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weaponizedsoul
10/10/2009, 22:19
Theme Team Archive (http://www.hcrealms.com/forum/showthread.php?p=5222151#post5222151)

Streamline Project (http://www.hcrealms.com/forum/showthread.php?p=3339792#post3339792)


Heroclix Archetypes: The GL Tank


The Green Lantern Tank is a potent heroclix strategy that utilizes the Green Lantern team ability to carry up to 8 characters in one action.

Green Lantern CORPS: A Green Lantern CORPS team member that can carry other characters may carry up to eight friendly characters instead of one.

Using a character with the Green Lantern CORPS (GL) team ability (TA), you can carry a miscellany of support or offensive characters to attack your opponent in unison. Having your entire support crew be mobile along with your offensive arsenal in a small area optimizes the effectivity of your whole team at the cost of vulnerability to splash effects like Quake or Pulse Wave. Modern Age, like Restricted before it, has changed the game once more. Lets go through the Classic GL tank and how it can be used again in a Modern Age game.

Modern Age GL Tank

Keywords and higher point costs have radically changed heroclix. 300 pt teams have a lot less figures now and require every character to be able to make significant offensive contributions. Modern Age GL Tanks rely on carrying more than one Ally with one action to get a Tempo Advantage against your opponent.

Golden Age GL Tank

The GL Tanks of old now hold a special place in heroclix history and this thread will help us remember them.

Crisis Green Lantern Tank:

cr023 V Green Lantern
Team: Green Lantern Corps
Range: 10 :bolt::bolt:
Points: 157
Keywords: Green Lantern Corps, Justice League, Justice League of America, Justice League Europe, Soldier
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(Attack) Lantern 2814.1: Green Lantern can use Energy Explosion and Telekinesis.

(Defense) Lantern's Will: Green Lantern can use Energy Shield/Deflection, Toughness, and Willpower.



Justice League and Soldier Keywords on Crisis GL combined with Willpower, Toughnes, ESD, GL TA, Telekinesis (TK), Perplex and Running Shot gives him a lot versatility on his first clicks. This versatility provides answers to common situations like using TK counter Stealth and Hypersonic Speed (HSS) or push with Willpower to base snipers on elevated terrain. Golden Age gives this version of Hal a few old toys to play with but mostly passengers from the newer sets are better.

Justice League/Justice League of America GL Tank

jl001 V Batman
Team: Batman Ally
Range: 6 :bolt:
Points: 75
Keywords: Detective, Gotham City, JLA, Justice League, Justice League of America, Justice League International, Outsiders
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(Speed) Out of the Shadows: Once per turn, when Batman occupies hindering terrain and is given any action that is not a free action, before the action you may place Batman in any square of hindering terrain 6 or fewer squares away to which he has a clear line of fire.


Since you can only typically fit 3 people in Justice League teams, they need to be grounded to benefit from the GL TA. OotS Batman, named after his very efficient special power, makes a great Partner for your GL.

Soldier GL Tank

Soldier Keyword gives Crisis GL so many more options for running theme that you can fit nicely in a 300 pt package. You can run it in 3 ways: Melee, Range, or Balance.

Soldier GL Tank: Melee

The key to running a Melee Force is to have multiple small but effective Close Combat Hitters. Swarm your opponents right away and confuse them by shuffling injured hitters to the back of the line. Your GL can snipe after he rests from pushing to base your opponent's team.

ha008 R Phalanx Soldier
Team: No Affiliation
Range: 0 :bolt:
Points: 31
Keywords: Robot, Soldier
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(Damage) Hive Mind: When Phalanx Soldier is given an action, you can modify his attack value by +1 until the end of the round for each other friendly character named Phalanx Soldier adjacent to it.

an021 V Warlord
Team: No Affiliation
Range: 0 :bolt:
Points: 50
Keywords: Ruler, Soldier, Warrior
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(Speed) .44 Auto-Mag: Warlord can make ranged attacks as if he had a range value of 6.

