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I have come up with two teams and wanted peoples opinion on it.
86 BM201 Batman
75 BM204 Catwoman
105 BM206 Red Robin
73 D10A017 Oracle
50 BM202A Bruce Wayne
389 pnts
this team is based around batman's move and attack ability, in combination with red robin's outsider ability.
an average turn (excluding first turn to get into a basic position), would consist of a basic, perplex up by bruce and red robin on batman. raising his atk and damage by 1.
for this, oracle would use her ability (1st power action), and choose perplex, and raise batman again, or lower an opponent if needed.
again as a free, red robin uses outsiders ability on batman and now all is locked. bruce uses his telekinesis on batman (2nd power action) and moves batman farther up.
with his stats locked, batman uses his move and attack/charge+EW (3rd power action) abilities (depending on opponent's defense power/traits), and with big stats, can deal major damage to most any character.
the 4th power action could be catwoman's charge or red robins running shot (each at 3 damage opening clix)
on the defensive sides, using TK from bruce, move him next to selina, oracle uses her power and picks probability control. selina now next to batman uses support. (PC if needed). again, perplexes from the others (if available), and outsiders to lock batman again as he charges/move and attack.
once batman is ko'd, follow suit using catwoman or red robin and continue the trend depending on powers on friendly and opposing characters.
86 BM201 Batman
-----14 NMLR100 Utility Belt
75 BM204 Catwoman
105 BM206 Red Robin
73 D10A017 Oracle
13 BM099A Flock of Bats (Black)
15 BM099B Flock of Bats (Brown)
18 BM099C Flock of Bats (Grey)
399 pnts
this is basically the same strategies as the previous team, but we lose bruce's TK manipulation and gain the ability (with the proper belt pieces, for this scenario say we have a stock of 3 of each belt attachment). With the sonar control you can use the bats to distract and base opponets while we power up batman with perplex +/- any bonuses from the belt.
with this same theory, now batman has up to +3 to most stats (depending on the belt). combined with the bonuses of the different bats where his stealth gives him +1 atk also.
on the defensive side, move and attack essentialy grants hypersonic speed, giving him the ability to move away to attack someone else or just to get away. with the stat bonuses, and his already strong attack, and stealth, smoke cloud, combat reflexes combo, there isn't a lot that can stop him.
ya know... ignoring the tons of superman ally and avengers initiate teams.
It's a fairly solid theory. I actually played against a team very similar to your first one yesterday. HSS Batman is nothing to scoff at. That said I'm not sure it's cost effective overall. Red Robin and Catwoman can be solid secondary attackers, but I feel that maybe it's too much "eggs in one basket".
With a normal Gotham team you move up slowly. You try to use Outwit effectively to prevent the opponent from doing Hit and Run tactics. With Blake and some others you can prevent TA's from giving the opponent Soft Targets as well. You make it so that once the engagement occurs it involves your WHOLE team. Yes, Hulk charges Batman, but everyone gets to counter-attack him. They all usually have solid range. When you start utilizing Batman as a HSS Hit and Run piece like this you change everything. Now you have Bruce and Oracle who are pure Support pieces. And there's no Guarantee that if Batman is attacked that Catwoman and Red Robin get to retaliate.
I think I would almost prefer something using Lt. Gordon so that Batman still has great range and effectiveness with his HSS but that the rest of your team is close by.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.