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We have a monthly build contest for our podcast "Dial H For Heroclix". The rules are simple. We give you build rules for an event. The event is one that is upcoming at one of our local venues. You build us a team. You can give us ideas on how to play your team and ideas for map choice as well. The more information, the more likely we are to choose your team. We look through all your team submissions, and each pick one we like the best. We use your team during our tourney. Whichever of us does best in the tourney wins. The person who submitted the winning team build gets 6 custom poker chip action markers, featuring a comics logo of your choice (examples can be seen on our Instagram).
Limit ONE Submission PER PERSON Please
Submit team builds below, or to our email at [email protected]
BUILD RULES:
--1,000pt Golden Age Force
--Only Figures and ATAs are allowed on your force
--Your force must be a theme team (named or generic both fine)
Build
160 JLTW048E Vandal Savage
160 AVAS058 Immortus
190 GOTG043 Sphinx
110 IIM053 Iron Paladin (1400 AD)
65 FL001A The Flash
152 SM058 Kal
70 CA063 Rojhaz
85 GX024 Gideon
3 ATA006 The Society
995
A goofy "warriors across time" subtheme, this team pretty much gives you a bunch of unique traits and SPs with hefty attackers. Not a whole lot of support, but some decent outwit and prob, along with some pseudo defend and Iron Paladin's defense cancellation. More fun than anything, this team still has enough threats to get the job done.
Last edited by Swagneto; 06/04/2015 at 16:39..
2016 ROC Season: I Sucked. The Master of Swagnetism of Team Vegas Viva La ClixTV
100 SLOSH025 Mano
150 SLOSH029 Tharok
190 SLOSH040 Emerald Empress
249 SLOSH055 Validus
175 SLOSH054 Persuader
98 SM023 Earth Man
4 ATA107 Legion of Super-Villains
4 ATA107 Legion of Super-Villains
4 ATA107 Legion of Super-Villains
4 ATA107 Legion of Super-Villains
4 ATA107 Legion of Super-Villains
4 ATA107 Legion of Super-Villains
986
I thought the Legion of Super Villains ATA looked fun so here is what I was thinking:
So getting an extra +1 defense for the whole team is awesome. Mystics for everyone makes your opponent suffer. Earthman slows down a cosmic piece and there is a reasonable chance a cosmic piece will show up. He also has his options wide open for borrowing an attack power. Precision strike, pulse wave, psy blast, quake
Roll for Validus every every turn to pulse wave all the things every turn. i like having emerald empress mindcontrol your opponents next to mano and persuader and within validus' pulsewave range. when she has two tokens your free action running shot could use mind control and bring that opponent to mano for the poison and pulsewave and you probably did 3 damage without taking an action token yet. I would play on the Legion headquarters map because it would be thematic!
Last edited by GLstocky; 06/02/2015 at 16:46..
Origins 2015 Lotr/Hobbit event: First Place
Eternal Games: 2016 Regional Winner. 2016 Super Q Top 16. 2017 Super Q 5th place
(Speed) This One Nudged You to Join: Mantis can use Mind Control as if she had a range value of 7. When she does, she may target an adjacent friendly character with the Guardians of the Galaxy keyword even if that character has Battle Fury. Characters hit by Mantis through Mind Control modify their attack values by +1.
(Damage) Precog Priest of Pama: Mantis can use Close Combat Expert and Probability Control.
Mantis is probably going to be the best support piece for your team. Keep her adjacent to your Guardians and she can mind control them for free (even DRAX! :D) Not only that, but she can also target opposing characters. Hit characters will get +1 to their attacks for their free actions.
Mantis also has front loaded prob along with close combat expert, meaning if she gets tied up, she's not going down without a fight. That and you won't have to waste too many team probs
----- 95 GOTG005 Major Victory
gotg005 R Major Victory
Team: No Affiliation
Range: 6
Points: 95
Keywords: Avengers, Future, Guardians of the Galaxy
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(Special) Containment Suit Breach: Major Victory can use Toughness. When Major Victory is dealt penetrating damage, roll a d6. On 2-4 increase damage dealt to him by 1. On a result of 1, increase the damage dealt to him by 2.
