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Amora's_best_friend
01/28/2010, 11:07
A challenge to experienced players: make the Superman Revenge Squad a viable theme team to use in a 500 point match.

You can only use figures with the Superman Revenge Squad keyword, that is:

Henchman LE
Parasite
Toyman
Maxima R
Maxima LE
Lex Luthor (Cosmic Justice)


Which feats would you use? Any Battlefield Conditions?

What strategy would you take?

anonym0use
01/28/2010, 12:46
It may not seem Themey but the first feat I'd use is Monster Society of Evil, which gives you Poison-Lite that you can use at the beginning OR END of your turn. In the early game I often taxi people into base contact on my turn and then end my turn activating MSoE. As the game progresses I want to damage and weaken the other team before I make my attacks, so I use it at the start of my turn.

crF001 Monster Society of Evil

All characters with the Superman Enemy team ability have the following team ability instead:

At the beginning or end of your turn (choose once per turn for all friendly characters with this team ability), roll a d6 for each character that has this team ability. On a result of 5 or 6, deal 1 damage to each opposing character adjacent to that character. A character can be dealt damage by this team ability only once per turn.

Now, you're thinking - but I might need Outwit. Don't worry - Wildcards can't use this ATA. However, they can use the regular SE TA, so a Henchman adjacent to Toyman will grant Toyman Outwit. A Mary Jane pog with Spider-man TA adjacent to a Hanchman will give the Henchman Outwit. So you can double dip the TA & ATA with this Keyword team.


Speaking of Henchman, you're probably going to want at least two copies to make this team work. They bring the Batman Enemy TA to share AVs with Toyman & each other (9 isn't great, but it's better than 8), some poison, self perplex, and a Wildcard ability.

aa103 V Henchman
Team: Batman Enemy
Range: 6 :bolt:
Points: 40
Keywords: Gotham City, Injustice Gang, Injustice League, Injustice Society, Rogues, Secret Society of Super Villains, Superman Revenge Squad
m-boota-fistd-normalg-starburst8916188151781517715177141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Special) You'll Hafta Wear Some Silly Costumes: Henchman is a wild card.

(Damage) Do Whatever You're Told to Do: Henchman can use Perplex, but he can modify only his own combat values.


As I said before, they can WC the SE TA with Toyman, who is also a giant and will be able to see over other figures to Outwit them.

jl023 R Toyman
Team: Calculator
Range: 8 :bolt:
Points: 50
Keywords: Legion of Doom, Metropolis, Superman Revenge Squad
m-boota-fistd-normalg-giant8817288162781517815167141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

There's nothing very special about Toyman unfortunately. He can Mastermind damage to a Henchman to activate their Poison, but may be better served taking a dive for the team. It all depends on where you're at in the game. Another figure who has Mastermind, but probably shouldn't use it:


cj089 U Lex Luthor
Team: Superman Enemy
Range: 0 :bolt:
Points: 69
Keywords: Celebrity, Metropolis, Politician, Superman Revenge Squad
m-boota-fistd-normalg-starburst6713156131561214512245112KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

13 defense? 7 attack? Ouch. I hate to tell you to invest points here, but you really shouldn't have a SRV team without Captain Baldy. Some would suggest BRILLIANT TACTICIAN on the kingpin of Metropolis, though I'd stick to Contingency Plan. Push lex to his second click so he can Perplex an attacker (which Maxima can then hurl forward). Designate some Bystanders as Mastermind fodder, and expect that at some point you'll lose 69 + X feat points. In the meantime, keep Perplexing up teammates damage values and use that Contingency Plan to bump AV up to respectible numbers.

The problem we have thus far, is that all these pieces make for good support & average secondary attackers. The team needs someone to front it, someone with Move and attack, capable of getting a first strike. Sadly, only three members are left, and only 2 dials have move and attack.

You'll need to decide who you want as your front piece - Maxima or Parasite. Maxima comes in two flavors - expensive TK/taxi piece and Really expensive TK/taxi/secondary attacker:

un073 R Maxima
Team: Superman Enemy
Range: 4 :bolt:
Points: 128
Keywords: Psychic, Superman Revenge Squad, Warrior
m-winga-fistd-normalg-starburst9915389163891638816278152781527714267141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Talk about a bloated point sink. Point stink, even. The one thing you can do with her is trick up opponents - if they see her 4 range they may forget about that effective 8 range with TK. Park her on some objects and throw them at the enemy. Her LE's not much better but at least brings some move & attack:

un217 LE Maxima of Almerac
Team: Superman Enemy
Range: 6 :bolt:
Points: 170
Keywords: Metropolis, Superman Revenge Squad, Warrior
m-winga-fistd-normalg-starburst101015210915289162881628816277152771517614166141KOKOKOKOKOKOKOKOKOKOKOKO

170 points buys one click of a 10 AV. yuck. She at least has charge, and CCE which means she can lunge, but no matter how you cut it, she isn't pretty. Is she better than Parasite?


jl017 U Parasite
Team: Superman Enemy
Range: 0 :bolt:
Points: 143
Keywords: Superman Revenge Squad
m-boota-fistd-normalg-starburst89172891727101727916278162681516715167141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Leech: Parasite can use Steal Energy.