Run 3 Phalanx Soldiers with Warlord for an even 300 pt team. GL can push to Base your opponents right away and overwhelm them with 4 BCF pieces sporting 11+ AVs. Reducing elegant strategies into an all-out brawl will be in your favor majority of the time.

Soldier GL Tank: Range

Make your team revolve around GLs Running Shot and Perplex to support Ranged fighters. Anything with Enhancement or PD/SHIELD TA greatly improves this type of fighting style. Unfortunately, staying safe from range comes at a price: Weakness to Stealth.

cr223 R Thunderer of Qward
Team: No Affiliation
Range: 6 :bolt:
Points: 50
Keywords: Soldier
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(Attack) Qwa-Bolts: Thunderer of Qward can use Energy Explosion. When Thunderer of Qward is given a ranged combat action, you can choose one of the following options: 1) Modify Thunderer of Qward's range value by his current unmodified damage value; or 2) damage from the attack is penetrating damage.

wm008 U Captain Metropolis
Team: No Affiliation
Range: 6 :bolt:
Points: 40
Keywords: Minutemen, Soldier
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(Defense) We Have to Stand Together!: When Captain Metropolis is adjacent to a friendly character, modify the defense value of Captain Metropolis and all friendly characters adjacent to Captain Metropolisby +1.

(Damage) Military Experience: Captain Metropolis can use Enhancement and Leadership

an001 E Easy Company Soldier
Team: No Affiliation
Range: 6 :bolt:
Points: 30
Keywords: Past, Soldier
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(Damage) Minion: Commanding Officer: Whenever a friendly character with the Soldier keyword and point value of 50 or higher is within 8 squares, Easy Company Soldier can use Running Shot and modifies his attack value by +1.

cl2-11 U Nick Fury
Team: S.H.I.E.L.D.
Range: 8 :bolt:
Points: 63
Keywords: S.H.I.E.L.D., Soldier, Spy, Ultimates
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ha040 R Captain America
Team: Avengers
Range: 8 :bolt::bolt:
Points: 72
Keywords: Avengers, Martial Artist, S.H.I.E.L.D., Soldier
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(Attack) Deflection Trajectory: Captain America's line of fire is blocked only by walls and indoor blocking terrain.

I have two versions of the same team with Crisis GL and an Easy Company Soldier + Captain Metropolis & Captain America OR Nick Fury & Thunderrer of Qward. Captain America solves your Stealth problem. Nick Fury and Thunderrer of Qward deals Penetrating Damage while packing Outwit at the same time.

Soldier GL Tank: Balance

Balance Teams have also taken a new form in the Modern Age metagame with many figures getting multiple utility powers in one click while also being able to attack themselves. Pit crews are reduced to one-man swiss army knives who can do multiple things very welll. Partnering Crisis GL with another Utility piece will bring a nice Balance to your team and complemented by either Phalanx Soldier or Easy Company Soldier for close combat support or ranged support. Things like Outwit, another Perplex or Enhancement on figures that can also attack on their own will only be maximized by your own skill. So you could say this play style is for more advanced players who can discern when to attack with Range or when to swoop in for the kill. Using these powers to maximize their effects based on current battle situations will determine your win-loss record more than the first two types of teams which involves mostly point-and-click tactics.

cl1-11 V The Thing
Team: Fantastic Four
Range: 0 :bolt:
Points: 100
Keywords: Brute, Fantastic Four, Soldier
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(Speed) It's Clobberin' Time: The Thing can use Quake. Give the Thing a power action; he can move up to his speed value and then as a free action either (1) use Quake or (2) make a close combat attack.

(Defense) Yancy Streeter: The Thing can use Toughness and Willpower.

