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I think that it would be great to see some team reports from tournaments that have been played at venues around the country. We can read heaps about the teams played in the States, but that gives an entirely inaccurate view of the kind of stuff that gets played in Australia. I know that I was surprised not to see any Warbound teams at GenCon Oz (was there one that I missed?).
A good format:
DATE AND VENUE PLAYED: POINT TOTAL: SCENARIO: (Any Special Rules, House Rules, Constructed or Unrestricted) FORCE: (Characters and feats) THEMATIC TEAM: (shared keyword, if any) BATTLEFIELD CONDITIONS: SPECIAL OBJECTS PLAYED: WIN/LOSS RECORD:
So please post some of the teams that you've played, or even teams played by other people at your venue if you had a good look and liked them!
DATE AND VENUE PLAYED: Tin Soldier, 4th December 2008 POINT TOTAL: 200 points SCENARIO:Comic-Accurate Teams FORCE:
si114 Benjamin J. Grimm - 100
si113 Johnny Storm - 100
ff f007 Fantastic Four - 0 THEMATIC TEAM: Fantastic Four BATTLEFIELD CONDITIONS: Disbanded, Resistance SPECIAL OBJECTS PLAYED: None WIN/LOSS RECORD: 1/0
There were only three of us at the Tin Soldier last week, so for a change we played a three-way battle. My opponents were Mr Nobody (Cap's Kooky Quartet), and Sgt Grimes (Nick Firy and S.H.I.E.L.D.). Mr Nobody won map choice and picked the Galactus Rooftop map, which suited me just fine.
BFCs played were Bright Lights (played by Mr Nobody), Deep Shadows (played by Sgt Grimes and ignored by Mr Nobody), and my Resistance (ignored by Sgt Grimes).
How the match went:
The Kooky Quartet went first, moving cautiously towards the centree of the battlefield. Nick Fury and S.H.I.E.L.D. went second, moving along the edge towards the Avengers and staying well out of my range. Unable to aim for Fury or one of his troops, I sent Johnny after Scarlet Witch instead... and missed. It would be a few turns before I got a successful attack.
S.H.I.E.L.D. quickly made Hawkeye useless, and Quicksilver was positioned too far away to reach the FF, so Mr Nobody sent most of his force against S.H.I.E.L.D. He managed to knock the Sniper out but took a fair bit of damage to Cap and Quicksilver in return.
I made Running Shot-hops towards the middle of the battlefield to take out Captain America while staying clear of the potential 9 range that the S.H.I.E.L.D. Agents and Nick Fury could muster. Sgt Grimes KOd Hawkeye without much trouble. Mr Nobody was almost unable to hurt the FF by himself, so Sgt Grimes let up on him somewhat and came after me instead (Outwitting and Perplexing to slow me down). However, S.H.I.E.L.D. just didn't have the mobility to press the assault, and even after he outwitted Grimm's Invulnerability and hit for two, it was still reduced by 1 due to Grimm's damage-reducing trait.
In the end it came down to who could KO Quicksilver first. S.H.I.E.L.D. got a good hit in but didn't have enough damage to finish him in one hit, which left Grimm an opportunity to Charge in with a light object for 5 clicks (obviously, he would have done enough damage anyway). I tried a last-turn Pulse Wave to get the Scarlet Witch too, but due to having multiple targets in Storm's range he only dealt one click to each of them, which was insufficient.
By the end of turn twelve Mr Nobody had just Scarlet Witch remaining (on her last or second-last click), Sgt Grimes had lost a S.H.I.E.L.D. Sniper and taken one or two clicks of damage elsewhere, and the Fantastic Four had lost one click each.
Overall, I think that I had a very good team with a great mix of ranged and close ocmbat mobility and power. I did play the FF ATA, but honestly I could have lived without it (which is why Disbanded was one of my BFCs). Benjamin J. Grimm's damage-reducing trait is extremely good, and being Indomitable is obviously quite handy too. Johnny Storm's trait is not quite so fantastic; I did find ways to make it useful during the game, but it wasn't the game-winner. Running Shot with 10 range, 10 AV, and 3 damage was far more useful; Pulse Wave also came in handy a couple of times.
