It makes the same sound your mom makes when
I slap her for asking me stupid questions like that."
Enjoy "Subliminal Messages" from Critical Hit Magazine's back issues...
To fight Vet Supes I believe that you NEED TK. Carrying Magog next to Supes does not help unless he's pushed. If he only has 1 action on him he will most definitely push, and smack for atleast 5, and take off. You NEED the first strike capabilities that TK can offer you.
Swingline is a great feat for him, as it'll allow him to charge over hindering, and perhaps more importantly, get an extra square of charge, giving him an effective range of 16. If you can strike first, outwit is not as important. Magog has exploit weakness after all.
That being said, here's a team idea NOT including TK, in case you've got something against it.
Magog 209 + Oracle
V Lockjaw 38 + double time 5
V Viper 48 + AP 10 + Oracle
V Lockjaw 38 + double time 5
Oracle played on card 27
400
If you go 2nd your first move is to have Viper change Oracle to outwit. Lockjaw carries her over to Supes, who should now probably have an action token. You can outwit his HSS. This forces him to take a click either way. Either by pushing, or by poison. If he pushes, then you bring Magog up with other Lockjaw on your next turn.
Since supes wwill have 149 points, he'll probably throw some outwit in there. You'll have to try to position your first lockjaw in a spot where he'll block LOF from supes outwitter. In certain situations that's impossible.
...Carrying Magog next to Supes does not help unless he's pushed. If he only has 1 action on him he will most definitely push, and smack for atleast 5, and take off...
I would like to politely beg to differ on this, at least if we are talking about a 300 point game here.
If you have a Protected Magog carried by a Lockjaw, and Superman Pushes to try to hit Magog, you will have an Impervious roll to save you, followed by a Protected to use if he does connect.
Superman will then run away whereupon he will be unable to move on his next turn due to his Push.
You can then move next to him with Magog without fear of retaliation and nail him the next turn.
A 400 point game is different for both sides, however, and it really changes the dynamics both will employ and have at their disposal...
"Gentlemen! Behold..."
Originally posted by tchipley:
"It makes the same sound your mom makes when
I slap her for asking me stupid questions like that."
Enjoy "Subliminal Messages" from Critical Hit Magazine's back issues...
try using ghost widow as a carrier too. she has a higher defense than LJ and regen to make her dial seem longer. ALSO poison to take out sue storm combos
Magog+protected+haymaker+unstoppable
Ghost Widow+AP
4 pts. of bystanders
300 pts.
KC Superman is better against swarm teams.
V Icons is better for 200+ one man teams.
The Darkside is an easier path but never as strong as the light and always lead to destruction.
I definitely like Ghost Widow, but in this case, I don't think that she is superior to Lockjaw for 2 major reasons:
#1.) The goal of this "challenge" is to build a Magog team that can take on V. Superman (Icons), and he can obliterate Ghost Widow with one shot and therefore she will never have a chance to use her Regen.
#2.) Her Movement is only a 9, compared to Lockjaw's 12, therefore she can't carry Magog nearly as far across the board and into Superman's grill as Lockjaw can.
Now if this were built to be more balanced, it may change somewhat...
"Gentlemen! Behold..."
Originally posted by tchipley:
"It makes the same sound your mom makes when
I slap her for asking me stupid questions like that."
Enjoy "Subliminal Messages" from Critical Hit Magazine's back issues...
Magog 209pts
Haymaker 10pts
Mandroid 28pts
Destiny 20pts
Con Artist 16pts
Tarleton 16pts
Total : 299pts
1. Grab Soda Machine
2. Activate Con Artist
3. Use Tarleton's barrier to protect team
4. Perplex Magog's Damage
5. TK out Magog
6. Position Destiny
7. Swing with haymaker, sodas, and +1 perplexed Damage
8. PC 'cause your attack dropped to a 12 due to haymaker
and you had to roll an 8+ to hit Supes
9. Deal 11 clicks of unavoidable damage thanks to Exploit Weakness
Goodbye Superman.
Just remember to protect yourself with the barrier.
I'd hate to see Mandroid taken out before launching Magog.