You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Here are two questions regarding Batman team strategy. Let me know what all of you think.
(1) For a 300 pt game, I was going to include V-Nightwing, U-Catwoman, and V-Checkmate Medic. The question comes to Batman: do I use the E-Batman along with V-Robin (for 114 pts), or do I use the Promo Batman (for 120 pts)?
(2) The strategy is to hide, hide, hide using the Batman Team ability (possessed by all figures except the medic). Against ranged attackers, Batman and Nightwing also ranged attack from cover, and the ranged attackers can't attack back. Against brawlers or Superman Team (who can see Batman Team in hiding), use incapacitate (possessed by Batman, Nightwing, and Catwoman) to stop them in their tracks. For Superman and other high point figures, incapacitate and outwit (possessed by Batman & Nightwing) means that their super powers become almost nothing. The question, then, what would you do to face this team? Answers will help me plan a defense/strategy to counteract possible scenarios.
1:Promo Bats is illegal in tourny's, and I personally like the E better.
2. You simply bring a big brick. Another is to use High Def. figs. It took be a considerable amount of time to take out a V invisible woman until Robin scored a critical. EE can take out taxis. Of course, using ninjas, and mandriods counteracts this.
Didn't know promo Batman wasn't allowed in tournaments.
However, anyone with a big brawler has to go up against Batman. This leaves Nightwing and Catwoman to incapacitate the brawler, allowing Batman to escape, and allowing U-Catwoman to take him on (her strength is close in fighting).
The incapacitate attacks to me are the bread and butter of this team. Batman and Nightwing have 2 ranged incapacitate attacks each, whereas Catwoman has her 1. With 5 such attacks, coupled with the hiding powers of the Batman Team, this appears to be very effective.
My favorite tactic to defeat a bat team is V bane. Sure, you need a taxi, but his dial is incredibly steady and damaging. 5 meaty clicks to any bat member, especially a leader, can take the morale out of someone, even if they don't know it. The others can try and kill bane, but he can just get healed easily, and go right back to work breaking the bat.
My friend uses a really cheap combo. He has Batman and Dr. Doom (Can any one see where this is going?).
Into thine hands, Bring together all three. Their treasures combined tame the Beast of the sea.
---}
Superheros in training
Skull & Crossbones
Megaman.EXE of the C.C.
Just stay far enough away from Bane's taxi so that he can't get in the first hit without you double-outwitting him. In other words, if you don't have a taxi, and Bane does, sure he'll get in the first hit. But you should be able to move in and outwit him before he gets in that first hit, so that it's 3 damage instead of 5. Also, use Robin to tie him up so that first hit is against Robin. Three damage won't kill Robin, but 6 damage (from Nightwing and Bats at range) against outwitted toughness will put a serious dent in Bane. Or, if you prefer, just kill Bane's taxi. If Bane doesn't have a taxi you'll win the game because you'll leap/climb/willpower all over his behind.
Against Steel/Superman, again, use Robin. Just get in base to base contact with Robin and suddenly Steel/Superman can't use a ranged attack so the Superman ability is pointless. Maneuver Bats and Nightwing to his flanks and take him down 6 clicks.
Robin has a dirty job but he knew the job was dangerous when he took it.
Try to get on the outdoor map and place object tokens on the ground next to the roofs. That way Catwoman can jump on them and use Batman ability to be protected from rooftop snipers but can use leap/climb to make close combat attacks on them. Wherever you are, always attack with Catwoman from stealth even though it's close combat because that way your opponent can't outwit her super-senses. And against anyone who has an AV higher than 9 push instead of letting them get a free attack on her. That's a judgement call, though, depending on how lucky you're feeling.
Take rookie Bats and make room in there for Huntress. She can help Robin tie up opponents by basing them, or she can go medic hunting, or she can hit for 2 damage on the turns Batman and Nightwing have to pass. 2 damage from Huntress and Robin add up, especially when defenses are outwitted. Experienced Bats isn't really all THAT better than rookie.