DATE AND VENUE PLAYED: 3/12/08 Ballarat Stationers POINT TOTAL: 400 SCENARIO: Unrestricted, all figures must have the same team ability, WC copy opponents TA FORCE: MAN OF STEEL 200
DARK KNIGHT 100
KRYPTO 100 THEMATIC TEAM: at the time Metropolis, since then discovered krypto is missing that keyword, go figure BATTLEFIELD CONDITIONS: Random Draw, no where to hide, great arena and one other SPECIAL OBJECTS PLAYED: none WIN/LOSS RECORD: 0/3
Round 1
Faced the FF starter team. A mistake in positioning left superman just within things full charge range. after that batman and krypto made a valiant stand, almost taking out thing, but fantastics perplex was too much
Round 2
Legacy e joker (ap), icicle and new Bizzaro
Pushed Supes to tear bizzaro a new one, forgot about jokers 20 def in close combat till too late. was unable to roll a hit to save myself, Positioned supes in the wrong space on his final click, joker moved to base and poisoned him to death
Round 3
BibtB Joker, New penguin, new riddler, harley, manbat and lady shiva
killed Joker in first 2 turns, Penguin and Harley soon after, Riddler was my bane, his outwit / lower by 2 is nasty. Supes and Krypto eventually fell. Batman controlled the board in stealth. and the rest had to flee. lost on points
The FF starter team went on to win the tourney. That is a well balanced nasty team
Things for next time.
1) Man of Steel looks nice, but is useless HS and def is not a good opening click, next time Icons vet supes
2) Batman with stealth and supes TA in nasty in hindering terrain
3) Krypto is not bad for 100 points, the mid dial spike is very nasty
Howard the Duck - , Agents of Atlas - , Squirrel girl - (suck it DOOMSTRIKER)
DATE AND VENUE PLAYED: Tin Soldier 8th January 2009 POINT TOTAL: 300 SCENARIO: All characters must be rookies FORCE: Shadow Demon w/- Ambush and Skullduggery
Shadow Demon w/- Skullduggery
Thunderer of Qward w/- Lucky Break
Thunderer of Qward w/- Lucky Break
Thunderer of Qward w/- Lucky Break THEMATIC TEAM: None, but my opponents allowed me to consider it a thematic team BATTLEFIELD CONDITIONS: Deep Shadows, Disbanded (neither had any effect) SPECIAL OBJECTS PLAYED: Played Ele'hal Vine, Kinetic Accelerator, and Laser Turrent in the second round, but didn't really use them WIN/LOSS RECORD: 1-1
This is a pretty straightforward team. Lots of mobility, reasonable ranged attacks. I had to borrow a Thunderer and a Shadow Demon but I had the rest of the figures and feats.
I played the first game on the Anti-Monitor map against a Scientist team (Rookie A.I.M. Medic, Rookie Ant-Man, LE The Atom, The Chief, and FCBD Iron Man, all Warbound). I had a strong start when destroying a square of blocking terrain and then firing through the gap at Iron Man yielded a high roll with penetrating Qwa-Bolts. My opponent went on the defensive and I was able to press the attack, throwing some penetrating Qwa-Bolt Energy Explosions and sending a Shadow Demon to either Ambush or Poison The Atom.
The Chief never took a click of damage due to Mastermind, but his hittable 15 defence was a great place to target Energy Explosions. Ant-Man was nearly KOd but got healed in the last round to Charge in at a Thunderer... but sadly missed. I didn't lose any of my force and KOd three opposing characters.
I played the second game on the Supernova space map against a force of three Plasmuses with Armour Piercing. It was surprisingly nasty - lots of Poison and Plasticity! I got a strong hit very early and KOd the first Plasmus quickly, but KOing the second was more time-consuming as my early lucky rolls turned more average. By this time they had managed to pin down three of my characters, and Poison tore through them. I was left with one Thunderer and one Shadow Demon against the last remaining Plasmus, and here my luck deserted me - he got his Shape Change roll finally, I failed the breakaway, and the Thunderer was soon gone. My second Shadow Demon survived, but Sgt Grimes was the victor by about 35 points.
The Shadow Demons were a bit better than I had initially imagined them to be - maybe not worth the 65-70 points I'd spent on them, but okay. I used Skullduggery successfully only once, but it would have been great on the Plasmuses! Qwa-Bolts is a fantastic special power.
