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Well since the whole JL team as seen on tv will soon be with us, here's my attempt at tactics for this mighty team.
Coming in at 885 points the Justice League will be playing against some real nastys. To round out to 900 you could throw in a medic to simulate the medic bays at the watchtower, if youre playing there. I've decided to split the team up into a main attack group, a secondary harraser group, and reserves.
The main attack force: Green Lantern (98), Martian Manhunter(177), and Wonder Woman(126) The idea is to pick on 1 fig waste it in 1 turn, rinse repeat.
Green Lantern is used as a sniper for the main force. His job would be to finish off what MM and WW have started. So that the main force can go and bash/blast another enemy into the hands of justice. His TK could zoom MM or WW into charging/blasting range, or to send more dumpsters up to the superstrenghted friends. Lastly his phasing will help him be a bit of a floater to help out the harrasers if they bite off more than they can chew.
Martian Manhunter could lead the charge. With his stealth WW could hide behind him while they get into position while picking up heavy objects along the way. His perplex could be used to help GL actually hit something due to his low 9 attack. Or just up the damage of him or WW to ridiculous levels. (With pop machine, 7 clicks)
Wonder Woman is right behind the martian. Her charge with object will reduce any under 100 point enemy to paste. She is a powerhouse, use her as such.
The secondary force. Flash(98), and Hawkgirl (51)
There job is to take out support figs of the opponent(s) Hawkgirl would fly flash into position, then they go buck.
Flash with his HSS and outwit is great. Outwit zoom up punch and then run around a corner. His speed will let him get deep behind enemy lines and cause havok. Just remember, never let anyone get a clean shot at him after youve gone for a jog, and try not to get caught in a room with only 1 door. A trapped Flash is a KO'ed Flash.
Hawkgirl is a little of a mystery as her complete stats aren't out yet ( I think) But we did get a quick review. Her will power to start will be great for bashing lower level figs. Have Flash outwit a defensive power, Hawkgirl can charge in and one two the enemy, bashing them but good. Her combat reflexes and flight will let her limp away if she is the one getting bashed. OR just let her flail away and wait for the reserves to come to the rescue.
The reserves Batman(116) Superman(219) While Supes and Bats are not superfriends in the show, they do go well together as reverves. There job is too to be the hammer or to help out friends who are being overwhelmed.
Batman has been really hurt by the normally cool Justice League team ability. His bats ability with the stealth made Batman really nasty. Now he is just nasty. With only a 16 defense, charging in on the front lines is suicide. The battle must be in full swing before joining. Then his double incapacitate+willpower and outwit could be cruicial to victory. Have supes drop Batman off in a sweet spot and blast away with 8 range 2 targets.
Superman may seem as an odd choice for the reserve team. But the fact is that when Superman leads the charge, that 'S' on his chest stands for, Shoot me now!! with everyting you've got!! Time and time againg I've sent supes in on the front wave and KO'ed is the result. By saving Superman you get a charging/blasting monster of justice, that will just overpower the enemy after the've taken a few hits from his superfriends. Remeber to taxi along Batman for some outwit and incap, 3 xtra damage is nice too. Superman should arrive just in time to save the day
So there you have it. The Justice League is one mighty set of heroes that will Justify all who oppose them. With some team work they can be really effective. If others have done something similar to this plz post their links, as I was too lazy to look Comments are appreciated. thx for reading.
What does the Hulk do with bad butt juice? He unleashes his limitless RECTAL RAGE!!
One thing you have to try and realize is the age old high point figure rule. Its nice to see you've got the whole team there but you also have to see that this is a 900 point game.
That means the enemy will have a lot of choice for their army. They could just as easily use a bunch of lower point figures and have the swarm and pummell tactic going. Sure if they only have one or two damage then they are not much of a threat. but one or two damage in a large group of them with some possible perplex and outwit to cancel out your defensive powers and then pummell you. its something that needs taking notice. Just try and be prepared for everything a 900 point game can throw at you. Also I wouldnt be surprised if there is a sinestro in a 900 point game and a beefed up sinestro is a very scary thing. If they are using a sinestro they may be smart enough to support it like crazy. Even if it were just a bunch of harley quinns, perplexing an already awesome range and damage would just be scary. Okay im finished with my rant. just try and be prepared for EVERYTHING.
In brightest day or blackest night.No evil shall escape my sight let those who worship evil's might, beware my power Green lantern's light!
If you let the figures use their respective TAs it just makes more sense. Superman doesn't stop using his X-ray just because he's sitting in the Watchtower... not with Wonderwoman running around. Batman doesn't stop being stealthy... etc. And any medic you use just call him Snapper Carr (appeared in the first ever JLA team up in Brave and Bold #28) and the theme fits.
Left Wing?
Right Wing?
Doesn't the eagle need both to fly?
Thats a good point about sinestro. He would be really nasty against the JL. One reason I recommended keeping Supes back is just like someone mentioned the swarm. The JL will have a tough time against a swarm since they are giving up lots of actions every turn. The'll have to hope that the JL can one two punch enemy figs out in 1 turn to even up the odds fast.
What does the Hulk do with bad butt juice? He unleashes his limitless RECTAL RAGE!!