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Never being a real big Marvel fan, there was always one Super-hero I did like, which was Spider-man. It wasn't because of his wit, wasn't because he could shoot webbing, nor was it the movies or cartoons... Rather, it was his undeniably cool assortment of villains. Particularly, the Sinister Six. Not only do there characters make a theme team, but also a rather strong and capable team... and it's also comic accurate!
Let's get the ball rolling, shall we?
Let's start with the leader Doctor Otto Octavius a.k.a. "Doctor Octopus."
After being fed up with losing to Spider-Man, Doctor Octopus finally decided it would be best to team up with other villains to defeat Spider-Man once and for all.
After escaping from jail, he contacted several villains, but only a handful responded to his call; Vulture, Electro, Kraven the Hunter, Mysterio, and Sandman.
ws054 U Doctor Octopus
Team: Sinister Syndicate
Range: 4
Points: 121
Keywords: Scientist, Sinister Syndicate
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(Special) Sinister Mastermind: Friendly characters adjacent to Dr. Octopus with the Sinister Syndicate team ability can't have their speed or attack powers countered.
(Attack) Four Arms and Four Eyes: Dr. Octopus can use Perplex four times during your turn but only on himself.
(Damage) Tentacles: Dr. Octopus can use Flurry.
The good doctor here is quite a deadly piece and formidable opponent. Not only can he perplex his defense to 20, but he also has Mastermind. Even if an opponent manages to hit, you could just easily shrug it off to one of your other pieces.
That's playing on the defensive. You can Outwit an opposing character's defense power and perplex your damage to say 4 and swing away for a pretty hefty amount of damage.
If Doctor Octopus does take damage, they still have to worry about Flurry, Quake, Plasticity, and last click Outwit.
(Special) I'm Not Just Your Service Taxi, Octavius: When Vulture uses the Carry ability, he may carry two characters if they both possess the Sinister Syndicate keyword or team ability.
(Defense) Master Aerialist: Vulture can use Energy Shield/Deflection. Vulture can use Combat Reflexes but does not modify his defense value when the attacker can use Leap/Climb or the Flight ability.
What can I say... this Vulture was just the piece we needed. He might not be the most powerful, but he can carry 2 of your Sinister Syndicate members into battle and still be annoying on top of it. Almost a full dial of Energy/Shield Deflection is a beautiful thing in today's ranged heavy game. And those 2 clicks of B/C/F or Exploit Weakness are nothing to scoff at either.
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asm021 R Electro
Team: Sinister Syndicate
Range: 7
Points: 82
Keywords: Emissaries of Evil, Frightful Four, Sinister Syndicate
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(Speed) Travel Through the Wires: Give Electro a power action. Place him in the same square as any unheld object on the map.
(Damage) Arc Lightning: Give Electro a power action and make a ranged combat attack against a single target using his printed damage value. Each time he hits, after actions resolve, he may then make a ranged combat attack as a free action against another single target as if he occupied the previously hit character's square, replacing his range value with his printed range value minus the number of hits he has made this turn with this power.
There's really nothing more to say about this guy, other than he is great in many situations. Are support pieces giving you trouble? Teleport to an object on the other side of the map and destroy the opposition. Yes, he may get hurt, but it could be the deciding factor in your game.
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asm031a V Kraven the Hunter
Team: Sinister Syndicate
Range: 3
Points: 95
Keywords: Martial Artist, Sinister Syndicate, Warrior
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(Special) Last Hunt: At the beginning of the game, choose an opposing character. Kraven the Hunter modifies his attack value by +1 when targeting that character with an attack. When the chosen character is KO'd by Kraven the Hunter's attack, modify Kraven the Hunter's combat values by +1 and choose a standard power that character possessed on any click. Kraven the Hunter can use that power for the rest of the game.
(Speed) Stalking His Prey: Kraven the Hunter can use Leap/Climb and Stealth.
(Defense) Jungle Potions: Kraven the Hunter can use Combat Reflexes, Super Senses, and Toughness.
This piece can just be amazing given the right situations, imagine killing Superman and giving him Hypersonic Speed or Charge. Maybe kill an Enchantress and get Probability Control. Has Stealth to make him harder to kill from range. And let's not forget the alternating Exploit Weakness and Outwit, making this character very push-able. Always attacking his mark, guarantees him an always 10+ attack.
(Special) Mind-Numbing Gas: Opposing characters that occupy a square with a hindering terrain marker placed by Mysterio at the beginning or end of an action can't use Indomitable, Super Senses, or Willpower until the end of that turn.
(Defense) The Grand Reveal: Give Mysterio a power action and choose a friendly character with a single base. Mysterio and the chosen character are placed in each others squares. Neither character can be given another action this turn.
Now don't get me wrong, I like the Mysterio and his clones from ASM, but this Mysterio is still my favorite. The change to Smoke Cloud and a full dial of it makes this guy a miracle worker. He becomes very pushable when he's reducing your opponents attack values by -1 and makes all your opponents characters try and kill him while pushing at the same time. Then after he gets hits, not only does he get perplex, but The Grand Reveal let's you switch let's say Kraven, and use Kraven to kill his mark and get his combat values modifed by +1.
If you haven't used this guy, I highly recommend giving him a try.
(Speed) Sand Smother: Sandman can use Stealth and Plasticity. Whenever an adjacent opposing character fails to break away, deal that character 1 unavoidable damage after the action resolves.
If one piece got the biggest boost with the new Plasticity rules, it was Sandman. You will always find yourself pushing him to tie up your opponents pieces and when they fail their Plasticity roles, deal them 1 unadvoidable making him a wonderful piece. Even when not running the Sinister Six, I would recommend maybe putting him on team where you plan on using Mystics... such as Avengers.
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So, as you may have noticed this team is silver aged/golden aged. To really round out this team though, I would highly suggest the Original Sinister Six ATA. Not only is it a fantastic new ATA, but yet again, it is also comic accurate!
The Team comes out to
Doc Oc -- 121
Vulture -- 61
Electro -- 82
Kraven -- 95
Mysterio -- 75
Sandman -- 101
+ 18pts Original Sinister Six ATA
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553 pts.
It's not exactly 600pts, but theres just enough room to make some of your own changes or maybe you don't want the Mysterio from WoS, you'd rather use the ASM one and use some clones. It works just the same Just more Outwit and people to theme team prob with.
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It's not the most broken team in town, but it will be loads of fun to play. Trust me
Have Fun and Good Clixin with one of my favorite teams
Last edited by Warrendo; 07/09/2013 at 00:28..
"What about the reality where Hitler cured cancer, Morty? The answer is: Don't think about it."
I love this team!! I do not have many of the older pieces, but simply love the modern ones.
The Sinister Syndicate has a lot of great pieces in it. I have a more modern one I like to use too, but this sticks to the more accurate, original team
I'll post up my modern version.
"What about the reality where Hitler cured cancer, Morty? The answer is: Don't think about it."
There isn't many older pieces that I want but I have to find a way to WOS Doc Ock and Sandman. I have all the ASM Sinister pieces but it just doesn't feel right without the Doc. Maybe we'll see a Sinister Spidey with the way Superior Spiderman is going