DATE AND VENUE PLAYED: Tin Soldier, 16 January 2009 POINT TOTAL: 400 SCENARIO: Experienced characters only FORCE: Anarky - 70
Dawnstar + ICWO - 70
Dawnstar + ICWO - 70
Dawnstar + ICWO - 70
Dawnstar - 60
Dawnstar - 60 THEMATIC TEAM: Teen BATTLEFIELD CONDITIONS: Deep Shadows, Exhaustion SPECIAL OBJECTS PLAYED: None WIN/LOSS RECORD: 2-0
This team was considered a bit cheesy by some of the folks at the tournament, and to be fair it's a bit more cut-throat than I usually build. It's got some obvious weaknesses - teams that have lots of damage reducers or ways to deal with Stealth, for example - but I didn't really face either of those. As a result, I won both of my games.
Round 1
The first round was against a team of multiple Nightshades, Scandal Savages, and one Bronze Tiger. I won the map roll and chose the Junkyard map for having the most hindering terrain in useful positions. My opponent tried to Ordinary Day my Exhaustion, but I ignored his BFC - which made an opponent who is usually reluctant to push very unlikely to do so.
I focused on wearing down the Scandal Savages first, and then took a few strong hits against Bronze Tiger once he was close enough (three Dawnstars had chosen him as their Quarry). I just avoided the Nightshades as much as possible. By the end of the game I had KOd three of my opponent's seven characters, and had two Dawnstars on their last click.
Round 2
My opponent was fielding a Justice League thematic team of Black Canary, Gypsy, the Ray, and Superman (JL rare). I chose Superman and Gypsy as my Quarries, and tried to play Deep Shadows - but it was ignored. We played on the Junkyard map again.
I knew that Superman would win or lose the game, so he was my primary target. I had to get him out in the open where I could cripple and then hopefully KO him. My plan was to use Anarky as bait, placing him in hindering terrain where Superman could only just reach him with Hypersonic Speed. Supes could deal five clicks with a heavy, which would leave Anarky on his last click with Outwit. It was a risk but an acceptable one if it allowed me to Outwit Impervious and swarm Supes on the next turn. As well as carrying Anarky into position, I moved most of my Dawnstars into hindering where Superman could reach them too. I needed my opponent to think that I'd made a mistake in positioning, so that the bait wasn't too obvious.
Superman took the bait. I used a theme team PC to re-roll his successful attack, thinking what the heck... maybe he'll miss. Instead he got knockback, which would instantly KO Anarky. Oops! Another theme team re-roll converted that to a regular success. My opponent couldn't attack Anarky again that turn, so he was safe. On my next turn I Outwitted Impervious, hit for three, then one, then one, then two - and that left Superman on his third last click.
After that it was just a matter of time. I took down my opponent's entire team and lost two Dawnstars.
So, multiple Dawnstars = pretty nasty if your opponent doesn't have damage reducers or you have a plan to avoid them (Armour Wars, maybe). Anarky = okay, but he didn't really do that much aside from act as bait and then Outwit Superman... once. Other than that, his actions didn't change much. The Batman Ally team ability is great, but I can't help but think that I could have used a 20-point Robin (Hypertime experienced) and spent 50-80 points elsewhere. Oh well!
If nobody else is posting their teams, you'll just get more of mine.
DATE AND VENUE PLAYED: Unlimited Hobbies, 18th January 2009 POINT TOTAL: 400 SCENARIO: Generic thematic teams FORCE: Hulk 2099 - 123 pts
+ Lunge - 5 pts
+ Maneuver - 8 pts
+ Vault - 3 pts
Batman (Beyond) - 64 pts
Per Degaton - 90 pts
+ Outsmart - 10 pts
Rookie Johnny Alpha - 41 pts
Spiral - 56 pts THEMATIC TEAM: Future (+5) BATTLEFIELD CONDITIONS: Deep Shadows, The Great Arena, Inertial Interference Field SPECIAL OBJECTS PLAYED: None WIN/LOSS RECORD: 2-0
I built this team to try the combination of Lunge, Maneuver and Vault on Hulk 2099. I've been meaning to give Hulk another run since the Fantastic Four rulebook allowed you to TK a friendly giant!
Round 1
Faced Mr_Nobody's Monster team, featuring Carnage, Hellboy, Kid Devil, and three Man-Bat Assassins. I won map choice and chose the Junkyard Map; we ignored each others' battlefield conditions (IIF and Shrunk).