(Attack) Attack Drain: Give Parasite a power action. As a free action he can use any standard or named attack power possessed by an opposing character 4 or fewer spaces away to which he has a clear line of fire; he has a range value of 6 for purposes of using the attack power. Parasite can use the power until he loses Attack Drain, Attack Drain is countered, or he uses Attack Drain to use a different power. After the resolution of an action in which Parasite uses a power via Attack Drain, roll 2d6. On a result of 2-5, deal Parasite 1 penetrating Damage.

(Defense) Defense Drain: When Parasite is given a Power Action, as a free action he can use any standard or named defense power possessed by an opposing character 4 spaces or fewer away to which he has a clear line of fire. Parasite can use the power until he loses Defense Drain, Defense Drain is countered, or he uses Defense Drain to use a different power. After the resolution of an action in which Parasite uses a power via Defense Drain, roll 2d6. On a result of 2-5, deal Parasite 1 penetrating Damage.

(Damage) Brain Drain: If an opposing character 4 spaces or fewer away to which Parasite has a clear line of fire has an action token, Parasite can use Perplex, but he can modify only his own combat values.


Parasite has a few more things going for him than people credit him. Mid dial Self Perplex gives him an astounding 11 AV or lets him deal 3 damage. Rear dial Steal Energy will help keep him around. He opens with Charge, which may come in handy. Truth be told, his special power seems extremely difficult to use. Despite his shortcommings, Parasite will probably HAVE to be the team's primary attacker unless you go with this build and just swarm the opposition with secondary attackers:

40 AA103 Henchman
40 AA103 Henchman
40 AA103 Henchman
40 AA103 Henchman
50 JL023 Toyman
50 JL023 Toyman
128 UN073 Maxima
69 CJ089 Lex Luthor
12 JLF007 Contingency Plan
20 FFF003 Brilliant Tactician
6 HTB010 Security Guard
5 ICB003 Mary Jane Watson-Parker
+Monster SOciety of Evil
500

Most of us don't have 4x Henchman though but the MJ pog & the Security Guard are now available through Print and PLay and will allow the PD team to get some use, which will increase effective AV.

The idea is to have a firing squad of Henchman, with Lex Luthor in the back row increasing damage via Brilliant Tactician. The Henchman can borrow the PD TA for an AV bump, which would make them pretty potent. Not an ideal scenario, but effective with what you have to work with.

W.I.T
01/28/2010, 12:54
Wow, now that is a challenge :p

I don't know how you'd make that team 'viable'. The Maxima LE is your only real offensive (and boy is she offensive) threat. 2 possible configurations:

170 Maxima of Almerac
143 Parasite
69 Lex Luthor
50 Toyman
40 Henchman
472

Feats: Lunge on Maxima to get the most use of the CCE (477). Contingency Plan on Luthor, to make use of his Leadership (489). Armor Piercing on Parasite (499), and hope that your opponent plays a figure with Poison :confused: If not, at least he'll be able to do some Damage with those pathetic Damage Values.

BFCs: Darkness, Deep Shadows and Inferno.

Short Range on this team. Maxima can either TK Parasite up, or she can carry him into position. Toyman carries Luthor, and the Henchman, well I don't know what he's doing? Theme team PC I guess? Master Mind fodder for Luthor? I am not sure if I'd use the Superman Enemy TA, or The Monster Society of Evil ATA? Outwit would help this team a lot, so I'd probably stick with that.

I'll try to post another team later.

Amora's_best_friend
01/28/2010, 19:14
Really liking all your ideas.

MSoE does really seem like a best bet. Just carry your whole team in, and try and do as much "free damage" as possible.

Amora's_best_friend
01/28/2010, 19:34
Could be fun to play Malice or Krakoa The Living Island - anything that could potentially damage the opponent for free. Malice can be used to get Luthor onto his perplex click, and Henchman onto Poison.

Or if you're using MSoE, you could Resistance to give yourself some protection against outwit.

invisibo
01/28/2010, 19:43
Armor Wars would be useful to make that poison stick.

CapSpalding
01/30/2010, 20:07
How many Henchman do you have? If you have several then I would play:

Henchman w/Armor Piercing x4: 200
Maxima of Almerac 170
U Lex Luthor 69
Toyman 50
w/Armor Piercing 10

Yes, Lex Luthor. Why not make it a true challenge?
Lex can Mastermind onto henchmen (and get them onto their Poison clicks, where the AP really pays off). Assuming anyone even bothers trying to hit him...

BFCs:

Infiltration
Ordinary Day
Damage Control