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i dont like the snipers or protectors.
make the snipers either more soldiers or gaurdsmen
the proectors should be infiltrators.
plans within plans is a 4 of
i have never been able to use Rebellion on Oa, but if you can get it to work, more power to ya.
Qwardian Pincer is a great card in the deck, if i can explode on 6 or 7 i gives me the win
if you have the field control, then play the giant, otherwise, gain back lost field advantage with the excavator.
IMO you should make it roughly half and half of the Soldiers and Guardsmen because if your going up against something aggro, then you want that fat butt to be protecting you.
o i took everyones advice .how is this bbuild of the deck
characters<>
4 Manhunter Engineer, Army
3 Manhunter Excavator, Army
3 Manhunter Giant
6 Manhunter infiltrators, Army
8 Manhunter Soldier, Army
8 Manhunter guardsman, Army
4 Sleeper Agent, Manhunter Sleeper
Plot Twists<>
4 Manhunter Science
4 No Man Escapes the Manhunters
4 Plans Within Plans
3 ole or should i use shock troops
3 quardian pincer
2 The Manhunters are a Myth
Have you ever considered using fire support? i found that i really messes with people especially on turns 4 and 5. Not allowing their 4-5 drops to ready can be devistating
hi there, just read the article and was very happy that some other guys also experiment wihth manhunters. I have some ideas/questions to comu up.
well first the question: Manhunter sleeper is a 4 drop, but when i plasce it in ressource row, i cn reveal it and bring it on the field from ressource. Can i do this in any turn? So can i do it for example on turn 2? Its not clear for me if the rules prevent me from doing this, because i bring it out with the power of his payment effect. (any help will be fine here.)
New Ideas / Strategy:
i work on a combo deck with maaster of evil/unfair advantage. I was sitting over this for a few days now and was playtesting a lot and it seems that 2-3 Radioactive man (Give you the ability to get one ressource point when you dont recruit, except payment powers :-) ) in combination with 2 Yellowjacket (Searchability for radioactive man) give you reliable ways to get the drops soon. Then Unfair advantage was working 60% of the time also good when draw early. So in optimal scenarios i got 2 additional ressource points to spend on turn four/five. this means an additional 3 drop.
Best is that you dont need a teamup for that, but i got some probs with Mark Shaws character drop ability without one.
Master of evils "Stolen Powers" plot twist gives you a "finishing move" with an additional counter for it.
Also i was experimenting with "Men of Steel" to get some defense.
I am stuck currently with my deckbuild. (currently i dont have my liste/deck here) but will post it here. But if you have good ideas please post it. I guess a combination hare can get you a good advantage on board but i feel that manhunters are still to weak to win.
the only requirement to play Sleeper Agent out of your resource row is that he be in your row and that you control a manhunter character. you could conceiveably pull him out on turn 1 if you wanted, but i dont recomend that since you will be down a resource. i usually only pull them out on the turn i explode (usually turn 6 or 7 depending on which initiative i have. i prefer even my self)
i have considered that idea about adding in MoE reasource stuff, but i havent done it. i personally dont think it is that benificail to the deck, but i could be wrong.
well i still wonder if i remove the unfair advantage but the one drop from master of evil i worth to play as far as i could test. In the tight round when you like to explode you take his ability and gpay 2 for your chars to come out and still are able to play plots this round.
So exploding on turn 5 as you would in turn 6 thats not bad i guess.
any hints on plots? Are you playing sleeper agent in your decks? What are your impressions about actual chances of manhunters against other decks?
Characters: 38
6 DGL-120 Manhunter Infiltrator ~ Army
4 DGL-116 Manhunter Engineer ~ Army
8 DGL-124 Manhunter Soldier ~ Army
5 DGL-119 Manhunter Guardsman ~ Army
4 DGL-117 Manhunter Excavator ~ Army
4 DGL-128 Sleeper Agent ~ Manhunter Sleeper
3 DGL-127 Rocket Red ~ Manhunter Sleeper
4 DGL-118 Manhunter Giant ~ Army
Plot Twists: 19
4 DGL-131 Fire Support
4 DOR-157 Mega-Blast
3 DGL-135 Only a Friend Can Betray You
4 DGL-137 Plans Within Plans
4 DGL-204 No Man Escapes the Manhunters
Locations: 4
4 DGL-182 Birthing Chamber
61 Total Cards
I have not tested it fully, but it worked ok for me when I did. A few things:
- I was running 4 Manhunter Science, but I found it to not be necessary, so I traded them out for more pumps.
- Fire Support worked nicely, not as a Def pump, but to stop them from readying... that effect was brutal on the opposition.
- Still undecided on Rocket Red, have not actually recruited him yet, so I may take him out after further testing.
My 2-cents:
- Fire Support is a good card if you can squeeze it in.
- Play Excavator on 5 > Bring out a Giant from the resource Row on 6 and recruit another Giant if possible.
- I don't think the Manhunters are a Myth is worth running.
- Since this is GA have you thought about Avalon Space Station?