I got the first shot on Kid Devil, plinking him for 2 clicks; Hellboy answered by Charging Batman with a heavy object, requiring an 8 to hit... and missing. There was a lot of that for Mr Nobody's team during this game. Hulk was TKed forward, grabbed a heavy object as he Lunged at Hellboy, hit him for 6, maneuvered him into the open, and then Vaulted over his head. James later described it as being an attack straight from a film - "a giant reptile came out of nowhere and grabbed Hellboy, dragging him away!"
Nothing went well for the monsters, who managed to force some pushes from Batman and Per Degaton, as well as a hit with knockback on Batman, but failed to KO anybody from the future before losing their last Man-Bat.
Round 2
I faced a Martial Artist team of unique Abbey Chase, Deathstroke (Crisis), Gamora with Skullduggery, a Man-Bat Assassin, and Robin (Arkham Asylum) with Flashbang. Twofacedgoblin got the map choice roll and chose the Junkyard map (my fourth game on that map this week); he played Infiltration and I played The Great Arena.
His force moved forward quickly, but I TKed Per Degaton ahead to slap Abbey Chase and successfully used Outsmart to avoid being Outwitted by Deathstroke. Batman Charged at Gamora and hurt her, but was wiped out by the Man-Bat Assassin with Robin's Tear Gas Grenades. But I made up for this loss by badly hurting Deathstroke with a Lunging Hulk and draggig him out of hindering terrain, Outwitting his Regeneration.
While I worked at destroying Deathstroke Robin was able to stay back and Tear Gas Grenade the Hulk, slowing his rampage. Johnny Alpha sent Spiral flying in to slaughter first Gamora and then Abbey Chase and Robin; the wounded Man-Bat Assassin tried to flee but was hunted down by the Hulk, who hit him with a heavy object for a critical hit into a wall... eight clicks of damage sent him right back to his first click.
Lunge again proves itself to be one of the best five-point feats for a close combat character.
DATE AND VENUE PLAYED: 7/2/9 - Ballarat Stationers Office National POINT TOTAL: 400 SCENARIO: Bizzaro Tournament: All figures start at the end of their dial and click the opposite direction. Bizarro World BC in play as well. Unrestricted. FORCE: I wants to use Hulk so I went with a Monster theme-
R M&M Hulk 143pts
E Man-Thing 105pts
V AA Frankenstein 96pts
V Lizard 50pts THEMATIC TEAM: Monster BATTLEFIELD CONDITIONS: Deep Shadows (could only use one) WIN/LOSS RECORD:
First round I played the cheesiest team there. He had Gypsy (starting the 19 Defend) plus Iron Widow, Karate Kid, Question (new one), Super-Skrull:X-men, Lian Harper and maybe someone else. He moved out a little bit to some hindering terrain and then just camped there for a while (on the Lab map).
I used the terrain to get close enough without him attacking, then based his Lian Harper with Man-Thing, so that I'd kill him with poison. My plan was then to run away and make him break his formation. Unfortunately Lian had a token so he pushed her to KO her so we split the points. Then I tried to poison his others (couldn't get to Gypsy as she was in the middle). Eventually he made the mistake of moving Karate Kid out to stop me from basing Gypsy, so KK lost the 19 defense. He Outwitted Hulk's Charge, so Hulk threw the HO instead, Lizard scratched him, and then Frankenstein needed to break away from Super-Skrull:X-men to make the running shot for the KO. Because he'd just passed the first few half of the game, it was the last turn by then and he couldn't KO any of mine.
Second round I played a beginner. He had Avengers Black Panther (nice last click!), SI Iron Fist, R Marvel Boy, E Night Thrasher, House of M Spidey. Played on the Zoo map. I spent most of the time chasing Black Panther around the rooftops with Frankenstein (my only character with range). He had Marvel Boy and Night Thrasher camped on a building sniping and blocking the ladder. I based Iron Fist with Lizard so that he could hurt him to make him decent, and set up Hulk to charge. Lizard got hit onto L/C so he climbed up to attack Marvel Boy and Night Thrasher and managed to roll two knockback blades attacks to knock them off the rooftops (definitely my MVP that match). That KOed Thrash, but put Marvel Boy on his TK. Marvel Boy threw Panther at Lizard to KO him with blades.