(Damage) Yer Ever-Lovin' Pal: At the beginning of your turn, if the Thing is adjacent to one or more friendly characters that have one or more action tokens, roll a d6. On a result of 5 or 6, you can remove an action token from one adjacent friendly character, or two adjacent friendly characters if they and the Thing all possess a single common keyword.

si051 U Nick Fury
Team: S.H.I.E.L.D.
Range: 6 :bolt:
Points: 100
Keywords: Politician, S.H.I.E.L.D., Soldier, Spy
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(Defense) L.M.D.: Nick Fury can use Mastermind. When Nick Fury is dealt damage, you can reduce the damage by 2. If you do, after the attack resolves immediately put Nick Fury in an unoccupied square in the corner of the map (or as close to the corner as possible) that does not share an edge with the starting area used by Nick Fury.

(Damage) Spymaster: Nick Fury can use Leadership, Outwit, and Perplex.

There are many more candidates for a Balance team but I've chosen these two to represent Melee and Range. Either run Thing with Easy Company Soldier or Nick Fury with a Phalanx Soldier and round them out with Pogs. The Thing can remove tokens on BOTH GL and EC Soldier while posing as a potent Close Combat threat to anything that dares to come too close. Nick Fury on the other hand combines many support powers to create a small pocket of offense, about seven squares deep, with his Stealth and 6 range. Anything that comes close will be torn up by a Phalanx Soldier. The pogs make great Mastermind fodder. Nick can also bump up GL's damage to 6 if necessary (Perplex twice the SHIELD TA).

GL SP

Some characters mimic the GL TA which actually boils down to being able to carry more than 1 character with one flier.

av047 R Wiccan
Team: Avengers
Range: 8 :bolt:
Points: 54
Keywords: Mystical, Teen, Young Avengers
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(Speed) Group Teleportation: Wiccan can use Phasing/Teleport. When he uses this power, he can carry up to three friendly characters. If more than one character is carried, after the action is resolved deal 1 unavoidable damage to Wiccan.

Three characters against eight may not seem like enough but with the proper grounded bricks and some support to heal back the feedback damage, Wiccan can work. Enhancement is unique to his openning click for this batch of cheap GL tanks to compliment your ranged squad. Being the GL for your tank, he is in the perfect position to lend Enhancement to your entire squad.


Cheap Mobility GL Tank

This strategy relies on the GL for mobility at an affordable cost to carry various combat, support or utility figs for ranged or close combat situations. Carrying 2 or more close combat threats and basing your opponent in a single action can be insanely effective. Pack figs with plasticity to avoid escape or use outwit to remove free breakaway powers like Leap/Climb (L/C), Phasing/Teleport (Phasing), Hypersonic Speed (HSS) or special powers (SP). Positioning snipers to the best spots on the map then moving the whole squad away from being based with just one action. Support abilities like the Hydra /Police (PD) TA, Shield or Enhancement that requires adjacency can be easily positioned with your GL. Defenders/JSA defense chains can become extremely mobile with this strategy. Same goes with Sinister Syndicate/Batman Enemies high attack (AV) chains. Use multiple Poison figs for intense damage. This versatility springs from the low cost of your GL which will be somewhere around 80 points or lower.

cj082 R Green Lantern
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 81
Keywords: Green Lantern Corps
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The first truly “cheap” GL was the Cosmic Justice Rookie Green Lantern (John Stewart). 8 AV means circumstantial offense so you’re basically paying 81 points for a glorified taxi with Phasing. He was the first of his kind so he is worth mentioning.

gl005 E Katma Tui
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 89
Keywords: Green Lantern Corps
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If you’re gonna use John anyway, why not try to find the extra 8 points for Katman Tui instead? Better range, better powers, better combat values, plus she’s a hot alien chick. Willpower on her opening click is her best sell though. Being able to move two turns in a row for a mobility fig decisively takes John’s dial to the next level.


Support GL Tank

These relatively cheap GLs do more than just lug around your team and giving some timely offense. They make your wbole team better with various openning support powers like Enhancement, Defend, Outwit, Leadership, Perplex, Probabilty Control (PC), or Telekinesis. They all cost about less than 80 points and offers a variety of support powers although there are some expensive Support GLs.

