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Is the format for my upcoming event. I have the following two teams that I am considering and would like your opinions regarding the direction I'm taking.
Team #1:
Build
50 JL52016R Enchantress
75 FFCW006 Scarlet Witch
73 GX028 Elsa Bloodstone
200 SM054E Black Adam
75 SM026R Lucy Lane, Superwoman
13 GG014A Astral Dr. Strange
13 GG014A Astral Dr. Strange
499
Mystic Theme Team with a + 7 to Map Roll.
The Astral Dr. Stranges act as aggravation for opposing ranged pieces, as even though they don't block line of fire, and don't stop pieces from breaking away, if you are based with an Astral Dr. Strange, you still can't shoot. The Incap is icing. They are worth the points for both filler to get to theme team and for their action on the field.
Lucy Lane is a strong secondary attack piece. 10-movement Hypersonic with Super-Strength and a base of 3 damage is nothing to scoff at. Sure, she's fragile as anything, but she packs a mean punch for 75 points.
Black Adam is the keystone of this organization. His stats are simply amazing at the 200 point dial, and he can really bring the in-your-face pain. He has move/attack his entire dial, half of that being Hypersonic Speed.
Scarlet Witch/Enchantress play the vital support roll of Perplex/Probability Control/Telekinesis, helping to ensure that my pieces get where they need to be and land the important hits. If the opponent ignores them, so much the better, but if the opponent tries to take them out it's Mystic Damage, so a win/win.
Elsa Bloodstone is the contingency plan vs. Colossal characters and Sentroid. I have two solid taxis in Adam and Lucy, and the TK to get her where she needs to hit hard.
Team #2:
Build
50 JL52016R Enchantress
75 FFCW006 Scarlet Witch
73 GX028 Elsa Bloodstone
75 SM026R Lucy Lane, Superwoman
13 GG014A Astral Dr. Strange
13 GG014A Astral Dr. Strange
196 GG028 Dr. Strange
5 GXS101 Crimson Gem of Cyttorak
500
This looks basically like the same team, but the differences are important.
Dr. Strange gets TK'd to the Gem 1st turn and rolls for it. If I get it, then yippee. If I don't, ah well. Still, what you gonna do with 5 points?
At any rate, this team lacks the in-your-face fury of Black Adam, but replaces it with the more subtle chessmaster aspect of Dr. Strange, who can play the game safely behind a Wanda-Barrier bolstered by Perplex and Prob. He's yet another Mystic TA, which Adam lacks, and he brings his own Prob to the table. Starting the game with two Astrals leaves me free(er) to use him for other things early game should the opponent press the attack. The rest is the same.
So, what do you think? Tear the team apart, because I mean to win on Saturday. :-D
-nihil
P.S. I'm aware that neither team sports any Indomitable or Willpower. That's...not necessarily a problem, but it could be, I suppose. Any suggestions are welcome.
Last edited by Nihilistiskism; 09/27/2012 at 15:42..
Is the format for my upcoming event. I have the following two teams that I am considering and would like your opinions regarding the direction I'm taking.
Team #1:
Build
50 JL52016R Enchantress
75 FFCW006 Scarlet Witch
73 GX028 Elsa Bloodstone
200 SM054E Black Adam
75 SM026R Lucy Lane, Superwoman
13 GG014A Astral Dr. Strange
13 GG014A Astral Dr. Strange
499
Mystic Theme Team with a + 7 to Map Roll.
The Astral Dr. Stranges act as aggravation for opposing ranged pieces, as even though they don't block line of fire, and don't stop pieces from breaking away, if you are based with an Astral Dr. Strange, you still can't shoot. The Incap is icing. They are worth the points for both filler to get to theme team and for their action on the field.
Lucy Lane is a strong secondary attack piece. 10-movement Hypersonic with Super-Strength and a base of 3 damage is nothing to scoff at. Sure, she's fragile as anything, but she packs a mean punch for 75 points.
