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When a freak accident sends four heroes in a half-shell and their rodent sensei to an alternate universe, they end up teaming up with the Caped Crusader to stop their enemies from forming an alliance that threatens an entire city! In this edition of Comic Accurate, it’s the crossover Batman/Teenage Mutant Ninja Turtles!
You’ve probably heard this story before: Superheroes are fighting their enemies like usual, but this time the fight creates a tear in the dimensional fabric of reality. This sends our heroes along with their mortal enemy and a horde of his followers into another universe. Now they must team up with that universe’s greatest hero (but only after fighting him) in order to stop their respective foes from uniting and conquering that world, even at the risk of their own lives.
That’s the basic plot for the crossover between Batman and the Teenage Mutant Ninja Turtles. Where the Turtles end up in Gotham City and after an initial clash, team up with the Dark Knight (and his son Damian, the current Robin) to stop The Foot and the League of Assassins from causing chaos by mutating the inmates of Arkham Asylum. Only problem is, the longer the Turtles spend in the DCU, they risk reverting to their non-mutated states.
Why these figures - The primary factor for selecting these versions were the points. I did sorta lean towards picking the old comic versions of the Turtles from the first TNMT set over the current comic versions in the second TMNT set because they are way better for half the points. Plus, they’re a little easier to get. Then after I selected which version of Damian I was going to use, I searched for a Batman with the Martial Artist keyword that would fill out more points for a 500 point build.
Note: For an alternative build at a hundred points cheaper, replace Batman and Robin with their respective versions from the Gotham City Strategy Game and the Brave and The Bold set. You’ll still have a Martial Artist theme team and won’t have to fill any points.
Tips for running this team - Truthfully, the way this team is built, Batman’s going to be your heaviest hitter moving around where he’s needed as Robin and the Turtles get up close to the opposition and tie people up. Not that they’re in too much danger since if you position them right, with Splinter and Michaelangelo’s Empower, your close combat friendlies can do quite a bit of damage.
For an extra challenge based on the comics, run this team up against a force consisting of Shredder, Ra’s al Ghul and a bunch of Foot and League of Assassins generics!
Let us know how Batman and the Turtles did for you! That's it for this edition of Comic Accurate! Next week is an all-new Unclixed, and in two weeks it's something else!
Love this! Yesterday I played the four common turtles from TMNT II, the turtle van, and the WF Fast Forces Batman (400 total).
I think the "correct" build, given the incarnations, would be the R/SR turtles from TMNT II and the Trinity War Batman at 85 with utility belt. Unfortunately not themed as he doesn't have Martial Artist, but the correct sculpts for the book.
Very good article! I like the idea behind the comic, though a bit cliched. lol I've used the team below to some success... It lacks ranged, but Leadership and Batman Family ATA help keep my characters moving every turn. (Weapon's Drop is free, so subtract 8 points to make a 398-point build.)
I never really realized how many Batmen they skip the Martial Artist keyword on until I tried to build this exact team up. WF SR would have been perfect for a quick-n-easy 500 pt 5-man team!
Yeah, dials not showing for me either- Firefox on PC, Safari on Mac or iPhone. ¯\_(ツ)_/¯
And yeah, Jruf, it's super annoying! They didn't give Martial Artist to any of the WF Shifting Focus Batmanses- even the 004, who should have it if anyone should- in favor of Detective. :-/ He and the four NickTurtles were still my preferred team-up before TMNT Series 2 dropped, though.
It's true that the IDW Turtles are pricey both in dollars and points, but I think people are overly harsh on them. Trait Stealth with IM Hindering/Elevated gives them much more cover on the approach than their counterparts, and makes them play more like Batman figs.
If I'm not running four 60-point Turtles, I'd probably try to pick Arkham Origins 001 as my Batman, to serve the sniper function a Turtles team could really use.
slight problem. that's NOT comic accurate. those are the mirage turtles, not the IDW turtles from that comic. you have a new 52 batman at least but those turtles never met him...