GL+Support Powers

gl002 E Ch'p
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 82
Keywords: Green Lantern Corps
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Ch’p is the best Support GL for the cost and probably the only one I’d recommend pushing off his first click ASAP. 18 Defend is nothing to scoff at especially with ESD/Combat Reflexes on your team. His greates weakness is a low 6 clicks of life which turns to 5 after pushing him. Don’t let him fall too early.

gl004 V Arisia
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 103
Keywords: Green Lantern Corps
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Arisia has a nice set of powers with Phasing and Enhancement on the first click. She’s expensive though, breaking the 100 point barrier at 103 points. Team her up with all the ranged attackers you can fit in your force to benefit from the Enhancement.

gl007 E Tomar Re
Team: Green Lantern Corps
Range: 12 :bolt:
Points: 111
Keywords: Green Lantern Corps, Scientist
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Tomar Re seems like an upgrade to Arisia at first glance. But if you’re using him as a Support GL tank then it will be hard for him to create the opening needed to utilize his 12 range and perplex if you’re carrying too many troops. His second click will serve your team better if you built around his Enhancement. If you have points to spare then use Tomar Re over Arisia.

Combat Tank

This brand of GL Tank actually relies on your GL for the bulk of the offense. The most effective strategy with this is Trick Shot but you can rule out close combat. Carry support pieces that improve your GL’s offense like perplex, enhancement, Shield TA, Hydra/PD TA or wildcards that copy those Tas. Pack the Support power for healing to keep your GL in his top clicks. Base combat values are very important in choosing your tank because of how easy it will be to modify his numbers with all the support you can carry.

Trick Shot+RCE+Running Shot+GL

Trick Shot

Prerequisites: Plasticity or Ranged Combat Expert

Choose a character.

When making an attack from a square that is not adjacent to an opposing character, the character ignores Stealth and team abilities that duplicate the effects of Stealth, and it ignores characters and hindering terrain for line of fire purposes.

20 Points

This is the essential combo of the first GL tank. Use Trick Shot to see through Stealth and any other fig in the way of your target while hiding behind your own Stealthed meatshields. RS transfers your whole squad from a defensive to an offensive position in one action while attacking at the same time.

un084 V Green Lantern
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 165
Keywords: Green Lantern Corps, JLA
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un220 LE Hal Jordan
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 178
Keywords: Green Lantern Corps, Justice League of America, Justice League Europe
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The original GL tank which had RCE, 10 range, Running Shot (RS) and Willpower. Pack Trick Shot, with lots of Hydra/PD, Shield and Enhancement to dish out 5 or 6 damage with a 14 or 13 AV 2 out of every 3 turns. It was potent and it was brutal. Nova Blast or plain old Pulse Wave (PW) and Multi-target Energy Explosion (EE) prevented its rise to ultimate cheesedom but man was it an awesome strategy when it first came out.

cd051 V Green Lantern
Team: Green Lantern Corps
Range: 12 :bolt:
Points: 167
Keywords: Green Lantern Corps
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Kyle is not as great Hal. 12 range with 12 speed RS is a great upgrade. However you lose Willpower and suddenly your top click RCE followed by perplex becomes extremely fragile. His high defenses make him hard to heal up to his top click. His main strength is the 12 range so you have to be patient. Take your time and pick your spots to strike.

or208 LE Alan Scott
Team: Green Lantern Corps
Range: 10 :bolt:
Points: 171
Keywords: Green Lantern Corps, Justice Society
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Like Kyle, Alan lacks the consecutive top clicks of RCE and willpower to make him a more consistent threat like Hal. Alan also has a shorter 10 range, a lower base damage of 2 and a lower 17 def. The low def means he’s much easier to heal though. Another good thing about his dial is the mid-dial spike that reunites RCE and RS with his openning 10AV and 2 damage. He costs more and offers a lesser but different look at the GL tank.

lg058 R Sinestro
Team: Green Lantern Corps
Range: 8 :bolt:
Points: 102
Keywords: Green Lantern Corps, Ruler
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Sinestro offers us a budget piece of the essential ranged GL tank combo pairing RS with RCE on the first click for only 102 points. Low 8 range, low 9 AV and only one click of the combo means healing is a must if you plan to use him for your GL tank.