Meanwhile Hulk was battling both Iron Fist and Spidey down below. I moved Man Thing in to help - forcing Panther to use his Outwit on poison for the rest of the game. Hulk made it to his 19 defense click and managed to take out Iron Fist. Last turn of the game, he TKed Panther next to Man-Thing and rolled a 6 for blades to KO him in one hit, and se he beat me by about 6 points or so. Great match!
Final round I played another beginner. He had Green Scar, E Justice, E Sin Spidey and R Night Thrasher. We played on the spaceship crashsite.
Frankenstein took on Justice and Thrasher on one side of the map, and eventually KOed Night Thrasher. Man-Thing based Green Scar and Spidey and poisoned them a bit before getting KOed by Green Scar. Lizard KOed Spidey with help from Hulk. Then Hulk charged in and attacked Green Scar. They had a few hits back and forth until Hulk landed on his 19 defense click. Last turn I pushed Hulk off of the 19 defense (onto 18 toughness) to hit Green Scar, which put Green Scar on his last (first) click (with a token). My opponent then pushed Green Scar to hit Hulk, KOing both of them at once (he was going to lose either way, but that way he got more points). Very fun Hulk vs Hulk action.
I ended up third out of 6 with 2 wins and one loss. My opponent in the second round won it (impressive since he was a beginner, although he used to play years ago).
Christ did not come to condemn the world, but to save it.
Also one guy played 3 sentinels (2 x 150pts and 1 x 100pts). He didn't win a round, but man it looked cool. The cheesey guy I played first wiped him out in the second round. In his final round, his opponent refused to come to his turtle (being on 2 wins already), and he pushed Lian to KO her, so they both scored one point and had to roll and see who would win. Unfortunately the cheese player won the roll, otherwise his opponent would have won the tournament with 3 wins.
Christ did not come to condemn the world, but to save it.
FORCE: I wants to use Hulk so I went with a Monster theme-
R M&M Hulk 143pts
E Man-Thing 105pts
V AA Frankenstein 96pts
V Lizard 50pts
Nice! I've never considered that Hulk for a Bizarro dials game before, but ending on Charge, Super Strength, Invulnerability and Perplex makes him pretty attractive. He's a lot more playable backwards!
I'm not sure how you made use of Frankenstein (ending with Regeneration and mediocre values), but I guess he must have been dangerous once wounded.
You may have been "cheating" slightly with Lizard - he's not a Monster.
Quote : Originally Posted by WakandaMan
The cheesey guy I played first wiped him out in the second round. In his final round, his opponent refused to come to his turtle (being on 2 wins already), and he pushed Lian to KO her, so they both scored one point and had to roll and see who would win. Unfortunately the cheese player won the roll, otherwise his opponent would have won the tournament with 3 wins.
... I really don't understand this kind of player.
Nice! I've never considered that Hulk for a Bizarro dials game before, but ending on Charge, Super Strength, Invulnerability and Perplex makes him pretty attractive. He's a lot more playable backwards!
I'm not sure how you made use of Frankenstein (ending with Regeneration and mediocre values), but I guess he must have been dangerous once wounded.
You may have been "cheating" slightly with Lizard - he's not a Monster.
Really? That's just silly. Lizard should have monster. Well I didn't use the theme team PC all night anyway, or turn off any BCs, so I only got the initiative bonus and I think I won all of them anyway (I know at least two of them). Rats.
I originally intended to use the new Bizarro, but had to borrow him from a friend as I don't have him. The guy calls me 20 minutes before I leave to say he wasn't going to come. Ugh! My plan was to make a fun Bizarro team using him, Batzarro, Yellow Lantern and maybe Exp Implulse as a Bizarro-world Flash Substitute. But that ruined it. So I quickly threw together the monster team instead and didn't have time to check the keywords. Agh.
Quote
... I really don't understand this kind of player.
Did he really want the prize?
He really enjoys winning, and just doesn't have very good social skills. I've tried explaining to him that it makes it really unfun for everyone else, but he doesn't seem to get it. And for some reason, he finds the idea of rolling the dice to see who wins really amusing. Frustrating.
And he doesn't even do very well when he uses his camping strategy. I think he came 4th out of 6 on Saturday, with 2 wins and one loss, but the first and final rounds he only got one point.
One thing is for sure- he never wins fellowship.
Christ did not come to condemn the world, but to save it.