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Well, seeing as I've spent too much time thinking out how to play this guy, I may as well post my conclusions here! First, the dial:
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#mu052 U Mastermind
Team: Brotherhood
Range: 8
Points: 117
Keywords: Brotherhood of Mutants, Hellfire Club, Mutant
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MIND GAMES: Mastermind can use Mind Control and Stealth. Modify Mastermind's attack value by +2 when he uses Incapacitate or Mind Control. CHIMERA: Mastermind can use Mastermind and Super Senses
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First off, the special powers. Mind games means he won't miss his mind control or Incapacitate attacks, which is good. However, because he does not possess a single click of vanilla mind control he cannot use Mental Shields. Chimera gives him Mastermind, which is ALWAYS good to have, and Super Senses. This means (If I remember correctly) that he gets a 1/3 chance to avoid damage completely, and then can use mastermind if he fails his Super Senses roll.
Due to his inability to use Mental Shields, it seems the best way to use Mastermind is as a VERY accurate Incap piece. With that outwit, super senses, and mastermind he will survive for quite a long time, given the proper backup.
The mutant keyword is arguably the most flexible keyword in the game. A team built around Mastermind has access to MM fodder and Outwit in the same package (Ivo from Justice League), awesome low point attackers (FC Cyclops, DR Storm), and just plain fun pieces (Living Monolith) He is best served with a Telekinesis piece to put him in place, or possibly a cheap taxi. Both of these can be found with ready ease using the Mutant keyword. For example, Rookie Marvel Boy from Supernova gives Mastermind a TK'er, a Taxi, and the Wildcard TA. Other cheap options include Common Marvel Girl, Danger Room Storm (who makes a great secondary attacker!), and Danger Room Jean Grey for secondary mind control.
Now, let's get to the team that came from all of this:
Theme Team - Mutant Keyword
117 Mastermind +08 Protected
59 Professor Ivo
40 FC Marvel Girl
70 Colonel Logan
+04 Inside Information BFCs: Shrunk, Deep Shadows, Exhaustion, Malice, etc.
Now, this may not look like much, but you have some real potential here. Ivo's entire job is to take hits from MM and regenerate, while providing double outwit. Marvel Girl gives this team some mobility, and Colonel Logan is a monster with Deep Shadows or Shrunk up. This may not be a "perfect" team, but it can bring some damage if needed.
i personally love Mastermind. But i recomend playing him with Nanobots because he can really become a huge threat then. I played him in the the following team:
Mastermind
Gambit
X-23
Shatterstar
The game was a 4 person match against another mutant team, a batman enemy team, and a masters of evil team.
It may not look like much, but it did great. Mastermind, Gambit, and X-23 hid in the bushes, if anyone tried to come close, shatter star ripped them up and gambit shot at them.
I latter moved shatter star around to the MOE team and gambit took on the mutant team. I started off well, and a battle between the three teams began to take place in the middle of the map, 8 squares away ( ).
FCBD Wolverine was in a perfect postion to mastermind so i decided to mind control him, but i knew my BCF rolls are ALWAYS 1s, so i mind controled a cuckoo for the prob. I moved cuckoo next to wolvie, attacked with wolvie to the MoE team, and rolled a 1 on BCF, so i used prob to roll a 5 and ended up taking someone out.
The game tourned out really well, eventually, i moved on a roof and outwitted/incapped like crazy. I ended up losing,but im glad i lost. The guy with the mutant has only played a couple of times , so it made him extremely happy that i didnt mind control his bishop and blast his wolvie in the back of the head.
Another possibilty for higher point games is to play him with Black King, Emma frost, and E Tessa for a Hellfire/mutant team.
SuperSkrull's KO List
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I agree, Mastermind is a great figure with Nanobots. If you push him to get to a certain click and then decide, you pushed too far....go eat an object. Simple as that.
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FCBD Wolverine was in a perfect postion to mastermind so i decided to mind control him, but i knew my BCF rolls are ALWAYS 1s, so i mind controled a cuckoo for the prob. I moved cuckoo next to wolvie, attacked with wolvie to the MoE team, and rolled a 1 on BCF, so i used prob to roll a 5 and ended up taking someone out.
Right after you moved that Cuckoo she became unfriendly to your team (and Wolverine) again. You coudn't use her PC then. Characters are friendly to your team until given an action (even a free action like Outwit, Perplex or Telephone Booth). Then they are back to their original player's control.
He is pretty good, but he has quite possible the lamest sculpt of all time. I refuse to play him, as I am desperately trying to trade him to get a SR Storm. I had to play against 2 of them on Sunday and it annoyed me to no end seeing that little white mohawk on the other side of the table
He is pretty good, but he has quite possible the lamest sculpt of all time. I refuse to play him, as I am desperately trying to trade him to get a SR Storm. I had to play against 2 of them on Sunday and it annoyed me to no end seeing that little white mohawk on the other side of the table