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View Full Version : How do close combat teams compete?


bakkenmr
12/19/2009, 18:47
I find myself playing teams with a good percentage of characters that can do damage from long range. I would like to play more close combat teams for fun, but they always seem to get shot up before they can start doing damage.

Looking for some tips.

Thanks!

Generation_Omega
12/19/2009, 19:42
Depends. Who did you have in mind? I recently used a team of Asgardians, most of which are pretty range impaired and I still did pretty well. Having alot of people on your team helps so your opponent does have enough time to blow everyone away before they're all up in his area.

Flash teams can be ridiculous too. The only time I ever called game was when I played against a team with Crisis SR double-base Flash, another nasty Flash I forget from where I think Justice League, Kid Flash and maybe one more. We were in the prison map and all they did was run around (in Kid Flash's case through) walls, hit my team and then run back behind the wall so that I couldn't hit them back.

JDKenada
12/19/2009, 19:57
Deep Shadows and other such BFC's can be handy. Plus, it's all about blocking LoF until your beasts get up there. Leap/Climb and TK can be handy as well.

rustyrazor
12/19/2009, 20:43
A few weeks ago, I ran an inhumans teams with gorgon, triton, karnak, E quicksilver and a couple of lockjaws.

The lockjaws taxied, tied up and controlled LOF and the the rest of team performed very well.

RavenProject
12/19/2009, 21:47
Use terrain to your advantage. Many maps offer you strong avenues of approach. Learn them and use them wisely. Your favorite maps are going to be the lab from Armor Wars or the JSA Brownstone. (And Realmworx HQ if your Judge lets you use it.)

Use the Dynamostat to help cover your approach, or get someone in position to use the Force Field Generator.

Deep Shadows, Darkness and Shrunk are excellent BFC for a close-oriented team. You should also consider if Back-Alley Brawl is useful for you.

There are some Feats which tend to get overlooked but are great for close-combat characters. Pummel is one of my favorites, basically a free PC roll on any close-combat attack long as you aren't pushing. If you qualify, look into Ambush, Entangle, Takedown, And Stay Down! or Skullduggery. (And, of course, the obvious Feats like Maneuver or Lunge.)

Oh, and this one's just fun: Cannonball. Your opponent won't see it coming. :)

-J

zero_cochrane
12/20/2009, 01:38
Pummel is one of my favorites, basically a free PC roll on any close-combat attack long as you aren't pushing.Not quite - Pummel can only be used on a close combat action, which excludes Close Combat Expert (unfortunately, one of the prerequisites!) and Hypersonic Speed, among other popular options.

neutralmarkhot
12/29/2009, 16:02
a few general pointers:

1) TK. I know for whatever reason it's frowned upon, but if you want to compete in a "hit them before they hit you" environment you gotta have it. If you're not doing a keyword theme, try to at least make your TKer useful in other ways (Perplex, Outwit, PC, or have TA for a wildcard brick to copy).

2) "Long range" attackers. HSS obviously. But also look into Thing, RampHulk, Green Scar, etc. If positioned correctly (see Raven's post) they can even scare snipers.

3) Deep dials that can take hits. This may be true of most modern bricks anyway, but chose a figure that can take a licking and keep ticking. I've played against too many players who (even with close combat pieces) want to "stay away" and not risk taking damage. They can't figure out how to attack me without becoming vulnerable to my attacks. The end result is that they are stymied and usually become sitting ducks. If you are going to get out-ranged and then Psy-blasted or Pulse Waved, just dive right into the thick of it. At least you'll have the satisfaction of pounding on a opponent instead of cowering in your starting area, and hey, you may come out on top.

4) Flying bricks like Namor, Drax, Destroyer from HoT, and so on are worth looking into. Nothing rains on Juggernaut's parade like a 20 point piece throwing out Smoke Cloud under him.

adamkomar
12/29/2009, 18:50
You could use characters with Plasticity and Super Senses/Shape Change to keep opposing characters tied up while you get your heavy hitters into position.