(Damage) Carrying on Cap's Legacy: Major Victory can use Leadership, Perplex and Telekinesis. When he uses Telekinesis, he may use it a second time as a free action, but only to place a friendly character with the Guardians of the Galaxy keyword.
This guy... this guy was one of my favorite figures from the Guardians set. He has traited damage reduction but does not bode well against penetrating damage. That being said, he has leadership, perplex, and tk all front loaded and when he uses tk, can use it again as a free action with a Guardians of the Galaxy piece. Mobility is the name of the game with this team.
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110 GOTG030 Star-Lord
gotg030 E Star-Lord
Team: No Affiliation
Range: 6
Points: 110
Keywords: Guardians of the Galaxy, Imperial Guard, Pilot, Spartoi, Warrior
(Special) Guard the Whole Galaxy: Friendly characters with the Guardians of the Galaxy keyword may replace their defense values with the highest printed defense values among friendly characters with that keyword.
(Damage) Tactical Maneuver: Star-Lord can use Outwit. When he does, he can count range and draw lines of fire from any friendly character that shares a keyword with him.
First off, I like the chase Star Lord more from the movie set, however this guy combined with Rocket is going to be your cream and sugar. His damage power allows you to give all friendly Guardians characters the highest defense value among your figures... in this case, Rocket Raccoon's 19 defense. His outwit really helps him over the chase as well because being able to outwit through friendlies is always helpful (especially since he ignores hindering).
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100 GOTG051 Groot
gotg051 U Groot
Team: No Affiliation
Range: 0
Points: 100
Keywords: Guardians of the Galaxy, Monster
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(Special) Regrow From a Rescued Sprig: Each time Groot would be KO'd, if he's adjacent to a friendly character that shares a keyword with him, instead turn him to click #9.
Again, I prefer the movie version over this figure, but it doesn't mean I don't love him. For 100pts you get so much out of him for your team; nice long dial, giant, doesn't die when adjacent to friendlies, regen.... he's just a great piece all around.
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73 GOTGM002 Gamora
gotgm002 E Gamora
Team: No Affiliation
Range: 0
Points: 73
Keywords: Assassin, Guardians of the Galaxy, Martial Artist, Minions of Thanos, Spy
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(Improved) Deadliest Woman in The Galaxy: Improved Movement: Ignores Hindering Terrain, May move through squares adjacent to opposing characters, but still needs to break away normally.
(Special) Sibling Rivalry: When Gamora attacks an opposing character named Nebula, modify Gamora's attack and damage values by +1. Opposing characters named Nebula can't use Shape Change.
(Special) Working Both Sides: When a hindered line of fire is drawn to Gamora, she modifies her defense value by +2 instead of +1.
Another piece that's definitely a bang for your buck. Sidestep and blades which changes back and forth to flurry and precision strike leaves you plenty of options. What's not to love?
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94 GOTGM013 Drax the Destroyer
gotgm013 V Drax the Destroyer
Team: No Affiliation
Range: 3
Points: 94
Keywords: Assassin, Brute, Guardians of the Galaxy, Warrior
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(Special) Simple Man, Simple Purpose: During the beginning of the game, choose an opposing character. Modify Drax the Destroyer's attack value by +1 when targeting that character with a close combat attack.
(Attack) I am the Destroyer: Drax the Destroyer can use Charge and Precision Strike.
(Defense) There Was Nobody In It I Wanted To See: When this click is revealed while taking damage from an attack, roll a d6 and on a result of 5-6, stop turning the dial. Drax the Destroyer can use Regeneration and, if he has one or more action tokens, he can use it as a free action.
(Damage) Machine-Like Precision: Drax the Destroyer can use Close Combat Expert and Combat Reflexes.
Another close combat monster and excellent tie up piece. He has 3 potential stop clicks in a row and if you play your cards right, usually will be healing for free. You should think of your opponents pieces as "paper people"
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100 GOTGM018 Rocket Raccoon
gotgm018 U Rocket Raccoon
Team: No Affiliation
Range: 7
Points: 100
Keywords: Animal, Guardians of the Galaxy, Pirate, Ravagers, Soldier
(Special) How About "Rocket Raccoon and His Human Hangers-On"?: Friendly characters adjacent to Rocket Raccoon with the Guardians of the Galaxy or Ravagers keyword modify their attack values by +1.