Charge+GL+Medic

This close combat variant of the GL tank relies on carrying a lot of smaller close combat pieces along with a healer to keep the tank fresh after retaliation. Use a plethora of support powers to pump your tank and careful positioning and timing to strike you opponent using an corner square to surround you target after you charge in with your GL tank to minimize retaliation. If all your attacks hit, charge in on your first turn to soften the enemy then follow up with your secondary troops on the next turn to KO your opponent and free yourself from base to base contact for healing. You eliminate the trip back to base to see the medic this way since whereever your beatstick goes, the medic follows. This strategy will require a lot of things to go your way along with patience and positioning making it more of a novelty than something to rely on to win consistently. But it’s definitely fun to play!

A = Allies
O = Opponent
G = GL
M = Medic

O A A
A G A
M A A

un087 U Kilowog
Team: Green Lantern Corps
Range: 6 :bolt:
Points: 112
Keywords: Green Lantern Corps, Justice League International
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Force Field

Prerequisites: Barrier, Defend, Energy Shield/Deflection, or Telekinesis

Choose a character without a power that reduces damage.

The character gains Toughness.

10 Points

Pack Force Field to increase Kilowog’s staying power and charge in with a Perplexing close combat GL tank. Try to pack multiple Perplex and PC to ensure your initial strike hits. Even if you don’t score a KO don’t worry about it as long the target won’t be able to run away. Bring Outwit to get rid of your opponent’s carry ability or free breakaway powers. Plasticity helps keep the target there while your secondary attackers clean up the next turn. If Kilowog pushes or is dealt damage then heal him right away if possible.

Lunge

Prerequisites: Close Combat Expert or Leap/Climb

Choose a Character
When the character is given an action, but before it makes a close combat attack, it can break away automatically and move up to 2 squares.

5 Points

Guy is a pretty bad piece. I don’t mean that in a good way. But he does qualify for Lunge. Which gives him an extra 2 space reach and nullifies the Carrying –2 modifier while charging. Using him as a Close Combat GL tank means you’ll need either a lot of Perplex to bump that damage and PC to make sure he hits with his pretty average 10 AV. Perplex also synergize well with his Flurry SP later on. I wouldn’t mind as much if he got hit unlike Kilowog since he can be potent on most of his clicks. Use Perplex on his dismal AV when he hits those Super Strength clicks.

weaponizedsoul
10/10/2009, 22:22
haven't finished it yet. help me proofread guys! and i could sure use suggestions on your favorite GL Tank Support troops. Mostly they should be cheap grounded figs that add offense or support powers or both.

Rurouni KJS
10/11/2009, 02:18
SI Dr. Strange is missing from this list. Granted, you need a sufficiently high enough build to fit a GL on for the TA, but he makes a heck of a tank.

WhoaDirty
10/11/2009, 17:14
Nice write up. :)

You referenced the SI Namor, but he has the Defenders TA so he is doubly exempted.

weaponizedsoul
10/12/2009, 15:43
SI Dr. Strange is missing from this list. Granted, you need a sufficiently high enough build to fit a GL on for the TA, but he makes a heck of a tank.

i purposefully left out the wildcard potetntials due to the high cost of the original GL. I used to run E Black Spidey as my GL with a low cost grounded avenger tbolted to GL. But since they nerfed tbolts..

SI Dr Strange makes a great tank! you are absolutely correct. built-in trick shot owns!!!

You referenced the SI Namor, but he has the Defenders TA so he is doubly exempted.

thanks! i'll take out that part.. i got confused with the avenging something special power and just assumed he had the Avengers TA.:grin:

TopDog
04/28/2010, 12:05
Your write is very good, nice to put all the options together.

