PDA

View Full Version : Style and picking figures


Starman973
04/19/2005, 03:51
Now I know some people like to exploit different tactics here, but I figure I'd talk about my own style here.
The Long Reach
Basic idea, you want to stay out of harms way and still pull off a good attack. This is thanks to HSS Charge and Running Shot. Now, first remember that RCE and CCE do not work with these powers. Psychic Blast, BCF and Exploit Weakness do work with them. Now Since I tend to operate at 300PT teams. let's look at some of the Smaller cost figures that help this. and remember flight is a bonus. Imagine a running shot carrying a figure with Charge. Talk about a One two punch.
Charge Under 100Pts w/o Battle Fury
Remember odds are these are being carried by a Flying HSS or A Running Shot
From DC Unique Nu'bia 69 Pts
She does have battle furry but not in the beginning of her dial where it's important. and with BFC her charge makes it hurt, and should she end up on her magic BCF click with Flurry. well, She'll start to look like Spiral.
From Marvel Vet Beast 80 Pts
His attack value isn't the best, but making use of his perplex, he's not a bad charge piece and now you don't need one of the basic support powers.
Vet Puck 57 Pts
A great attack value a chance to pick up an object for extra damage and free move back on the next turn to the taxi for repeat performances.
Vet Saber-Tooth 76 pts (Ultimates)
Free move, BCF, and the magic Flurry BCF click. A decent piece all around

Some good options there. Personally I like Puck, just cause he's cheap or the Older Vet beast so I can forget about Perplex support. on to the next part

HSS for Under 100 pts Okay this is either going to be a taxi piece or the passenger for another Running shot or HSS figure, so you got the freedom of picking from both flight based figures and regular figures.

From Marvel Exp Northstar 61 Pts
from a team that makes option one not counter to your actions to 2 natural damage. this guy is one to drag into this battle. His attack is weak, so please get him some PC support or outwit.

From DC Vet Jessie Quick 68 Pts
She only does on point Damage, but she meets the requirements and thus gets mentioned and 17 def isn't bad.

That's is for the taxi figures here the options for carrying figures with HSS

From DC Exp Impusle 59 Pts
all the pluses of Northstart two points cheaper. too bad he doesn't fly. Now since he can Walk on Water, how come he has a boot still? And still a nice 17 defense

Exp Flash 82 Pts
okay the plus here is you got Outwit and a deeper dial, this is definitely Silver age Flash, still the sweet 17 defense

Personally, I only like Impulse cause he's cheap and nice. Now I'll mention Vet Kid Flash as he also has Perplex, but he doesn't have the sweet team ability. Now onto the last part

Running Shot for under 130 Pts
Now this is where you start seeing the price figures hence the bump up. Now I'll only allow the taxis the chance at those extra points, all grounded figures don't get this bonus.

From Marvel Exp Annihilus 108 Pts
3 Damage Invulnerability, a full 10 range before factoring in Running shot, and Wild Card. This one is a nice package. Did I mention 11 on the attack?

Exp Archangel 53 Pts
okay only 6 range, but 2 bolts with Incap and 15+EDS, what do you want for 53 points.

Unique Black Queen 70 Pts
3 Damage Psychic blast, 10 range, 16+ESD for the price she's is only lacking in the attack value, so have perplex and prob support for her.

Vet Human Torch 73 Pts
3 damage, 10 range, but only 15+ESD, though the team healing is nice, there are better ways to heal.

Unique Vindicator 104 Pts
EE with two bolts, and leadership for extra actions, invulnerability. free move. just lacking a decent attack value

From DC Vet Kid Quantum 80 Pts
Wild Card, 3 bolts, Incap, with a leadership bonus, the only down side 6 range

Unique Hawkman 115 Pts
The Kingdom Come team ability rocks, 3 Damage 12 attack value, yeah it's only one click of running shot, but then it goes to charge and 4 damage the down side, 6 range.

Exp WildFire 123 Pts
Wild Card, 2 bolts with EE, 4 Damage 8 range. Invulnerability

Got some good options there. now for the non flying Running shot figures.

From Indy Vet Arwyn 43 Pts
8 range and Willpower with 2 Damage not bad for the cost

From Marvel Vet Callisto 62 Pts
6 range, 2 damage, And a Team abillty that isn't bad. 10 AV

Vet Cyclops 69 Pts (Ultimates)
4 damage, 2 bolts with EE, 8 range actually a nice figure

Vet Dagger 69 Pts
3 Damage, Psychic Blast, 6 range. 3bolts Wild Card

From DC Vet Arsenal 62 Pts
anti-perlex teamablity, 8 range 2 bolts 3 damage

That's the list now let's make a team out of this information. Now, the Psychic blast figures are a bonus, so let's pull them out first.
Unique Black Queen 70
Vet Dagger +69=139 Pts
300-139=161 remaining points
Okay the good part, is Black queen can taxi Dagger so we need at least 4 more figures to round out this team. with two being support figures, let's get another attack pair.
Vet Puck 57 Pts
Exp Northstar 61 Pts
+139=257 Pts 43 Pts Remaining
We finish with a rookie Harlequin for 27, and Exp AIM Medic for 16 points, and before Feats, you got yourself, a Soild team, now if we do After Feats, we might want to go with Oracle and beef up the team to 400, but I'll leave that to all of you, whom have a better grasp on the feats than I.

WolvieFan9
04/19/2005, 14:02
Originally posted by Starman973
Imagine a running shot carrying a figure with Charge. Talk about a One two punch.

Remember odds are these are being carried by a Flying HSS or a Running Shot.


Okay, I'm not trying to rules lawyer you, I'm trying to figure out your tactic you are discussing.

How are you envisioning the attack to be sequenced? I'm just thrown by the "one two punch" comment... since the taxi'd figure can't Charge on the turn it is carried by the Running Shot or HSS figure. Are you envisioning this over two turns?

Something to consider with the RS/HSS + Charge combo. You are going to have to drop the Charger within range of its Charge, which is half the figure's movement... six squares away on a figure with a 10 movement. Because you set the carried figure down at the end of the turn, this may leave your RS/HSS figure in range for retaliation by the target, if the target has a range 8 or better. The RS/HSS figure can perhaps hide behind the Charger, using the Charger to block LOF.



Vet Puck 57 Pts
A great attack value a chance to pick up an object for extra damage and free move back on the next turn to the taxi for repeat performances.


I am not sure if Heroclix1234 checks out this forum or not, so I'll throw this out here for him.

The Avengers TA (and the Brotherhood TA, and the JLA TA, and the Top Cow TA) are not "free" moves. They are move actions that do not count against your total of action allotments for the turn.

So, you could have Puck use his Avengers TA to move back to your taxi on the next turn after this charge attack, but it still gives him a second action token, a click of pushing damage, and requires a turn to clear.

ThunderRun
04/19/2005, 14:21
Running shot characters that are cheap and you leave out someone like Deadshot?

ShunAndromeda
04/19/2005, 14:35
Cheap charge and no rookie witchblade ?

Now that's a crime ! :)

Goblin_Avenger
04/19/2005, 14:44
"Running shot characters that are cheap and you leave out someone like Deadshot?"

"Cheap charge and no rookie witchblade ?

Now that's a crime ! :) "

He can't cover every figure, and Witchblades activation click + shallow dial and Deadshots lack of defense maybe have prevented Starman from including them.