You get a two-fer with Hammer of Thor Venom since he can tie up really well (Plasticity, Super Senses and Shape Change for four clicks) and deal out some decent damage (2s and 3s for base damage plus four clicks of front-loaded Blades/Claws/Fangs).

Arkham Asylum Plasmus has Plasticity, Poison, Shape Change and 3 damage to start. Throw on Armor Piercing and you've got some tie-up that'll definitely get some attention.

You could throw Secret Invasion Mr. Fantastic in there. Use his Perplex to give him a 19 defense so they'll have trouble hitting him and his Plasticity will make it hard to break away. You could put Construct on him so when he gets knocked down to Ductile, you can put up some barriers that opposing characters have to break away from.

VictorySaber
12/30/2009, 18:13
The mention of Shape-Change brings up Camouflage. anyone trying to close fast with that, against a team that lacks an ultimates, or that HoT Cap... well, it can be a big help.

Also... LUNGE! With that simple feat on a SoD Superman, the extra 2 movement before the rushing charge suddenly makes his plain 5 charge into a 7 charge... and look out if he's toting an object.

Other thing that hasn't to my seeing, been pointed out- Anybody packing willpower or Indomitable should be seriously looked at. their first move can sure, be an out and out all move action. but then if they've a move and attack power, your opponent has to decide... "do I push MY character to try to hit him and maybe neutralize the potential threat, and hurt myself, or do I clear, and see if he's going to clear as well, hoping to get in a move and attack, and then another attack next turn?"

Something of a personal favorite for me is the now likely infamous Captain Gordon Summon the Bat (which happens to be my lampost bat), behind a wall... and next go, make the charge, lunge the rest of the way, and flurry for the beatdown. this, assuming they don't try to close first. Again, it's a lot in placement... and maybe I play the second-guess game too much.

Mr. Cranberry
12/30/2009, 18:54
A couple other things.

Close Combat figures like SI Elektra that can still attack at range if need be. Or have a way to force the opponent to not use range, a'la Stealth. Even ones with say L/C is an advantage. Players seem to forget they can charge to the edge of elevated terrain and still attack close.

Keeping with the Martial Artist theme...drop a Range attacker in there to give cover fire while you move in. I use Green Arrow to do that, he's enough of a threat to not ignore.

The best way to rule with a Close Combat team? Unlimited Class Wrestling ED & Psycho Pirate.

Sentinel25
12/30/2009, 20:40
TK your heavy-hitting charger onto the Kinetic Accelerator. It's cheesy, but it works.

Pym Particles plus Lunge on SI Hercules effectively increases the range of his charge by 3, making a first strike with him more likely. It's especially nice since being a giant allows him to ignore hindering for movement.

Full-move charge characters like Green Scar and starter Thing can help get the party started fast as well. Swingline on either of them is very helpful (not just for ignoring hindering but the +1 speed increases their effectiveness).

Hesster56
12/30/2009, 20:55
Want the slightly cheating version?

Petition your judge/players to do a close combat only scenario one week. Two requirements: Characters cannot have an opening click of Hypersonic Speed (Or any, if you can push it that far) and must have a printed range of 0.

Once you have that in place, go for a 500 to 800 point game, and might I humbly suggest V Drax being carried by Allen the Alien as a one of your best options?

adamkomar
12/31/2009, 00:31
If you wanna bring scenarios into it, I have this Honorbound (http://www.hcrealms.com/forum/showthread.php?t=217622) scenario that's pretty fun. Nothin' but close combat.

I'd like to see a team that's built to overcome ranged combat, though. I might do that myself for my next big game.

Morand
12/31/2009, 01:44
Is the event unrestricted?

If so, bring these three BFC's. Shrunk, Darkness, Deep Shadows. Limit their range

If it's restricted, Deep Shadows and Shrunk are still legal.

bakkenmr
12/31/2009, 03:47
Thanks to all for the replies and help! This gives me alot of good ideas.

Happy New Year!