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WHat is better, a balanced non theme team, a team baseda round one fig, a theme team? Ive tried to make a balanced theme team and usually I seem to be outnumbered and I think I am looking at the game in the wrong light.
... depending on one's playstyle, most CERTAINLY theme can give you your sought after edge.
building around a single figure (tentpole or not) imo is asking for trouble as, if that figure happens to be taken out or damaged such that it's not as valuable as it needs to be, well... you're kinda hosed.
"A" is "A". And no matter what universe he's from, Luthor... is Luthor.
WHat is better, a balanced non theme team, a team baseda round one fig, a theme team? Ive tried to make a balanced theme team and usually I seem to be outnumbered and I think I am looking at the game in the wrong light.
so HCrealms Theoryclix me to death here!
Give an example of a balanced theme team you've played and something that beats you consistently.
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Theme teams are nice because it increases your chance to pick the map and that is a huge advantage. If you can make a good, balanced theme team, you will likely see success.
theme teams are advantegeous... but if you feel a non-theme team on the battlefield will completely gives you enjoyment and the feeling of ruling the game then go and create your on clan..... eventhough each of your figs came out for the diff'rent universe or keywords...
"There will be darkness; sounds of a lost spirit will spread out ev'rywhere..... that will be the day my name will be remembered!!!!"
I find it optimal to use as many actions per turn as possible. In a 300 point game, this calls for 6 figures, or less if you have some willpower/Power cosmic/indomitable. Most teams I face at 300 points are <=4 figures; action advantage helps a lot.
As for the build question, I find that a theme team can be advantageous(duh) and can make the difference in close games or letting you stay in games where the opposing team is actually a bit stronger.
A balanced theme team, with range attacks and close combat attacks, some (not neccesarily all) support powers (Perplex/outwit/PC, ect) and a good mix of carriers to carried will let you play against a huge spectrum of potential opponents.
I have found that just having 3+ attackers of similar offencive threat, that takes away the 'if I can just tag his tentpole I'll be golden' stratagy puts alot of players off the game.
Example, on an Avengers theme team that has......... say........... Spiderman(SI), Iron Fist(SI), Cage(Cap) and Bucky-Cap(Cap set version) on it you're not going to have an obvious fist target. Depending on your team there may be a better first target option (like taking out Danny's EW) but there are still going to be lots of threats to worry about.
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I find it optimal to use as many actions per turn as possible. In a 300 point game, this calls for 6 figures, or less if you have some willpower/Power cosmic/indomitable. Most teams I face at 300 points are <=4 figures; action advantage helps a lot.
im somewhat new myself but through my playing i have noticed that getting a good map can change the game a lot... so id say theme team is a big help with that... reason being that when you make a team you should try and develop a strategy.
in my case i have 2 teams that i really enjoy, one is all based around using ranged characters with stealth... so i NEED a map thats pretty open yet with as much hindering terrain as i can get. and i have another team thats all about using nightcrawler to kidnap their characters and then bring them to my other characters who dish out lots of dmg so for that team i like to have a confined space, preferably indoors with lots of walls and rooms. if either of these teams were in the opposite map it will greatly weaken the team so a good map roll is needed.
i know that you can make teams that are more well rounded or balanced but in my experience thus far, if you make a team with a good plan and get a good map you will do much better than a team thats more on the side of average in all areas.... but at the same time if you do make a team that is map dependant you can be shooting yourself in the foot if you get a bad map... so its really gonna come down to what you like.
i started with a few characters that ive always loved and then you decide from there by asking yourself some questions... gotta know if that character or group of characters you like would do best on only certain maps (do they require lots of room to manuver/do they prefer closed areas/do they need hinderinng terrain for stealth/ or even water terrain for a certain few characters/would they prefer indoor or outdoor terrain for flying).
if they do well on most maps then getting the map roll isnt a big deal so you can go off theme and use more characters you love, otherwise it may be best to do a search for other characters with the same keyword and then choose a team from there. im sure everyone wont agree but thats just what ive learned from my personal experience so far.
I find it optimal to use as many actions per turn as possible. In a 300 point game, this calls for 6 figures, or less if you have some willpower/Power cosmic/indomitable. Most teams I face at 300 points are <=4 figures; action advantage helps a lot.
That's the way one of my buddies liked to play too. In a 400 point game, he'd try to get 8 figures on his team.
I played a 600 point game today with 10 figures and 2 BST (Animal theme, used all Apes, including Congorilla and Ken Hale), too many figures for my buddies team, I simply overwhelmed him.
Trade to Canada. We're friendly, and we love Beavers..........
play what you want, just learn to play it effectively if you want to win. that said, a well rounded team with action advantage will always do well (notice i didn't say win).
i personally enjoy playing non-generic theme so i try to make the most well rounded team i can using the theme...which at times can be difficult. so sometimes i have to try to make a very limited or one dimensional strategy work (like checkmates reliance on outwit).
goldpony's opinion is obviously something that we should take seriously-hail_eris
WHat is better, a balanced non theme team, a team baseda round one fig, a theme team? Ive tried to make a balanced theme team and usually I seem to be outnumbered and I think I am looking at the game in the wrong light.
so HCrealms Theoryclix me to death here!
Here is the most important factor in your team build......Are you having fun when you play with them? If the answer is yes, then the rest of your questions don't matter. If the answer is no, then I recommend Something with Pulse-wave. It's a nice anti-everything power that can murder tent poles and swarms alike.
Always try to leave an internet argument at lvl 1!