The Sentry in the text is the new SI one, the dial you used is the Armor Wars dial.

weaponizedsoul
07/21/2011, 20:21
History of Heroclix - Infinity Challenge

Game Changers

046 Vulture

049 Jean Grey

Golden Age

001 SHIELD Agent

Cheapest SHIELD TA

002 SHIELD Agent
003 SHIELD Agent
004 SHIELD Medic
Cheapest SHIELD TA with Support.
005 SHIELD Medic
006 SHIELD Medic
019 Skrull Agent
Cheapest Skrull TA. Tied with R Skrull Commando from CT but has range.
040 Boomerang
041 Boomerang
042 Boomerang
043 Kingpin
044 Kingpin
045 Kingpin

047 Vulture
048 Vulture

050 Jean Grey
051 Jean Grey
052 Hobgoblin
053 Hobgoblin
054 Hobgoblin
055 Sabretooth
056 Sabretooth
057 Sabretooth
058 Hulk
059 Hulk
060 Hulk
061 Puppet Master
062 Puppet Master
063 Puppet Master
064 Annihilus
065 Annihilus
066 Annihilus
067 Captain America
068 Captain America
069 Captain America
070 Spider-Man
071 Spider-Man
072 Spider-Man
073 Wolverine
074 Wolverine
075 Wolverine
076 Professor Xavier
077 Professor Xavier
078 Professor Xavier
079 Juggernaut
080 Juggernaut
081 Juggernaut
082 Cyclops
083 Cyclops
084 Cyclops
085 Black Panther
086 Black Panther
087 Black Panther
088 Blizzard
089 Blizzard
090 Blizzard
091 Pyro
092 Pyro
093 Pyro
094 Whirlwind
095 Whirlwind
096 Whirlwind
097 Daredevil
098 Daredevil
099 Daredevil
100 Bullseye
101 Bullseye
102 Bullseye
103 Scarlet Witch
104 Scarlet Witch
105 Scarlet Witch
106 Quicksilver
107 Quicksilver
108 Quicksilver
109 Mr. Hyde
110 Mr. Hyde
111 Mr. Hyde
112 Klaw
113 Klaw
114 Klaw
115 Controller
116 Controller
117 Controller
118 Hercules
119 Hercules
120 Hercules
121 Rogue
122 Rogue
123 Rogue
124 Dr. Strange
125 Dr. Strange
126 Dr. Strange
127 Magneto
128 Magneto
129 Magneto
130 Kang
131 Kang
132 Kang
133 Ultron
134 Ultron
135 Ultron
136 Firelord
137 Firelord
138 Firelord
139 Vision
140 Quasar
141 Thanos
142 Nightmare
143 Wasp
144 Elektra
145 Professor Xavier
146 Juggernaut
147 Cyclops
148 Captain America
149 Wolverine
150 Spider-Man
151 Gabriel Jones
152 Tia Senyaka
153 Operative 128
154 Medic 519
155 Knuckles
156 Joey the Snake
157 Nenora
158 Raksor
159 Blade
160 Rahne Sinclair
161 Frank Schlichting
162 Fred Myers
163 Wilson Fisk
164 Adrian Toomes
165 Jean Grey
166 Ned Leeds
167 Victor Creed
168 Bruce Banner
169 Philip Masters
170 Annihilus
171 Wolverine
172 Yellowjacket
173 Ant-Man
199 Hulk
B001 Jarvis
B002 Henry Peter Gyrich
B003 Mary Jane Watson-Parker
B004 J. Jonah Jameson
B005 Alicia Masters
B006 Betty Ross-Banner
B007 Foggy Nelson
B008 Deli Worker
B009 Professor
B010 Movie Star
B011 Reporter
B012 Politician
ICPSM Spider-Man
S01 Sentinel Mark VII
S01e Sentinel Mark III
S01r Sentinel Mark I

VictorySaber
07/21/2011, 21:15
surprised we haven't seen the Scientist combo courtesy of Tomar, a Ruling Caste Dominator, a few researchers, and other bits and pieces. there's a long-range bomber if ever I saw one

weaponizedsoul
08/15/2011, 16:09
This is me.. Gone Rogue. "Theme Teams", vaguely warped by inconsistent Keywords, are not what they used to be in Modern Age today. Rogue Teams typically have "playable" characters over the truly elite game pieces in an attempt to upset the natural order of things. These gimmick teams are untested and are purely paper teams for more casual Modern Age 300 pts.