(Damage) Smartest Mammal In the D'ast Galaxy: Rocket Raccoon can use Enhancement and Outwit.
Okay, you may be thinking, "100pts for 4 clicks? please!" but hear me out. This Rocket will be doing a lot for your team. As mentioned earlier he will be giving your team a nice advantage with solid 19+ defenses. He has enhancement and outwit making for a nice support piece and gives +1 attack to any friendly Guardians adjacent to him making him a perfect addition to "a bunch of jackasses standing in a circle"
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52 GG039 Cosmo
gg039 R Cosmo
Team: Police
Range: 6
Points: 52
Keywords: Annihilators, Animal, Guardians of the Galaxy, Police
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Not much to be said here, another support piece (mainly for tk and enhancement) but won't back down without causing some mayhem with incap.
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237 GG048 Keeper
gg048 U Keeper
Team: Defenders
Range: 10
Points: 237
Keywords: Cosmic, Future, Guardians of the Galaxy, Herald
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(Special) Cosmic Quantum Jump: Once per game, give Keeper a power action if he occupies your starting zone. Place him in any square on the battlefield that is not in or adjacent to a starting zone used this game.
(Attack) To Feed the Hunger of Galactus: Give Keeper a power action. Remove an action token from a friendly character within 5 squares and line of fire.
(Damage) Keen Cosmic Awareness: Keeper can use Outwit, but only to target characters with a lower point value. When he does, if he uses it to counter a standard power, as long as this power is countered no opposing character can use this power.
Okay.. so why Keeper? Well, the Guardians lack a little hypersonic speed. Their is a handful of figures that can use, but don't quite have the range ol' surfer here has. Not only that, but if you chose to ignore him during the game (as in, still in starting area), he can jump to almost any square on the map for a power action. If he does manage to get smacked, he lands on a fun outwit power along with an awesome power to remove tokens from friendlies. So he's never really out of the fray.
------- 51 AVAS019 Cammi
avas019 R Cammi
Team: No Affiliation
Range: 5
Points: 51
Keywords: Pilot, Pirate
(Special) Resurrect in My Town, Will Ya?: A themed team may include Cammi and is still a themed team if it includes a character named Drax or Drax the Destroyer. Adjacent friendly characters named Drax or Drax the Destroyer can use Regeneration. Cammi can use Perplex, but only to target herself or a character named Drax or Drax the Destroyer.
(Speed) Anti-Personnel Mines: Give Cammi a free action and place a Mine marker in an adjacent unoccupied clear square if there are two or less friendly Mine markers on the map. Even if this power is lost, whenever an opposing character moves through one or more squares containing Cammi's Mine markers and actions resolve, remove those markers from the map and deal that character 3 damage.
What Guardians team with Drax would not include Cammi? She's just a good support piece for him and won't break your theme. The mine power is a free action. If you are good, you can bottleneck your opponent and force him/her to step on the mines.
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Strategy?
As mentioned in the writeups,
1. Give everyone a 19 defense on your opponents turns.
2. Perplex, perplex, perplex
3. Tk, Tk, Tk
3 1/2. Outwit, Outwit, Outwit
4. Shoot!
5. Prob
You get the jist :D
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Map choice?
When I run this team, I prefer to be out in open field, maybe the IG Garden map. However, if your opponent has quite the formidable lineup, maybe something indoors with plenty of hindering and places to maneuver your team. Try not to lose Rocket early on.
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As for ATA's
I recommend anything Avengers for the few pieces you have. Not enough points for the better Guardians ATA and no point in your team being wildcards if they have nothing to wildcard too.