Black Adam is the keystone of this organization. His stats are simply amazing at the 200 point dial, and he can really bring the in-your-face pain. He has move/attack his entire dial, half of that being Hypersonic Speed.
Scarlet Witch/Enchantress play the vital support roll of Perplex/Probability Control/Telekinesis, helping to ensure that my pieces get where they need to be and land the important hits. If the opponent ignores them, so much the better, but if the opponent tries to take them out it's Mystic Damage, so a win/win.
Elsa Bloodstone is the contingency plan vs. Colossal characters and Sentroid. I have two solid taxis in Adam and Lucy, and the TK to get her where she needs to hit hard.
Team #2:
Build
50 JL52016R Enchantress
75 FFCW006 Scarlet Witch
73 GX028 Elsa Bloodstone
75 SM026R Lucy Lane, Superwoman
13 GG014A Astral Dr. Strange
13 GG014A Astral Dr. Strange
196 GG028 Dr. Strange
5 GXS101 Crimson Gem of Cyttorak
500
This looks basically like the same team, but the differences are important.
Dr. Strange gets TK'd to the Gem 1st turn and rolls for it. If I get it, then yippee. If I don't, ah well. Still, what you gonna do with 5 points?
At any rate, this team lacks the in-your-face fury of Black Adam, but replaces it with the more subtle chessmaster aspect of Dr. Strange, who can play the game safely behind a Wanda-Barrier bolstered by Perplex and Prob. He's yet another Mystic TA, which Adam lacks, and he brings his own Prob to the table. He also brings Pulsewave, which is important. Starting the game with two Astrals leaves me free(er) to use him for other things early game should the opponent press the attack. The rest is the same.
So, what do you think? Tear the team apart, because I mean to win on Saturday. :-D
-nihil
P.S. I'm aware that neither team sports any Indomitable or Willpower. That's...not necessarily a problem, but it could be, I suppose. Any suggestions are welcome.
i have a suggestion for the Dr.strange team
196dr.strange
93 daredevil
50scarlet witch
50enchantress
13astral
94blue beetle
496 mystic theme team and a well chosen indoor map with lots of walls to take advantage of the astrals phasing and free move tyou can roll leadership first turn with daredevil and use one of your theme team probs with dr.strange (just make sure hes set up to see daredevil) and then create a second astral with Dr.strange pushing him onto his special.
next turn clear strange and you are good to go you can use daredevil to keep those figs who try to get close to stange locked up and blue beetle is just plain nasty
i have a suggestion for the Dr.strange team
196dr.strange
93 daredevil
50scarlet witch
50enchantress
13astral
94blue beetle
496 mystic theme team and a well chosen indoor map with lots of walls to take advantage of the astrals phasing and free move tyou can roll leadership first turn with daredevil and use one of your theme team probs with dr.strange (just make sure hes set up to see daredevil) and then create a second astral with Dr.strange pushing him onto his special.
next turn clear strange and you are good to go you can use daredevil to keep those figs who try to get close to stange locked up and blue beetle is just plain nasty
That would be awesome if it actually worked.
THEMED TEAM BENEFITS
Players using a themed team receive a number of
benefits:
When rolling to establish who will choose to be the
first player, the player using a themed team gets a +1
bonus to the roll for each character (excluding bystander
tokens) on that player’s force.
The player of a themed team may choose one target
battlefield condition to be canceled including his or her
own. This choice is made when battlefield conditions
are revealed.
Any character on a themed team can use Probability
Control. This use of Probability Control does not count
towards any other game effects that reference the use of Probability Control (such as meeting prerequisites for feats). If the shared keyword is a generic keyword, the team can use this once per game for each 300 points (or fraction thereof) of the game’s build total. If the shared
keyword is a named keyword, the team can use this two
times per game for each 300 points (or fraction thereof).
The character using Probability Control in this way:
• Must possess the keyword that establishes the
theme of the force.
• Must not have already taken a non-free action this
turn. • Must not be able to use Probability Control through
another game effect.
• Must not have used Probability Control in this way
earlier in the turn.
• Must be given an action token (this does not affect
your Action Total for the turn).