Gone Rogue #3 - Time to Set-up the Shot

an005 V Deadshot
Team: Suicide Squad
Range: 8 :bolt::bolt:
Points: 89
Keywords: Checkmate, Gotham City, Secret Six, Suicide Squad
m-boota-sharpshooterd-shieldg-starburst81216281116271116371015271015269152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Attack) Time to Set-up the Shot: If he has no action tokens and occupies hindering terrain, Deadshot can use RCE and deals penetrating damage with that attack.

Deadshot has pathetic defenses, a vulnerability to Stealth, and a powerful SP needs Time to Set-up the Shot. Despite these drawbacks, Sharpshooter allows you to snipe through fodder, a 12 AV can hit almost anything, Stealth combos really well with the SP and 4 penetrating damage can cripple almost everything. The only thing left to ask is how do we setup the shot consistently enough to win games?

First of all, Deadshot needs a taxi or TK to use the SP at all. He needs to have no action tokens when he takes the shot. The taxi option allows you to shoot the next turn and is best done right after an opponent gives your ideal target an Action token to force him to push or take 4 penetrating damage on your next turn. TK turns your SP into a Running Shot that takes 2 actions to accomplish. It goes without saying that a flying TK character is doubly beneficial.

Deadshot needs hindering terrain to set-up the shot. There are many ways to provide it if natural hindering terrain is unavailable. The most obvious way is Smoke Cloud. Smoke Cloud allows Deadshot to immediately use his SP without having to move to hindering terrain first. Leadership can take action tokens off of Deadshot to create even more sniping opportunities. Other game effects that remove action tokens combo really well with Deadshot.

Deadshot GL Tank
FF Abin Sur (GL) 50
C Deadshot (75th) 89
UC Batman (75th) 77
LE Edward Nigma (AA) 60/SR Squirrel Girl (CA) 59
LE Clark Kent (B&B) 23
Total 299/298

ffgl006 E Abin Sur
Team: Green Lantern Corps
Range: 6 :bolt:
Points: 50
Keywords: Green Lantern Corps, Police
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(Speed) Always Uses a Ship: If Abin Sur carries only one character, he can carry any single base character regardless of their combat symbols.

an031 V Batman
Team: Batman Ally
Range: 4 :bolt:
Points: 77
Keywords: Detective, Gotham City, Martial Artist
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(Attack) Smoke Cloud Maneuver: Once at the beginning of your turn, if Batman has no action tokens, he can use Smoke Cloud as a free action. If he does and places at least 4 hindering terrain markers, he and one friendly character named “Robin” can move up to 2 squares.

(Defense) Paracape: Batman can use the Flight ability.

Abin Sur fulfills the taxi role while lugging everyone with him to create easy formations. Dick-Bats has a very convenient free Smoke Cloud power that we can use to set-up Deadshot almost anywhere on the map. Edward Nigma takes actions away from Deadshot or Squirrel Girl can create Suicide Squirrels to heal up Deadshot and can use Exploit Weakness to opponents that choose to get close. LE Clark Kent can remove Stealth when necessary.

Enveloped in Darkness
C Deadshot (75th) 89
R Darkstar (CA) 98
AE Norman Osborn (WoS) 66
+Thunderbolts ATA 8
AE Ben Reilly (WoS) 38
Total 299

ca043 R Darkstar
Team: No Affiliation
Range: 8 :bolt:
Points: 98
Keywords: Champions, Soldier, Soviet Super-Soldiers, Winter Guard
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(Special) Envelop in Darkness: Once during your turn, Darkstar can use Smoke Cloud as a free action.

(Defense) Darkforce Manipulation: Darkstar can use Barrier and Toughness.

