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U Man of Steel 200
w/ Protected 8
w/ Shellhead 10
LE George Tarleton 16
V Sin SHIELD Agent 29
E Science Police 18
E DEO Agent 18
=299
Fairly simple strategy: Keep MOS hidden behind Science Police (20 Defense with Defend) and George's Barrier as much as possible, peeking out to take Hypersonic shots. SHIELD Agent carries around DEO, using her Perplex or Support as needed, and supplying an extra boost to MOS's damage from time to time. When the time comes and I need to push MOS, he'll have a 20 Defense with Impervious.
Battlefield conditions: Probably Deep Shadows and Telekinetic Strain. Atlantis Rising is also possible.
I created a 300 point MoS team with a little more firepower
Superman Man of Steel 218 shellhead
protected
Havok Vet 44
Domino Exp 35
----------------------------------
297
plan: MoS Supes carries Havok and creates on heck of a high defense. Supes attacks one round and the next round Havok takes his turn. Domino should keep Supes or Havok from missing and stop your opponent from hitting.
I just like the 5 damage and then 4 damage combo
I created a 300 point MoS team with a little more firepower
Superman Man of Steel 218 shellhead
protected
Havok Vet 44
Domino Exp 35
----------------------------------
297
plan: MoS Supes carries Havok and creates on heck of a high defense. Supes attacks one round and the next round Havok takes his turn. Domino should keep Supes or Havok from missing and stop your opponent from hitting.
I just like the 5 damage and then 4 damage combo
Thats a pretty nasty combo. How has it done for you?
i see this as being pretty nice combo but that shell head card only works if man of steel has two action tokens which would mean he no longer has the +2 to his def. for using the defend power because he would have impervious.
i see this as being pretty nice combo but that shell head card only works if man of steel has two action tokens which would mean he no longer has the +2 to his def. for using the defend power because he would have impervious.
Here is the strategy.
Supes is on his first defend click. If he has a token and takes a hit use the protected card and he pushes onto the Impervious click. The second token from protected will activate Shellhead and his defense is now 20 at least.
I played a 500 pt MOS team the other day and it did surprisingly well. He's a great piece and those two feats are the way to go.
LE MOS 200
+ protected 8
+ shellhead 10
LE Atom 50
LE Ted Kord 51
V Red Tornado 67
V Green Arrow 50
E Elongated Man 58
494
I've been on a JLA clix kick lately, so this team is definitely intriguing. I have to ask, though, with 6 points left over why not put Unstoppable on Supes, or, better yet, Ambush on Atom? I played in a tourney last week where Atom's Ambush saved the day--along with Assembled, his 9 attack shot to 12, enough to deal with Sue Storm's 19 Defense.
Honestly, the unstoppable on Supes is a really good idea. I just didn't think to use it. I never had to play inside the other day so it didn't matter but if I had that would've made a big difference in game play. don't like using Ambush on Atom since I normally use him as stealthed blocking terrain and man is he the best piece of mobile terrain ever. This team was actually kind of a joke but it beat everyone I played in three rounds with only 1 fig lost per round. Normally that was Ted. My whole idea behind the theme was that these were characters that supes would have to protect (esp. considering they have all either died at one point, shrank into the abyss, or gone crazy including Supes.) This team is weak against an EE team, or pusle wave team (what isn't). I grouped everyone around Supes for the shared D. Perplexed up supes damage normally and HSS with objects for big damage. I would always free move Elongated man up to line of sight range in case supes missed before giving supes his attack. Then land him beside Elongated man putting down Atom to block line of sight. Then I'd tk out Green Arrow besides supes in hindering if possible to take a last pot shot at some one or dual incap them. And don't worry about supes getting hit. That second click is awesome. Doesn't hurt that we have full move charge either.
If you're using Atom solely as blocking terrain, then Running Start might be a good 5 point investment. I would suggest trying out Ambush, though. With a 20 Defense, losing his Steath for a round isn't a big deal.
I plan to try out some version of a 300 pt MOS team Saturday. I'll post how it did.
Well, this is what I went with (I am notorious for last-minute tinkering):
MOS 200
w/Shell & Pro 18
E Scourge 18 (?) ((Doing this from memory...))
E SHIELD Sniper 18ish
E DEO 18
V Hive Trooper 25
I won 3 out of 4 games (the fourth game was with a friend I didn't get to play during the tourney). The game I lost was against a hookered-up CD Superman. I made a series of very stupid mistakes, such as seperating Supes from his meat shields and using Protected at the wrong time. Other than that game, MOS faired extremely well, especially since some players didn't know about his Defend.
I can more them where ever I need them to probability control or outwit and and then use supes to tap out the most powerful piece on the other team, further more jinx is an excellent seondary attacker.
I try and I fail
sometime i even succeed
if you look at my life
it ain't so bad if you know what i mean