Also: Why would I want to take a constricting indoor map when I'm trying to get mileage out of TK positioning? Hindering my own line of fire between my characters isn't a good idea, and pretty much entirely negates the usefulness of Scarlet Witch and Enchantress. Also, it only helps Sentroid to have places to hide. The Garden would be my map of choice against all but stealth-heavy teams in either build showing in my original post.
THEMED TEAM BENEFITS
Players using a themed team receive a number of
benefits:
When rolling to establish who will choose to be the
first player, the player using a themed team gets a +1
bonus to the roll for each character (excluding bystander
tokens) on that player’s force.
The player of a themed team may choose one target
battlefield condition to be canceled including his or her
own. This choice is made when battlefield conditions
are revealed.
Any character on a themed team can use Probability
Control. This use of Probability Control does not count
towards any other game effects that reference the use of Probability Control (such as meeting prerequisites for feats). If the shared keyword is a generic keyword, the team can use this once per game for each 300 points (or fraction thereof) of the game’s build total. If the shared
keyword is a named keyword, the team can use this two
times per game for each 300 points (or fraction thereof).
The character using Probability Control in this way:
• Must possess the keyword that establishes the
theme of the force.
• Must not have already taken a non-free action this
turn. • Must not be able to use Probability Control through
another game effect.
• Must not have used Probability Control in this way
earlier in the turn.
• Must be given an action token (this does not affect
your Action Total for the turn).
Also: Why would I want to take a constricting indoor map when I'm trying to get mileage out of TK positioning? Hindering my own line of fire between my characters isn't a good idea, and pretty much entirely negates the usefulness of Scarlet Witch and Enchantress. Also, it only helps Sentroid to have places to hide. The Garden would be my map of choice against all but stealth-heavy teams in either build showing in my original post.
Nihil - I would opt for the Black Adam version because of the mileage you'll get from him and the fact he won't get hurt when an astral goes down! Personally I'd like to see the new Blue Beetle added for PB and self PC but that won't work so I say roll with it, good teams
Nihil - I would opt for the Black Adam version because of the mileage you'll get from him and the fact he won't get hurt when an astral goes down! Personally I'd like to see the new Blue Beetle added for PB and self PC but that won't work so I say roll with it, good teams
It's only a 50% chance that the killing off of an astral adds an action token to the Doctor. Then only a 50% chance that it actually hurts Strange from pushing damage. The math is on my side. With Black Adam, yes, he hits hard(er), but he dedicates himself utterly for half his dial (charge), leaving himself open to counter-attack. Strange doesn't have that problem. I get what you're saying, but it's not fair to discount the strange team because of the Astral text. Wouldn't you agree?
I wasn't discounting it, I was weighing the teams and it tilted slightly in favor of BA because of the chance to hurt Strange. I feel BA is better with move and attack but if you get Strange to the second click quickly then he has a form of move and attack and he becomes the better choice.
Hey Nihil, thought I'd throw in my 2 cents. I'm with pupulesurfer on this one. You already have Perplex and PC from Scarlet Witch, Enchantress and theme. Do you really need The Doc's PC too? BA brings move and attack, Outwit and an awesome top click with Defender of Khandaq. Sure the Doc gives you one more click of Impervious with an 18 Def, but you'll probably end up sacrificing it to get to that 2nd click to really get mileage out of the Astrals.
Just my 2 cents. Hope you're doing well and good luck.
Hey, I'm also leaning toward the Back Adam team, since you can push him to get HSS if you have to. Granted, he only has a 17 def. but with TK, there's a good chance you'll get in the first strike. Or if you opponent gets to close, HSS then TK BACK. I like Strange, but he's way too fragile, IMO. One solid hit, and he drops pretty quickly. Just my thoughts...
"Our mother has been absent ever since we founded Rome; but there's gonna be a party when the wolf comes home."
Black Adam looks like the winner. I had not even considered that the lack of a Gauntlet on Strange would severely slow down his ability to get to his 2nd click. Good calls all around.