Darkstar provides a more reliable free Smoke Cloud than Dick-Bats along with an entirely different power set. TK greatly extends Deadshot's range and is followed by Psychic Blast for even more penetrating damage. Norman Osborne can take away Stealth but can also be Mystics for teams without Stealth. Ben Reily can tie-up threats so Deadshot can keep sniping.

Gotham City is Deadshot City
C Deadshot (75th) 89
SR Green Lantern (75th)
R Robin (AA) 66/C Batman (AA) 64/C The Question (AA) 37, C Gotham City Detective (AA) 27
Total 300/298/298

Gotham City is a powerful keyword that gives us access to some frequently used characters like Question, Batman, Robin, Gotham City Detective and Allan Scott. Deadshot works very well with Allan Scott due to the Carry Ability and Telekinesis. Allan's trait with Psyblast can remove Stealth to pave the way for Deadshot. Robin has Perma-Stealth, Perplex and nifty Smoke Cloud SP that could potentially Incapacitate. Question has Outwit and Smoke Cloud which can really help Deadshot against Super Senses and Shape Change. Gotham City Detectives bumps Deadshot's mediocre damage values for regular attack situations even when based thanks to Enhancement and Sharpshooter. Batman Beyond helps by mixing some close combat into an all range team for a slight variation. What really sets this team apart from everything else is the Theme bonus. Map choice is huge because fighting in places like Rainbow Bridge isn't really the ideal place to Set-up Shots. Lots of hindering terrain and open ground for sniping would be optimal for Deadshot. Theme Prob can help with bad dice which is a part of the game whether we like it or not.

Aftermath
Deadshot is difficult to manage because of his plethora of weaknesses but his SP is just powerful enough to make him interesting. He can actually play well with some Leadership like Steve Rogers with SHIELD TA bumping a mediocre 8 range. A Defend character can also help Deadshot out with that old school 16 d of his. You can also make a weird Secret Six team with a Parademon and 2 Ragdolls with the ATA to make sure opponents are tied down all the time while Parademon carries Deadshot and a Yellow Lantern for that late dial Psyblast. Deadshot fits in a lot of teams due to his reasonable pt cost and high offensive capabilities from range.

RSIxidor
08/15/2011, 22:59
IS Strange + FFGL006 Abin Sur.

Strange wildcards GL TA when he needs to carry a group, run a few Stealthers who have range. Recent sets would allow for 2x CA201B Howling Commandos and 2x Nurse (Perplex is good) or 4x Hydra Agents or 3x and 2x Nurse (Hydra TA is also very good) to give you some Stealth plus extra help. Abin Sur is a sort of support piece as well. He can carry the Nurses up when they're needed, or go to grab Strange if things are getting ugly. In the Howling Commando version you would likely use Strange to -2 Perplex the opponents defense while +2 damage or attack on Strange with the commandos Perplex, and if they get based, hope they don't get hit to far so you can Blades. With the Hydra Agents, Strange instead focuses on himself with his own Perplexes while the opponent goes as low -3 defense from the TA (obviously against Stealth this changes a little bit), Strange also gets to wildcard Hydra, so occasionally the agents might actually get a hit in and sometimes pushing one to EE may be beneficial.

Too bad SI will probably retire to GA, I'd love to play this at a big tournament, actually. I never get to play 300 pts locally (everyone runs 400 for some reason).

149 SI033 Dr. Strange
50 FFGL006 Abin Sur
10 WS004 Nurse
10 WS004 Nurse
40 CA201B Howling Commando
40 CA201B Howling Commando
299

149 SI033 Dr. Strange
50 FFGL006 Abin Sur
10 WS004 Nurse
10 WS004 Nurse
25 CA003 Hydra Agent
25 CA003 Hydra Agent
25 CA003 Hydra Agent
294

RSIxidor
08/15/2011, 23:05
surprised we haven't seen the Scientist combo courtesy of Tomar, a Ruling Caste Dominator, a few researchers, and other bits and pieces. there's a long-range bomber if ever I saw one

RCD only works with Cosmic, Tomar Re does not posses that keyword.