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But don't let me convince you... Blue Swede will do that for you :D
CW047 Mr. Sinister - 225pts
WXM042 Fantomex - 142pts
GX103 Deadpool - 140pts
WXM015 Cyber - 124pts
CA059 Weapon X - 72pts
MU010 Maverick - 63pts
DP207 Adamantium Specialist - 45pts
DP007A Weapon X Scientist - 40pts
DP007A Weapon X Scientist - 40pts
DP007A Weapon X Scientist - 40pts
MU030 X-23 - 35pts
DP007B The Professor - 34pts
1000 pts
Essentially Cyber and Deadpool are your Heavy Hitters with Sinister doing some heavy damage alongside them, so long as he gets into the right position. Maverick and X-23 become your cannon fodder to draw attacks while you move EVA along to get Fantomex sniping people. The three Weapon X Specialists help to TK the entire team with everyone having the Weapon X keyword and the Adamantium Specialist gives a boost to Deadpool who only has Toughness. The Professor is along for the ride using his empower alongside characters like Cyber and Deadpool while mind controlling any opponents that get too close.
Alpha class sentinel @350
Cap Sentinal at 600
Juston Seyfort @40
It's up to the player to choose who justons sentinel is, as both play differently while being played with him. Most important thing is to keep Juston safe. Also, even if te cap sentinel gets taken out, you have the bystander tokens it produces to rely on. Those aren't a joke, I've been wiped out by the pulse wave one before Map choice is really up to you, maybe one with lots of blocks by to protect juston. Both sentinels hit hard, but play the alpha class sparingly, because of his soft defense. Use his asset dial as much as possible, and if you can pop out the little sentinels, then do it. Or don't. Up to you.
The symbiobros: Crizclix, Bat-Dude, 8ball98, W3AreV3nom, Batarang96
Remember kids, if Mysterio can hit Galactus, you can follow your dreams!
JLTWFF 002 Owlman 150
B:AO 020 Deathstroke 195
JLTW 002 Catwoman 99
BM 039 Hugo Strange 89
FL 049 Harley Quinn 65
SOG 030 Black Mask 73
TW 011 Blackgate Inmate x3 105
BM 006 Hired Henchmen x3 120
BM 102 Matches Malone 60
The Mob ATA x 13 26
Total: 982
Round 1:
Loudly exclaim, "Man I wish I had 3 more actions..."
Round 2-n:
Fight and win
Round n+1:
Promote Matches to Batman. Loudly exclaim "Ha-ha, it was the batman the whole time!!! If Matches has been KO'd loudly exclaim "You @#$%ed me right in the bathole!
Bonus effects:
1)Whenever a blackgate innmate or hired henchman are KO'd smash the fig because A) you are hardcore, B) it just may intimidate your opponent, C) because you should have like 60 of 'em, and D) You will need to make space for all the ladies underwares that will be hurled at you just for fielding this team.
2) You may win on time because it could take you up to 50 minutes just to place the team in your starting area.
3)You can spend 2 more points, dress up like a mafioso, and apply The Mob ata to yourself and still have room for 3 ID cards. (which I would not use. As we have established, you are hardcore).
Anyways Good luck! (to your opponents, they will need it. You sir, will just need a little lube).
AVAS049 Captain America 150
CATWS017 Captain America and black widow130
AvX001 Captain America 200
FI201 Captain America (bucky) 88
HA040 (smokey feet) Captain America 72
CA062 The Captain 170
AAOU102 Captain America 100
FFSOG002 Lady BlackHawk 50
ATA064 Secret Avengers x5 25
Total: 1000 point soldier theme team
Sideline:
AAOU003R Captain America 80
AVM007 Black Widow 50
Guidelines for playing this team:
Choose a map with some out door blocking terrain.
Lady Blackhawk carries everyone but The Captain,The Duo, and AvX cap
drop Bucky cap, and Smokey feet behind some blocking terrain,
The Captain Carries AvX cap, the duo find some hindering.
Next turn Avx cap leaderships The Captain, the Captain leader ships The Duo, if he doesn't succeed AVAS Cap can leadership them Any cap leaderships Lady Blackhawk, Til success. Keep bucky cap and smokey feet together have bucky pick up a heavy object, They can sit back behind blocking, Bucky leaderships Smokey as he takes shots if anyone gets close bucky can charge and hit 'em for 5 bucky can also Support smokey feet, When bucky dies Choose a Cap to get +1 to all combat values, Split the duo whenever need be. Just let the rest of the Caps to go to town on the other team if your lucky you'll never be double tokened you could just keep attacking every turn.
