View Full Version : I kind of have a plan I need help with
kroatoan
11/14/2009, 22:52
I tried to play a team with Justice League 054 Doomsday but I got beaten by Hypersonic speed...damn hit and run.
I really want to use him so I had an idea about teaming him with Green Lantern Corps, to help move him in to the smack range :)
I want this to be a 600 to 700 point team.
This is what I have:
Crisis
023 Green Lantern
Green Lantern Corps
001 G'nort
002 Ch'p
003 Abin Sur
004 Arisia
005 Katma Tui
006 Ganthet
007 Tomar Re
and I have many cards.
Please give input
RavenProject
11/14/2009, 23:27
Okay, not going to build a team this time, but I will suggest some strategies to consider.
Since you've got a GLC Collector Set, I assume you have the Construct card that came with it. That will help you tie up those HSS figures that are causing you so much trouble.
You can also your Barrier to help protect Doomsday. (Or anyone else...) When he engages an enemy, do it in a square which is diagonally adjacent. This way you can attack, then throw a Barrier completely around Doomsday. Your opponent can still spend one action knocking down the Barrier before he can go after Doomsday, but that's an action he isn't spending on hurting your figures.
As for general HSS tactics... look through your cards for a Battlefield Condition called "Inertial Interference Field." That will cut the HSS attackers down a bit, though you need to remember it affects Doomsday as well. Also look for ways to take their Flight capability away then use Hindering Terrain to slow them down. There are a few cards that can help there.
-J
kroatoan
11/14/2009, 23:53
Ok cool.
You gave me some good ideas for me to ponder upon.
Also I am a new player so I was wondering if I could TK Doomsday down a line of Lanterns then use him to attack?
Contingency Plan
11/15/2009, 01:13
Yes that should work fine. If a player sees it coming, it might be hard to pull off. But it can work.
phantalien
11/15/2009, 06:58
Ok cool.
You gave me some good ideas for me to ponder upon.
Also I am a new player so I was wondering if I could TK Doomsday down a line of Lanterns then use him to attack?
I don't know if I read this post correctly but I will state this rule. Characters can only be TKed once per turn. You can't yo-yo a character anymore.
Dikarika
11/15/2009, 08:13
I thought you just couldn't TK someone who used TK this turn.
Otherwise, you can TK somebody in with one TK-er, attack, and TK them back out with another TK-er (with break away roll, of course...).
As seen in the rules forum:
http://www.hcrealms.com/forum/showpost.php?p=4403699&postcount=31
kroatoan
11/15/2009, 09:23
I don't know if I read this post correctly but I will state this rule. Characters can only be TKed once per turn. You can't yo-yo a character anymore.
So can anyone confirm this...I really hope it is not true.
I have been reading the rules but I really cant find anything about it.
WolvieFan9
11/15/2009, 09:59
The actual rule is this, from page 14 of the Rulebook:
A friendly character that has been moved using Telekinesis can’t use Telekinesis to move other characters until the beginning of your next turn.
And this is from the Player's Guide (page 2-4):
• A friendly character moved via Telekinesis can still take a non-free action the turn it was moved (though it cannot use Telekinesis).
So you cannot TK someone out and have them TK again. That was the old TK yo-yo -- throw a TKer out and then have them TK again immediately that turn. You can't do that any more.
However, if you position your figures through other means, there is nothing prohibiting you from TKing a figure multiple times. If your Lanterns get themselves into a chain, you could move Doomsday all the way across the board in one turn.
However... the biggest problem with that deep-strike tactic is, Doomsday is then sitting out there at the end of the board all by himself, and the rest of the team that can help him by doing things to tie up the enemy are stretched all the way back across the board.
This will in many instances actually make it easier for your opponent to pick Doomsday apart -- sure, it'll be bad for the figure he lands near / next to, but your opponent has the full weight of his team to bring to bear on Doomsday (and we're talking a lot of points in a game to include The Bony One and some GLs) while your guys are all stretched all over the board.
And while Doomsday is pretty good, he's going to take some finesse to win with -- he can cause a good amount of damage, and his defense values can be pretty tough to hit, but he's not an automatic win, and when your opponent is going to do everything he can to KO Doomsday, you have play him carefully. You want him to be able to run in and crush everything in sight, but the mechanics of the game won't allow him to do that.
The rest of Doomsday's team is going to have to work for the win, too. You're going to have to block LOF and then base long-ranged shooters to keep them from pinging Doomsday to death before he can get in close. You're going to have to use supporting powers to their full effect (the GLs, while usually good on Perplex, are generally short on Outwit, for example). And yes, Armor Piercing HHS figures can wear Doomsday out, so you're going to need other methods of stopping them (as others in the thread have mentioned).
Contingency Plan
11/15/2009, 10:11
Whew, I thought I was playing it wrong. And then passed on my wrong doings.
Glad it was just Phantalien.....lol. Just kidding....or am I?
Mr. Cranberry
11/15/2009, 11:41
Other than IIF other BFCs you should look at are Shrunk, Darkness and various others that favor Close Combat.
You could always see about running an event dial. Unlimited Class Wrestling would be a great one to use, too bad Event Dials are open to your opponent being dismissed each and every time. :(:(:(
kroatoan
11/15/2009, 16:21
The actual rule is this, from page 14 of the Rulebook:
And this is from the Player's Guide (page 2-4):
So you cannot TK someone out and have them TK again. That was the old TK yo-yo -- throw a TKer out and then have them TK again immediately that turn. You can't do that any more.
However, if you position your figures through other means, there is nothing prohibiting you from TKing a figure multiple times. If your Lanterns get themselves into a chain, you could move Doomsday all the way across the board in one turn.
Awsome that answered my question and then some :p
beakersloco
11/16/2009, 22:16
Add the feat Damage Shield to Doomsday this will help deal with a HSS figure. If you think that the figure will have a damage reducer then also add Armor Piercing.
To be honest I would say that you need to think about Doomsday having some support other then a team full of TK. Support him with other figures who are of lower cost who are also dangerous in there own right. You will need both Close Combat figures like Karnak, Gamora , Echo etc. and ranged figures who can support by attacking from range once you have tied up his dangerous figures. This way they can take the heat off of Doomsday. You will need outwit and perplex.
I would also make sure to add someone with a 10 range who has RCE and put Trickshot on them so they can sit back and shoot thru Doomsday to any potential attackers. I would recommend either JL Green Lantern or Red Arrow
Keep in mind that if your opponent has a figure with HSS then you will need to consider letting them come to you instead of Tking Doomsday out. Its always a good idea to have an alternative strategy in case your opponent figures out your strategy(TK and a big bruiser is normally very obvious).
Also consider adding in someone with HSS to your team to deal with his HSS figure. I sometimes find that adding a cheap HSS figure can help make an opponent rethink using his HSS figure for hit and run with the threat of another figure that can keep up with him.
WolvieFan9
11/16/2009, 23:32
If you want to surprise an opponent, don't TK Doomsday out into the middle of your opponent -- if you have a decent attack value, grab your opponent and TK him back into your midst, next to Doomsday. This allows you to bring the full weight of your team -- including the bony one -- against your opponent's figure. It could keep you from over-extending and gain the benefits from that yourself.
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