Personally, I'd ditch the medic. Bats dial is so deep that he doesn't need one, and Nightwing is too hard to heal, anyway, and your biggest weakness is a lack of actions so wasting actions trying to heal Nightwing can cost you. Instead of trying to heal I'd concentrate on eliminating your opponent's ability to heal and keeping the game up tempo and being relentless and using figures that are damaged beyond repair to harass by basing. Again Robin and Huntress are great at this.
As for what I'd use to defeat this team, I'd use OWAW Supes, Rookie Booster Gold, Rookie Huntress and Rookie Robin. Huntress and Robin to kill your medic and generally harass you. Booster Gold to give Supes a 30 square striking distance. I'd hit Nightwing first for 3, and use Booster to get me far enough away that Bats can't move forward and outwit. Then I'd hit Bats for 3 and you'd be done.
Apart from the ridiculous OWAW Supes team, though, the Bats team you describe should be very competative. And it should be exciting playing a team that goes against the conventional "you must have a taxi, you must have a medic" thinking.
Thank you very much for the response. That was exactly what I was looking for. I also was thinking that the OWAW Superman would be the biggest challenge, but I also figured that he would have one hit and then he would be history. Proper positioning of other figures to outwit his hypersonic speed or impervious should do it. Add to that the incapacitates and he won't be attacking back, plus he'll be taking damage from the pushing. Hopefully, all that will be left will be to mop up the flyers and other support units.
I do like the idea about dropping the medic, as they seem to be a crutch that way too many peopole rely on. That would allow me to take a rookie huntress to add to damage and to go after his medic, or just another piece of fodder to tie up units.
By the way, with dropping the promo Batman and using Exp-Batman, that gives enough points to use a Gotham Officer or two. That helps both Batman and others with their attack numbers (which are already fairly good).
Again, thanks for the input, and I'll let everyone know how it works out this weekend at the tournament.
And by the way, we do not mix Marvel & DC. In addition to the unbalancing problems with team abilities, it just doesn't feel right.
Here's a team with some Batman members I like. It is kind of a mix of Batman and JLA members.
E-Batman
V-Nightwing
R-Robin
R-Hawkman
R-Booster Gold
R-Plastic Man
V-Checkmate Medic
You could downgrade the medic and upgrade Plastic Man to E or V, or upgrade Robin. Could also replace the medic with Huntress if you don't want one. The idea was to have perplex up front to boost on the first turn. Booster moves Nightwing because they have the same range. Hawkman moves Batman.
Another one I like replaces Nightwing with E-Flash.
E-Batman
E-Flash
R-Booster Gold
V-Robin
R-Hawkman
E-Plastic Man
Plastic Man can be used to perplex up Flash's damage, or his own damage when he's in range to attack. This is less Batman themed, though. You could drop Plastic Man for R-Huntress and some cops, though.
That team looks really fun. I think that the batman would work better than bat and robin. Steel might want to be included since he has a really nice range and can taxi all the non leap/climbers around. I really like your team.
Unique Catwoman useless???? I beg to differ. With her high defense, super senses, and leap/climb, she is very hard to hit, damage, or pin in one place. Add to that her close combat expert, and she can really dish out the damage, too. In the recent tournament I played in with the teams above, she was easily my most valuable piece. No one touched her, not even LE Superman
So, tournament weekend over, and here's how team Batman fared (used the E-Batman, V-Robin, R-Huntress, and R-Gotham Police Officer).
First round, opponent was a mixed team of E-Batman, V-Clayface, V-Dove, LE-Hawkman, R-T.O. Morrow, E-Intergang Medic, R-Intergang Medic. My opponent had trouble meeting up with my guys and targeting them. My Nightwing was the first to fall, but not before setting everyone else up to take the team apart. My Batman k.o.'d his Batman, and Catwoman took out Hawkman and Clayface, before moving on to take out both of the medics (working together to create an outwit that couldn't target anyone because of Batman team ability). Robin helped take out opponent Batman, but was lost as well as Nightwing. Time ran out before I could get his Dove and his T.O. Morrow. A fairly strong win.