Last edited by Novashotgunner; 06/03/2015 at 10:10..
Howdy, howdy, let's get rowdy!
Host of the Dial H for Heroclix Podcast!
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Rouges team no atas just the clix. All Flash.
87pts Trickster 013
76pts Pied Pipper 021
83pts Captain Boomerang 023
102pts Top 024
68pts Rainbow Raider 026
70pts Trickster 022
97pts Heatwave 041
100pts Weather Wizard 040
100pts Captain Cold 038
110pts Abra Kadabra 054
100pts Golden Glider 207
Build total 993pts
Team made of calculators. Abra has mystics. Keep Abra at range for 20 defense(21 in hindering). Some outwit. Some pulse wave. Some leadership. Some perplex. Some mind control. Some charge. Some running shot. Some barier. All awesome. Don't forget GG provides pentrating damage and poision. RR affects problem characters. Team probs. Virtually any map without water works. Swiss army team.
The strategy here is some kind of mobility. Let your opponent go first if at all possible. Then when it is your turn, use Odin's "The All-Father" power to give him, the trolls, and the Lokis Telekinesis. TK out Kuurth and Ragnarok using the trolls or Lokis.
If anyone is in Stealth and/or weak in close combat, use Kuurth to Charge them, maybe grabbing an object along the way, and give them a beating. If Kuurth is lucky enough to be TK'd adjacent to a character, use his "Grab and Smash" while Charging, and find the nearest wall or blocking terrain to smash someone through.
If someone is out in the open try to hit them with Ragnarok. He has immense damage potential with his Energy Explosion and having two targets. This will help hit people that may be in Stealth as well.
Once those two have done their job, if they are within range and line of sight of the two Lokis, simply TK them back. If not, don't worry about it. These characters are just the first wave. Plus, they both have decent dials and are built to take a beating. Plus Ragnarok with that Shape change can do wonders. Depending on how you rolled, there's a good chance a decent amount of damage was done.
As for the rest of the team, keep Odin back for now as well as The Serpent. If you don't use the Lokis to TK the two back, I'd recommend moving them into place with P/T in case you need to use a Theme Team Prob.
Next turn, since Kuurth and Ragnarok have hopefully tied up some of the opposing team, your opponent will likely have to focus on them. Depending on the team, they might be able to come after the Lokis, or get to the starting area. If this is the case, this is what Theme Team Probs are for, and thanks to the Asgardian ATA, anyone that already has a token won't be in danger of having to push or having their Indom/Willpower countered. Nothing is a guarantee though.
On the next turn, I'd recommend picking TK again and use the positioning of Kuurth and Ragnarok to mop up the remains (if there are any) of the characters they took on the turn before. Then use the Lokis to TK them as far back if possible. The Willpower can really help with this.
Now it's time for Odin to have some fun, TK him out with a Troll, use his HSS to destroy, return him to the same square he was TK'd to, then use the other Troll to TK him back.
After this, hopefully there isn't much else to do. The Serpent can use his Leadership to hopefully clear a Troll of a token and if he's really lucky, clear the other as well. This will let you TK out Odin again and attack, keeping at bay anyone that threatens Kuurth or Ragnarok.
If Kuurth gets down to his revert clicks, you can start a whole to cycle of hell and turn him into Zombie Juggs with Kuurth's Hammer. A zombie has never looked any better. The Lokis can be used to clean up some pieces holding onto their last few clicks or continue to be used for PC or TK (if Odin gives it to them).
There's also a lot more options with Odin. He can give out some Steal Energy if either he or the Lokis are hurting. He can also give some B/C/Fs to the Lokis to up their damage potential. If The Serpent gets hurt, he can call Kuurth back to help him (if he hasn't been zombified yet).
Personally I think this team has a ton, of damage potential. Nothing is perfect though, and in a 1000 point game, this team will surely face some tough opponents, but due to mobility, it might have a chance of out running them.