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View Full Version : Sealed box fundamentals.


phonixinmi
02/12/2003, 01:03
I'd like to discuss strategies for developing winning sealed box teams.

What I've noticed from the format so far is that if you have a "big hitter" that costs too many points as a part of your team (usually in a 200 point game), the figure eventually gets wiped out.

However, if you pull a box with random weenie figs that could support a "big hitter" like say...Exp Thor with a couple of SHIELD agents as "human" shields, would you play the Thor anyway, knowing you have very little to support it, or would you try to diversify your team in some other way?

Also, what about if you have a good combo like Spiral with a TK fig? Do you build your team around that?

Imo, in a Marvel-only game, it seems that a team would need the following: 1. At least 1 fig that can do 3 or more damage (because of Invulnerability) or has incapacitate. 2. A medic (if you're so lucky to pull one) 3. As many pieces that you can fit that have an AV of 10 or better and/or have invulnerability. 4. An outwit piece or taxi.

It seems to me that sealed box (even if using 3) can give you some ridiculous pulls (like the guy I played that had exp Doc Strange, exp Bullseye, exp Black Cat, and vet Logan) or it can give you a pile of junk that you have to somehow put into a team.

So the basic question is: What are some general criteria to use in creating winning sealed box builds, especially if your pull consists of pieces that appear suboptimal and/or overcosted?

All opinions welcome.

phonixinmi
02/14/2003, 13:19
I just feel as though there are strategies involved in the sealed box format that haven't been explored yet and it would be a good idea to share strategies...

webhead817
02/14/2003, 13:32
I love sealed play in HC, and feel that HT and CT both have very good consistent pulls for this format.

With that being said, I think creating sealed teams is similar to making normal teams, but you lower your standards so to speak.

For example, in sealed, a single rookie Yellowjacket could make or break your team, even though in constructed play you might never give her a second glance.

Invulnerability is great, but I prize even toughness in sealed play.

You always have to assume your opponent also has less than optimal choices. So, that Elektra with an 8 attack and BCF or RCE might be better than you think.

As you mentioned, a single powerhouse fig might have a better chance in sealed play. I've seen a rookie Thing clear house in sealed, not because of the underwhelming AV, but because no one could bust the invulnerability. You can imagine how that translates into sturdier figs, like Thor or Juggernaut.

rotru
02/14/2003, 13:38
As cheap as it might be, having Invulnerability (and Toughness, to a lesser extent) can be extremely important in a sealed booster game. If you have even one figure with it, you can plan to disable all of your opponents figures who can injure that figure. I have won several Sealed tournaments simply by defeating my enemy's capability to harm one or more of my figures.

Of course, this strategy can be easily used against you, and the presence of Outwit, Perplex, and Incapacitate can all make things more difficult. But in a sealed format, these equalizers are not often available. And I find that figures with those three powers are much easier to disable (kill or remove the power in question) than figures with Invulnerability, because they are typically much weaker defensively.

Take it from someone who has both benefitted and suffered from this trick, it is frustratingly effective.

Oldguynewbie
02/14/2003, 13:55
I'd have to edit your last point. If you've got Outwit on a starting click, it's almost gotta go in, for the very reason the other guys are telling you how effective toughness and invul are in sealed. Outwit may be your only chance to deal with them, Incapacitate can be very impotant for the same reason, although I'll always choose outwit over Inc. You also said "or one taxi". Hey, if you're lucky enough to pull two cheap taxis, I'd try to get both in. Like the man said, rookie YJ becomes much more valuable in sealed. It's also been my experience that MC with any kind of respectable range and AV is HUGE in a sealed game, but that could just be me.

Anyway, hope these help.

tidge
02/14/2003, 13:56
All things being equal, my preferences are:

1) Small figs instead of Large figs

Primarily because it keeps my team together, but also to avoid the temptation to push.

2) No fliers versus Fliers

Again, this tends to keep the team together.

3) Leap/Climb

I find Leap/Climb to be the most reliable way to keep mobility...fliers are too unreliable (except with Phasing) for my taste.

The wimpiest sealed team I ever pulled had Rookie Doc Ock and Rookie Mandroid as the heavy hitters. I was able to beat a team with a Vet Thing (and Exp Invisible Girl) and another team with a Vet Sandman.

Oldguynewbie
02/14/2003, 13:58
tidge and I are simultaneously posting contradictary opinions.