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The upcoming HeroClix Fast Forces Watchmen set is going to feature six new dials of characters from the comic and film. With such a small amount of existing comic material, it may seem like there is not enough in the longbox to inspire a comic accurate team. However...
...if you have 400 points and an interest to see what else in is the longbox, follow the link!
In 1987, Mayfair games had the license to produce RPG material based on the DC comics properties. One of those hot properties was Watchmen. A series of modules and a sourcebook were produced, and some of the material is about as canonical as possible without actually having appeared in the original 12-issue series. The following force assembled for at least one RPG session:
Legend has it that the author, Dan Greenberg, was on the phone with Alan Moore discussing this module when the core concept hit him. Alan Moor supposedly blessed the idea, and offered suggestions for improving the story. This adventure takes place in 1966 after the failed "Crimebusters" meeting. Captain Metropolis has convinced the other characters to regroup to help him investigate a series of kidnappings...each of the characters has had someone close to them kidnapped by a mysterious villainous mastermind known only as "M"...revealed in the spoiler box to be....
Spoiler (Click in box to read)
Captain Metropolis! In the adventure Captain Metropolis is an NPC, so leaving him off the team to use higher point versions (with better keyword synergy) of the other characters is understandable.
In case you are wondering about the Watchmen Team Ability: Watchmen
The combat values of characters using the Watchmen team ability can’t be modified by opposing characters.
This brings immunity to Hydra and Police team abilities, opponents' Perplex that targets the Watchmen, and a few other game effects.
The drawback to playing a force like this at 400 points is that you will have trouble with damage reducers. You will have to pay close attention to your force to be sure that Invulnerability doesn't completely shut you down. The need for a natural three damage is why Comedian is the anchor for assaults that must crack damage reducers. Don't fail to notice the Perplex and Enhancement that can be used to help Eddie Blake score some extra damage. Notice that with Sharpshooter, Comedian can benefit from Enhancement even if he is making ranged attacks against figures he is based with! Read the sneak-peek review of this figure here.
I like the Collector's SetOzymandias, and think that upfront Outwit would bring a lot to the team...however, you may be able to lure an opponent into attacking the FF Ozymandias instead of someone else, at which point you have the very respectable back-dial for the Fast Forces figure. Read the sneak-peek review of this figure here.
Nite Owl is bringing a high-level of mobility that the force needs This is crucial for both deploying the close-combat figures, as well as extracting the Comedian from difficult situations. The four range is a little anemic, but if Nite Owl is primarily acting as a TAXI, good positioning may mean that he gets a shot at figures only a couple of squares away. To see what others are saying about Nite Owl on the sneak-peek thread, click here.
Archie: Nite Owl can use the Carry ability, and may use it to carry up to 4 characters that share a keyword with him. Nite Owl's speed value ignores negative modifiers from using the Carry ability. When given a move action, Nite Owl may use the Flight ability.
You will have to decide how to best play Rorschach when you hit the field. The starting stealth means that he could possibly serve to block lines-of-fire to allies (such as Nite Owl), but his Leap/Climb means that he may be able to get BEHIND opponents to allow Comedian to start making ranged attacks. This Rorschach loses a lot of his mobility early, so make sure he's well placed if he will start taking damage.
From the Gutters to the Rooftops : Rorschach can use Leap/Climb and Stealth
Never Compromise! Never Surrender! : Rorschach can use Perplex, but he can only modify his own combat values.
The Collector's SetSilk Spectre is another close-combat figure, but unlike Rorschach she never loses her mobility, which is something to keep in mind when she ends up on Enhancement. You may find yourself wanting to reposition her as needed to help out the ranged attackers, or to simply tie up different figures.
Mom Taught Me Everything: Silk Spectre can use Charge, Flurry, and Leap/Climb
You're Such An...: Silk Spectre can make a ranged combat attack as if she had a range value of 6
The collector's setCaptain Metropolis isn't bringing as much to this force as he does to some more "generic" soldier-keyworded teams...so my advice is to offer him up as a meat-shield, at least until he gets onto the STAND TOGETHER! clicks, at which point the defense boost kicks in. The top-dial Running Shot is always nice, and it may be useful for him to provide Enhancement to a figure like Comedian, and then Running Shot to block opponent's lines-of-fire on the same turn.
We Have to Stand Together!: When Captain Metropolis is adjacent to a friendly character, modify the defense value of Captain Metropolis and all friendly characters adjacent to Captain Metropolis by +1.
Military Experience: Captain Metropolis can use Enhancement and Leadership
My apologies that no new sneak-peek was included in this article...but don't be surprised if this force can be reconfigured once we see some other figures from the upcoming Watchmen Fast Forces set from WizKids and NECA!
Seems like a fun team. I'd probably wait to run it until I get a scenario like "no characters over 100 points" so that the team doesn't get wrecked by a mystic with damage reducers.
In case you are wondering about the Watchmen Team Ability: Watchmen
The combat values of characters using the Watchmen team ability can’t be modified by opposing characters.
This brings immunity to Hydra and Police team abilities, opponents' Perplex that targets the Watchmen, and a few other game effects.
Hydra and PD team abilities increase the attackers av, it doesn't lower the defence of the defender.
Quote
HYDRA™ For each character using the Hydra team ability that is adjacent to a friendly character making a ranged combat attack, the friendly character’s attack value can be modified by +1. All characters using the team ability to modify a friendly character’s attack value must have a clear line of fire to the target, though the target needs to be within range of only the character making the attack.
As a result, the watchmen team ability would have no affect on those. Other than that, a good team.
@@I stand corrected, didn't notice that change on the team ability. My appologies@@
Last edited by Heretic; 08/28/2011 at 11:08..
Reason: apparently can't read!
Hydra and PD team abilities increase the attackers av, it doesn't lower the defence of the defender. As a result, the watchmen team ability would have no affect on those. Other than that, a good team.
Check the most recent PAC. It's minus 1 to the target now.
Looking back at my PACs, the old Fantastic Four PAC has the +1 wording, the Blackest Night has the -1 wording for Police, and everything since then has -1 for Police and Hydra. It's also in the official players' guide/FAQ.
Super King has all the powers of a king
plus all the powers of Superman
...also he's a robot
hey, that's cool! Super King, you rule!
Number One Heroclix Want: War Wheel in my DC Vehicle Super Booster
Heh heh, OK, if I were to play by your rules for your 400 point team, I'd use the 300 point Arachnos team, and some one else for 100 points or less; (lol)
"Our mother has been absent ever since we founded Rome; but there's gonna be a party when the wolf comes home."
Thanks for this article. I really appreciate how some thought and explanation was put into how to play the team. Too many of the original content articles on Teams are just listings of figures with no strategy on how to play them.