View Full Version : Sealed Boosters... Help me out.
Spookythecat
02/14/2003, 22:53
Played a Sealed Boosters Touney today. Got my butt handed to me with what *I* thought was a pretty solid draw.
I got:
R
Thing 75
White Queen 61
Black Cat 16
Invisible Girl 37
E
Yellowjacket 32
V
Mister Fantastic 113
Doombot 38? (I think)
Skrull Commando 18
So... If you were in my shoes, who would you have picked, and what would your strategy be?
Wyldstaar
02/14/2003, 23:16
While I'd rather put R White Queen on the team, the pieces available make her difficult to place without terrible sacrifice.:( In the end, I came up with this team.
R Thing 75
V Doombot 38
R Invisigirl 37
E Yellowjacket 32
V Skrull Commando 18
Total- 200
I'd keep everyone together via taxi except for Commando. I'd keep Invisigirl in btb with the other three to share her Defense. This strategy may require a lot of passing, but you're handicaped with what you have. Your draw was unfortunate. Been there, done that. My last 200 pt booster tourney stuck me with TWO Veteran Dr Dooms! The other six figures only added up to 151 points, so my only option was to play Doom alone. Didn't win, big shock!
scowlingone
02/14/2003, 23:20
Playing 200 points, I'd have taken:
V Doombot 38
R White Queen 61
R Thing 75
V Skrull Commando 18
Total: 192
Doombot for leadership, taxiing. Thing's first click of invulnerability gives him staying power, and since you'll want him to pick up an object, taxiing him is unnecessary.
The Skrull Commando gives Doombot the Skrull ability. Thing gives Doombot the FF ability (heal Thing for one point when the Doombot dies). R White Queen is simply one of the best values in sealed play.
Use the Skrull to block line of sight; he's expendable.
Taxi in White Queen and use her to Mind Control models; force them to move into base contact with Thing and then use Thing to smash them good. It's even better if you can make them push when you MC them.
Avoid V Mr. Fantastic at all costs in sealed play; he's over-expensive for what he does.
The downside of this build is that you're pretty far under 200 points, which can make the difference in victory points at the end. Unfortunately, no decent build can be made (that I can see) that is much closer to 200.
Funky Jett
02/14/2003, 23:28
Originally posted by Spookythecat
Played a Sealed Boosters Touney today. Got my butt handed to me with what *I* thought was a pretty solid draw.
I got:
R
Thing - 75 pts
White Queen - 61 pts
Black Cat - 16 pts
Invisible Girl - 37 pts
E
Yellowjacket - 32 pts
V
Mister Fantastic - 113 pts
Doombot - 38 pts
Skrull Commando - 18 pts
So... If you were in my shoes, who would you have picked, and what would your strategy be?
First, you were screwed without a medic. Next, keep Invisible Girl and the Doombot. Great defense and a flyer. Next, lose Mr. Fantastic, because he ain't. Now, if it is a 200 pt game, go with -
R Thing - 75 pts
R Invisible Girl - 37 pts
E Yellowjacket - 32 pts
Doombot - 38 pts
Skrull Commando - 18 pts
for exactly 200 pts
Use the Doombot and Yellowjacket to taxi IG and the Thing around. As much as possible, keep IG in hindering terrain and then keep the Thing next to her for her shared defense. If anyone attacks the Doombot, have him mimic the Skrull ability to help occasionally. Should either of the FF team die, declare the Doombot's ability to also be the FF so he can get a free click. Or if he dies, do the same thing. Use Thing's Super Strength with objects for maximum effect.
After that, not much you can do but hope the dice are on your side.
Funky Jett
02/14/2003, 23:31
2 to 1 on the exact same team! LOL!!! I agree that the White Queen is an awesome figure for sealed booster, but you can't maximize your points with her and your draws.
vBulletin® v3.7.0, Copyright ©2000-2012, Jelsoft Enterprises Ltd.