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Redleg
02/18/2003, 13:06
Okay...the format for my local tourney is DC/Marvel mixed at 300 points.

Anything goes so stealthed raging Spirals are permitted.

I took a 'fun' team there last week and finished 5th out of 7. Rather and complain and gripe about how the system is 'borken,' I'm going to adapt my team building.

I have 2 teams...am leaning towards Team 1. Need input. Please understand that I like playing for fun...but am willing to meet with equal cheese at a tourney.

TEAM 1: 299 points

E Annihilus
E Klaw
R Steel
R Robin
R Black Panther
R Hydra Medic

Strategy:

Anni carries Klaw and then both go into hindering. Anni does his running shot. Klaw attacks as well. If they're firing at a normal character...Either of them can pump up attack values by borrowing Hydra. Goal is to pop annoying Stealth characters for 7 a turn.

Steel plays a general support role by reinforcing an attack if necessary. He's supposed to be a 'guardian.' I want him to influence the area around him but the MOD guys are my main killers.

Robin, BP, and medic are there for obvious reasons.

TEAM 2: 300 points

V Nightwing
E Klaw
R Steel
V Doombot
V Doombot
R Hydra Medic

Strategy

Doombots are Nightwing and Klaw taxis. Same principle as other team...just laid out differently. I don't like that I can't do 7 points on a Stealth character in a turn....and to move and shoot with Nightwing and Klaw I need to make a leadership roll. The benefit is that Outwit is forward and used a little more directly.


Overall...I'd like to have a taxi for Steel if possible. But...points are points.

Any suggestions...or assessments w/how I'd do with these guys would be appreciated.

Xian
02/18/2003, 14:33
Team 1 looks to be pretty solid. I'm not sold on Klaw in general, but he is good at that ranged thing.

Team 2...since mixed is okay, I'll point out that E Booster Gold costs exactly the same amount as a V Doombot. By replacing the Doombot, you lose one Leadership roll, but you get that sweet sweet free move. Alternatively, R Hawkman costs less (but is maybe a little less intimidating, without a ranged attack and Toughness), and would allow you to upgrade the medic.

In many ways, I think it's sketchy to include R Steel on a team specifically to beat Batman/stealth teams. Wouldn't it be easier to include a couple of brawlers (Bane, She-Hulk, Thing) that can move right up and manhandle them? Or use Flash, and Perplex up his damage, then run by with Hypersonic Speed? In short, spending ~ 70 points on gaining a team ability is hard to justify when half of your "big guns" can't use it.


Xian

p.s. any input on the reveiw thread?

malchyor
02/18/2003, 14:45
um...i like team 2 better, but feel you should drop steel and pick up an intergang medic (and drop the hydra). then with the extra points get that e annihilus instaed of the nightwing and pick up a robin or rookie huntress. i just think the outwit is too good to pass up (from the intergang ability).

but, and i know this may sound trite, if you're playing for fun, why do you care about tuning the teams? i'm not trying to argue with you really, just curious as to why you're trying to win if you're playing for fun.

but yeah, both solid teams.

Pip the Troll
02/18/2003, 14:49
sup
yer team looks good i field a very similar team and hvant lost a tournamnet with it
all i would suggest doing is this
trade panther in for intergang medic rookie
then with the 7 points u save there trade yer other medic for rookie avalanche
that way u still get outwit via superman enemy ability, and free move via brotherhood
also avalanche cant be an offensive threat as well, he does 2 damage which peopel never notice and cna come in handy
also he has his barrier whihc u can use

my version of the team is this
E Anhilius
E Klaw
E Robin
E Aim Medic
E Vulture
R Doombot
R Intergang Medic
R Avalanche

i lose the superman see thru stealth ability (dont have a R steel)
but i gian up to 3 outwits, sinister syndicates shared attack value (vulture)
hydra ability
plus another minion of doom in the doombot who can do 2 damage and taxi
team has worked wonders
but liek u id love top use steel as well
good luck
cheers

Redleg
02/18/2003, 19:30
First thing's first...I play fun and friendly games mostly (Ask Xian). But since I tried going to a tourney...I had to turn it up a notch...from fun friendly teams to tourney oriented. I would never play said teams in a friendly game.

Why Steel?
I encountered an annoying stealth turtle team (I shut down their only taxi). Steel is an 'okay' attacker but he let's me harrass a stealth team to no end (I think my Anni and Klaw can wax Nightwing in the same turn if they both connect).

Since the team relies on powerful long ranged volleys out of Stealth...a team that uses Stealth will shut me down offensively. On the other hand, only basing my team will shut me down.

I'm going to have to look into DC Taxis. Overall I think the DC taxis are more powerful. I only had Doombot so he could share Stealth.

Xian brings up a good point...if I'm going to include Steel...I may as well use the team that can maximize.

I like the idea of Sin 6 and Free move...something I'll have to look into more.

Anymore comments?

P.S. Xian...I'll get to my version of the review in just a bit. :)

confusion_72
02/18/2003, 23:09
I like the idea of the rce guys with the superman team ability... it beats the snot out of the people who rely on batman and wildcards.... especially because klaw (4 damage , 10 attack) has longer range than bats and you could actually pull of the cheap batman team ability trick as well... I like both teams...but I think team 1 is a lot scarier.... if you want to be cheaper yet add in nightcrawler to your team and see how much damage you can do.... nice teams for crossing over dc and marvel.... :D

Redleg
02/19/2003, 05:57
I think my team will now become something like this...

