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Okay, folks... I'm good with coming up with ideas, but nowhere near the best at optimizing them. So... Take a look at this idea:
Ingredients:
1 U Mr. Bones w/Doubletime and Armor Piercing
2 R Songbirds w/Thunderbolts to either Ultimates or Superman Ally
The goal: Use Doubletime to get Bones next to opponent's heavy hitter, on a diagonal. Outwit the target's ability to soar. Use one Songbird to put a barrier around him (with that TA chosen so that we can do this even if hindering terrain is present). Next turn, barrier goes down, Poison goes off to damage the heavy hitter, repeat Outwit and Barrier from the second Songbird. Result: One heavy hitter totally locked down, unless immune to Outwit or it has Unstoppable.
Well, I don't know about making it better, but I can tell you that Barrier can't go on hindering terrain even if the character making the Barrier is an Ultimate.
Consider this: sure, the character ignores hindering terrain, but the hindering terrain is still there. So once the character is done doing whatever action it is doing that ignores the hindering terrain, that terrain is still there when the action is complete.
No matter how you look at it, your Barrier would sitting on hindering terrain, and that is a no-no. Better luck next time.
Okay, folks... I'm good with coming up with ideas, but nowhere near the best at optimizing them. So... Take a look at this idea:
Ingredients:
1 U Mr. Bones w/Doubletime and Armor Piercing
2 R Songbirds w/Thunderbolts to either Ultimates or Superman Ally
The goal: Use Doubletime to get Bones next to opponent's heavy hitter, on a diagonal. Outwit the target's ability to soar. Use one Songbird to put a barrier around him (with that TA chosen so that we can do this even if hindering terrain is present). Next turn, barrier goes down, Poison goes off to damage the heavy hitter, repeat Outwit and Barrier from the second Songbird. Result: One heavy hitter totally locked down, unless immune to Outwit or it has Unstoppable.
Now... how do we make it better, people?
Couple of things:
You won't be able to put barriers up until at least run seven, unless you are planning on only taking two Dam on each of your Songbirds. And I don't think your opponent will go along with that.
I also don't understand the significance of T-Bolting Ult/Supe. Hindering terrain shouldn't affect your ability to put barriers up. Unless those TA's let you put Barrier on hindering terrain. And if that is the case then I learned something new today.
Captain Cold, Tran Spidey & Shaman might be good choices for that.
You might also want to think about using Cloak or another cheap Poison piece. If you use two that are half Bones cost then you'll be doing double AP Damage each round. Cloak has his Senses to help keep him alive. ICWO can get you the OW you need, or just play a different OW piece.
WizKids GamePlay, "You can only play our game if you buy the new stuff. Those old figures are dirty and obsolete."
Record vs VGA d1sc1pL3: W-3 L-0
You can make it better by not using Mr. Bones. R Icons Joker would work just as well for quite a few less points. Or use Viper or the Red Skull with Oracle on the card to give them Outwit. That would make your basic strategy work.
However, (and I'm not sure if this is obvious) you'll also need other guys. This won't work as your entire team, as it only ties down the "heavy hitter." Against a swarm team or any non-tentpole team, you're gonna have a lot of wasted points using these guys.
It's an effective strategy for taking down one guy, but that's rarely enough to win a game.
Assign a couple of Swingline Feats to several shooters.
For 10 points each, you get the standard +1 to move and get to ignore hindering terrain. But the part of the card that many people often forget is the last part... "If the character succeeds at a ranged combat attack against a target opposing character with the {wing} speed symbol, the target gains Earthbound until the beginning of it's controller's next turn."
Pick figures with 10 range or more, high attack values, and Willpower if you can get it, Incap as well. For 50 points, you can get V Green Arrow, with 10 range, two targets, 11 AV, and Incap... he can smack two figures a turn with Incap and then pass out the Earthbound power like Halloween candy.
This keeps the soaring fliers on the ground in order to Poison them, surround them with Barrier, whatever you want to do.
well, I suggest you find the cheapest poison piece you can find, and then get 8 of them, and then combine them with a green lantern.
A T-Bolted E Wasp (Universe Starter) would work nicely to transport your "toxic" cargo, but also keep in mind that by adding a character with Plasticity (and Poison, if possible), not only do you deal damage, but reduce the chance of an opposing character making a break away roll.
WARP (Wasp/Armor Piercing/Poison)
E Wasp + T-Bolts (24)
R Madame Masque (32)
R Electro (33)
R Clayface III (36)
LE Jade (40)
R Cloak (47)
E Viper (38)
Armor Piercing x5 (50)
TOTAL 300
* Clayface doesn't get AP, due to late-dial Poison
If you're playing a 400-point game, add E Jade (Legacy) and place Protected on the character of your choice, or go with R Green Lantern (John Stewart) and add a E Morlock (extra Plasticity).
You can't soar indoors, so do your best to get the Prison, or at least make sure the action happens on the indoor parts of the maps (the Danger Room "Institute Grounds" is the only "current" all-outdoor map).
- Simply put, REV Lockjaw is better than almost every taxi in the 20-40 pt. range. Use Lockjaw/s and then play the Crosswinds feat.
- R Icons Joker + AP and a Lockjaw is a very common strategy, but if you want to lock down a figure, you might also want to follow up with more Lockjaws, or if not using Crosswinds an REV/LE Aurora T-bolted to Green Lantern TA. Have the LJs or Aurora carry someone with Plasticity. A good combo when you have the points is V Iron Fist and E Clayface. Joker Poisons, then all three can attack with a 12 AV (Iron Fist copying Batman Enemy to share AV) and 3 damage. Outwit whatever is necessary. Your opponent can either attempt a 6 to breakaway, or attack Joker (who will MM to Lockjaws), Iron Fist w/ 17 Defense and Super Senses, or Clayface, w/ Shape Change, 18 Defense and Toughness.
Also, Incap is perfect for locking down figs. V Nebula and V Green Arrow w/ Trick Shot are great.
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.