View Full Version : Hypersonic = tourney winning?
is hypersonic speed figs, NAMELY ones with hypersonic AND Super strength...IE Supes figs, and Mary Marvel type figs, the only ones capable of winning a tourney??
at my local venue we had a guy come in with the NGN Superman, the superman with the Batman ally....needless to say he completley trounced myself and all of the other players.........is there anyway other then that worthy of winning a tourney? its mainly supermen that ive seen winning the tourneys around here, but im supposing hypersonic is a big deal for tourney play...as cheesy and lame as a STEALTHED superman is......... talk about hopeless...
Go see the 'What did you play, how did you do?' thread. Far from all winners have figs with hypersonic. Even Metal Men come out on top once in a while.
If your team can't handle stealth and/Or HSS then it may not be competitive enough, but you should be able to compensate for that. Force the Superman player in a position where he needs to push or face the possibility of taking a few clics. There are ways to beat every figs... even the Broken KC Supes.
Even if your team wasn't equipped to handle a particular strategy you can still sub in special objects to even the playing field. Try using an aerial baffler on him. Park it next to a Separation field generator and an inertial dampner. It's a little compplicated and a lot of fun.
Force the Superman player in a position where he needs to push or face the possibility of taking a few clics.
The NGN Supes really does have a glass jaw. If you can get him off the first click, he is not nearly as much of a problem.
That said, HSS bricks can be really powerful.
If you make fun teams that are thematic to the comics or just entertaining to you then most likely a HSS brick will be superior. Pushing the attack to the opponent by basing the brick with multiple figures when he has one token is the easiest way to force him to push. This doesn't always work, especially if your teams attack or damage values are too low to worry your opponent.
HSS figs were once the cream of the crop as far as attackers were concerned. Their ability to dart in, attack, then run away to a safer location gave them a huge advantage over other figures. Most of them also have 10+ movement with HSS. Toss a TK character on the team and you're looking at 20 squares of movement. This allows you to get across the entire board in 1 turn and make an attack against a key figure.
Additionally, before the Danger Room rules changes, a HSS fig with range could use its full range value when making an attack. KC Supes had a 22 effective range on his 3rd click! Tack on the ability to soar, cutting your opponent's effective range in half but not affecting yours, and you've got one heck of a combo.
Finally, figs with HSS usually have high (17+) defense, Impervious, Invuln, or all of the above.
After a few changes, though, their effectiveness has been somewhat diminished. The removal of soaring & the change in HSS to half range did much to decrease the effecitveness of some of the HSS characters. They do, however, remain very useful and see play in many games. They are not, however, even remotely required to win.
stealth>monster range>HSS Bricks>stealth.
a well-balanced team has the potential to beat anything though.
Thanks for the help guys, ill definitely look at the team builds in the 'What did you play, how did you do?' thread, perhaps thatll lend me some good ideas, im kinda green when it comes to competetiveness...ive been known to field cool theme teams that work reasonably well together, but actual competetiveness is my fault....ill just take a look, and thanks again for the help
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