E Annihilus
E Klaw
R Steel
E Vulture
R Robin
R Intergang Medic

This provides me a good mix of everything but still focuses on long range firepower from stealth while at the same time giving me support powers.

I can fire from stealth. I can shoot into stealth. Outwit will be forward with me (becoming ever more useful). Steel now has a taxi in case he need to lend support. And I still have a medic.

Here's a question. If Anni, Klaw, and Intergang are all BTB...does Anni get outwit (BTB w/ Klaw) and Klaw get outwit (BTB with Intergang)...for a total of 2 outwit? I'll probably post this on the rules board as well.

What do you guys think of the team now?

Doctor Strange
02/19/2003, 06:25
I know you are probably going to stick with you new team, but just in case...

I just want to say that a SHIELD medic might be a more viable option for your second team. The two doombots can both act as shield agents To do massive damage with one of klaws ranged attacks. It might even be a good idea to use annihilus as a SHIELD if you are going to have to deal with invulnerability.

I also want to ask, are a majority of the teams at this tourny wildcard/stealth? I'm assuming so due to your new team building dirrection.

I'm really wanting to know the lay out of the teams, because we have never had the problem of people playing the same teams in that way.
The reason is because we ruled that DC and Marvel team abilities do not work together-and I seriously dont want to get into a discussion about what is the correct way to handle this, I just want to know how things are woking out on the other side.

Redleg
02/19/2003, 08:02
Doc, to sort of answer your first question.

The tourney was run like this...7 people...each playing against one of the other 7 at random and then playing again against another person at random.

Point totals at the end of the two matches.

I did not get a look at everybody's team due to the layout. One person I played with mixed Nightwing and Spiral and refused to really do anything but bound Nightwing forward or backward.

The team that took first did not combine Marvel and DC and was very effective (Although I think this Stealth team would shut him down).

The judge told me anything goes so I'm preparing myself.

My 'new' team is a long range team. Steel is primarily used for lending Anni and Klaw Supe ability. But he can easily reinforce an attack on the next turn now that Vulture is taxiing him.

I think in a nutshell...no...my tourney area isn't plagued with Wildcard stealth. But I wanted to created a team that used that ability AND could ignore that ability yet still be useful.

Xian
02/19/2003, 10:30
Originally posted by Redleg
I think my team will now become something like this...

E Annihilus
E Klaw
R Steel
E Vulture
R Robin
R Intergang Medic

Nice. Now you just have to make sure you can keep your opponent from getting too close. Think you can handle that? :)


Here's a question. If Anni, Klaw, and Intergang are all BTB...does Anni get outwit (BTB w/ Klaw) and Klaw get outwit (BTB with Intergang)...for a total of 2 outwit? I'll probably post this on the rules board as well.

AFAIK, yes, both get Outwit. Obviously, don't use it until after Klaw uses his RCE. However, I'm not sure what happens if/when you switch teams...I assume Outwit (and its "lasting" effects) are lost, though. Then again, if you're just Outwitting defensive powers, you probably don't care too much whether or not they're negated on your opponent's turn.


Xian

Doctor Strange
02/19/2003, 17:56
Thanks for the tourny report Redleg. Sounds like it's working out well out there..

On the ruling issue... If Klaw switches team abilities, then he does loose outwit.

I think that new team is strong. Even if they base you, Steel can still do 4 damage.

Arrowhead2000
02/19/2003, 18:32
Hey man onething is that your team is so boring it is the same thing one after another just put them on a ledge and blast bullets all they have to do is kill robin and your team is so screwed or if they had someone on the superman team and a doctor doom or a veteran annihilus think about trying to switch annihilus with a close combat hitter that you can carry around or someone with hypersonic speed

richks
02/20/2003, 06:43
I think the only real problem with this is (as someone pointed out) that if Anni and Klaw use Superman Enemy to get Outwit to negate a defensive power like Invulnerable, they can't also use Superman Ally for attacking stealthed people. So an E Ultron (say) using Batman Ally to hide in the shrubbery could prove to be a problem. Unless you taxi your interganag medic up so that he's behind them, that way you can give them the abilities one at a time, and take Superman Ally with the one who's attacking.

Looks like a good, solid, cheesey as heck munchkinfest. Give 'em hell, I say!

Redleg
02/20/2003, 07:31
Originally posted by richks

Looks like a good, solid, cheesey as heck munchkinfest. Give 'em hell, I say!

LOL. I hope everybody understands that I hate playing like this (although designing a cheese team has been fun). But I'm not going to complain that the tourney rules are unfair and strategies should be banned.

When a judge says to me: "Anything's possible."
I interpret: "Munchkin them before they munchkin me."

A few things...

Yeah...it sucks to not be able to nuke Ultron in stealth AND outwith his Invuln. But hitting him for 3 clicks total from Klaw and Anni is a 90% solution that I'll have to live with.

Killing Robin or Intergang is not good for me. But it certainly won't destroy my team either. I still have figures that could do a potential 11 clixs of damage in one turn. Like any team, a lack of support hurts...but shouldn't end the fight.

And also...we all say..."Just kill <insert support fig here> and you'll win."

How often is that easier said than done? If Robin and Intergang are hiding like punks in my near corner, few teams are going to make it to them without taking several blasts of artillery.

I know this isn't a 'sexy' team. No cool strategies. No super fun tactics are used. It's not supposed to be. I'll lob RCE and/or 3 damage into stealthed characters and from stealth all day long.

Boring? Maybe. A good tourney team? I'll be happy to take 3rd out of 7. We'll see.