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In the lead-up to Captain America, I knew I absolutely had to have all of the big Cap villains in the set. After seeing Baron Zemo's dial, the possibilities intrigued me. I really wanted to make a team to try to take advantage of his Masters of Evil TA and trait that benefits others using the MoE TA to see if I could create a super high tempo team capable of out-speeding the opponent in consecutive actions.
Baron Zemo is the main workhorse of this team, who is able to relentlessly push when necessary using the MoE TA and gain Outwit or choose to use Leadership to increase actions. The Researchers surrounding him will be able to serve as LOF blockers, enhancers, and MM fodder.
Klaw will wildcard copy MoE TA. While trying to maintain his distance, he'll hopefully be able to take shots from afar (with some help from a Researcher if necessary), while setting up timely Barriers to protect the others.
Ben Reilly will also wildcard copy the MoE TA. This guy can move in, push to base the opponent, and then push again using the MoE TA to use his 2nd clicks CCE with 9 attack for 4 damage, with a 50% chance of being able to take no damage for it and try the very same thing again the next turn. The possibilities with this combination could be pretty insane.
The Crimson Gem is mainly used to fill in the leftover points, while providing a good amount of benefit to anyone on the team who picks it up.
I realize that Nightcrawler teams will just eat this team apart as Zemo will be separated from his MM fodder, but my hope was to just maximize the use of Zemo's trait, dial, and TA as his ability to create an extremely fast-paced game really intrigues me.
Any comments or ways you would suggest to give Zemo a better performance?
I would take the Gem out and use a Yellow Lantern as an immediate bonus. If your goal is to come out firing turn after turn, why waste the first 3 or so turns of the game trying to pick up the Gem?
I actually think you should pocket the Zemo/Klaw combo for a couple months until the Superman set comes out and you can possibly get a Legion member or two onto the team as well with their wildcard TA. They will have flight which will add mobility that your current team severely lacks. At that point you could have a VERY competitive team along with having fun with Zemo!
I would take the Gem out and use a Yellow Lantern as an immediate bonus. If your goal is to come out firing turn after turn, why waste the first 3 or so turns of the game trying to pick up the Gem?
I actually think you should pocket the Zemo/Klaw combo for a couple months until the Superman set comes out and you can possibly get a Legion member or two onto the team as well with their wildcard TA. They will have flight which will add mobility that your current team severely lacks. At that point you could have a VERY competitive team along with having fun with Zemo!
Thanks for the input! Yeah, my original thought was to put Yellow Lantern, but I was hesitant as none of my characters are capable of picking it up to move it around. I suppose putting it somewhere on the map to begin with in a crucial spot would work better. Looking back now, I think Yellow Lantern would be a better decision. At least, it would force the opponent to consider wasting an action to blow it up.
I'll make sure to keep an eye out for some Legion characters! Hopefully there will be some point-affordable ones in there that could also serve as never-ending taxi's!