Second round was against a LE-Manbat, Checkmate Medic, and the single hardest figure to bring down, LE-Superman. He attacked quickly and got rid of Batman's outwit. After charging his position and taking out Manbat with Catwoman and the Medic with Nightwing and Batman, all that was left was Supes (all??). What resulted was a cat and mouse game with Supes hypersonic speed sniping at everyone with Team Batman forcing him to push and eventually lose his hypersonic speed. By this time, Nightwing had lost his outwit as well. By the end of the game, the only person who Supes actually feared was Catwoman. He never hit her, and she hit him once with incapacitate, causing a click when he pushed. In the end, time ran out and I had lost Batman, Nightwing and Robin. At two separate points, if I had one more click on Batman, it would have been game over for Superman, with Catwoman next to him and no Hypersonic Speed to run away. Also, given about 10 more minutes game time, Catwoman might have been able to actually wittle down the big Boy Scout. This was a great game and a real challenge that I look forward to facing again.
The last round saw team Batman facing V-Steel, Parasite, E-Hawkman, and V-Catwoman. This time, it really wasn't a match. Great placement made them come to me, with Steel/Parasite facing Batman/Catwoman, and Catwoman/Hawkman facing Nightwing/Robin/Huntress. Catwoman took out Parasite while Batman outwitted Parasite's ability to drain energy. Steel got some lucky rolls and hurt Batman, but Catwoman again hit him hard. During this time, Nightwing took out his Catwoman while Robin and Huntress wore down Hawkman. At one point, Batman and Nightwing flip-flopped positions, and it was Nightwing's outwit that allowed Catwoman to take out Steel. Batman finished off Hawkman, and it was a resounding success. Opposing team totally defeated with no losses for Team Batman.
In tournament standings, I came in second. Team Batman was great, and I don't think I would change much. If I knew I was facing a another LE Superman, a medic would definitely have helped. Huntress was okay, but a medic would have been better (how about an U-Alfred with support???). The Gotham Policeman didn't do anything; he simply couldn't keep up with the actions that were required of everyone else. Hopefully, Cosmic Justice will have a cheap medic.
All in all, a fun team that works really, really well.
E. Batman
V. Nightwing
V. Robin
R. Huntress
E. Booster Gold
R. Hawkman
V. Medic
The key is keeping Booster next to Bats. Booster is the best taxi in DC, and the only better taxi in HC is Wasp. Booster can take loads of damage with toughness and a deep dial. Put Nightwing in terrain, outwit super strength, or any attacking powers, and use Batman to take defenses away. I've won so many times with this team in mixed and DC only that my friends don't even like to play it. If you make your moves properly, you should be able to dominate anyone, Sinestro, Sentinel, whoever. As far as using Bane and a taxi to get to Bats or Nightwing, I see too many people trying to hit Bane rather than the taxi. HIT THE TAXI!!!! Bane ain't going to run down Bats or Nightwing, much less beat them without someone getting them there. He's got no chance. There are no taxis in the game that can stand up to Nightwing and Bats. I just won another tournament last week, and the only character I lost was do to me sacrificing him to save another character. If you play in something higher than a 300 pt team, throw in Catwoman and use Nightwing and Robin to cover Batman and Catwoman as they move and destroy......
Here's is a neat 300 pt. Batman team w/ a lot on Outwit-
V-Nightwing
E- Batman
U- Catwoman
E- Booster Gold
V- Paramedic
299 pts.
I have Booster taxi Catwoman with his free move in order to do some close combat action. Then I position Nightwing and Batman in order to do range combat actions with some outwit.
Sdkid86
"An ideal I hold so dear, even when the guardians of that ideal, elected and unelected, hid behind it, to do unspeakable things."~Captian America