LittleWoodenBoy
04/02/2010, 06:26
Ever since I picked up Heroclix again and starting gaming with my buddy (who'd been collecting all the while I'd been gone) I've had a nasty little idea that I've wanted to field so badly. After trading some comics, videogames and a SR Ares from Avengers, I finally can.
Arkham Asylum was the latest set when I got back in, and the character I took the most liking to was Multiplex. Cheap, cost-effective Suicide Squad makes me a happy camper. CR Deathstroke is past Regeneration and into Willpower? Push a Multiplex over the ledge next to him. SI Dr. Doom wearing down? Mastermind a Multiplex to death. And the 'Safety in Numbers' ability - Toughness while adjacent to another friendly Multiplex - encourages you to play a lot of them.
I've since come to possess 9 Multiplex that I won't trade away. So without further ado, I present to you the Multi-Ball (a team name generated from an episode of Futurama.)
Multi-Ball! 700 points even.
8x Multiplex = 240 pts
Leader 116 + Getaway 4 + Alias 3 = 123
Dr. Sivana 111 + Getaway 4 + Alias 3 + Monster Society of Evil 0 = 118
Rip Hunter 97 + Alias 3 = 100
Chang Tzu 107 + Getaway 4 + Alias 3 + Skullduggery 5 = 119
The theme.
With this you have a Scientist theme team, giving you a whopping 6 uses of Probability Control in addition to Leader and Rip Hunter's natural PC. And you have plenty of Multiplex to throw around, so you are never out of options for who to use it with and will likely never have to push one of your core characters, hereby referred to as the Mad Scientists.
The die roll bonus will guarantee you a minimum 14 to choose your map; if your opponent isn't playing a theme team, then you've already got the advantage.
Science and Tactics
Right from the beginning you have 2 characters each with Outwit, PC and Perplex (including Chang Tzu's Malicious Experiment, to drop an opposing character's stat by -2) and a ton of fodder for Mastermind.
Rip Hunter's ability will make sure that Chang Tzu stays alive since he won't allow Mastermind to be countered. These two travel together with 4 Multiplex - two for Mastermind fodder/blocking line of sight, and two as the backup.
Similarly, Leader and Sivana should roll in the same boat with the other 4 Multiplex, except Leader is going to have much more variety since he can Mastermind from a distance. This either allows Sivana to chill with the copycat squad, or for the Leaping/Toughness/Flurry-soon-enough wank tanks to pursue/tie up some targets while the Mad Scientists take pop shots.
Feats, and more feats.
Monster Society of Evil is what I included to make the most of Sivana's Superman Enemy TA, which is essentially useless here since Leader already has Outwit.
Getaway ensures that a character, once punched in the face and MM'd to a Multiplex, will still have the tactical advantage.
Alias is a bit of a backup plan in case Rip Hunter is nowhere to be found and a character's Mastermind is Outwitted; you have one last-ditch chance to avoid being neutered. If that fails then you're relying on Sivana to use Support, Chang Tzu to Regen, or Leader to get Suicide Squad rolls.
Skullduggery was my 5-point spacefiller. You could throw in a bystander instead, but with all the Multiplex combat going on, you're going to be hard-pressed to choose your actions wisely to begin with.
The most trouble.
The biggest pains in the butt for this team to play against will be high range teams, high mobility teams, and tanks with Fortitude. Do not get outmaneuvered, and beware Running Shot + Energy Explosion combos! (particularly, SI Dr. Doom or vet Wildfire.)
The other problem I can immediately see with it is that there may not be enough actions in the turn to make all the moves you would need, and there's no Leadership, free movement, or Carry either. Luckily, most of the characters have either Leap/Climb or Phasing, so positioning will not be too hard. It's all a matter of good judgment.
I'd imagine playing a Cuckoo team with this would be nothing short of crazy, but undeniably fun. Thoughts, comments, corrections, or suggestions, anyone?
-LWB:d-indomitable:
Arkham Asylum was the latest set when I got back in, and the character I took the most liking to was Multiplex. Cheap, cost-effective Suicide Squad makes me a happy camper. CR Deathstroke is past Regeneration and into Willpower? Push a Multiplex over the ledge next to him. SI Dr. Doom wearing down? Mastermind a Multiplex to death. And the 'Safety in Numbers' ability - Toughness while adjacent to another friendly Multiplex - encourages you to play a lot of them.
I've since come to possess 9 Multiplex that I won't trade away. So without further ado, I present to you the Multi-Ball (a team name generated from an episode of Futurama.)
Multi-Ball! 700 points even.
8x Multiplex = 240 pts
Leader 116 + Getaway 4 + Alias 3 = 123
Dr. Sivana 111 + Getaway 4 + Alias 3 + Monster Society of Evil 0 = 118
Rip Hunter 97 + Alias 3 = 100
Chang Tzu 107 + Getaway 4 + Alias 3 + Skullduggery 5 = 119
The theme.
With this you have a Scientist theme team, giving you a whopping 6 uses of Probability Control in addition to Leader and Rip Hunter's natural PC. And you have plenty of Multiplex to throw around, so you are never out of options for who to use it with and will likely never have to push one of your core characters, hereby referred to as the Mad Scientists.
The die roll bonus will guarantee you a minimum 14 to choose your map; if your opponent isn't playing a theme team, then you've already got the advantage.
Science and Tactics
Right from the beginning you have 2 characters each with Outwit, PC and Perplex (including Chang Tzu's Malicious Experiment, to drop an opposing character's stat by -2) and a ton of fodder for Mastermind.
Rip Hunter's ability will make sure that Chang Tzu stays alive since he won't allow Mastermind to be countered. These two travel together with 4 Multiplex - two for Mastermind fodder/blocking line of sight, and two as the backup.
Similarly, Leader and Sivana should roll in the same boat with the other 4 Multiplex, except Leader is going to have much more variety since he can Mastermind from a distance. This either allows Sivana to chill with the copycat squad, or for the Leaping/Toughness/Flurry-soon-enough wank tanks to pursue/tie up some targets while the Mad Scientists take pop shots.
Feats, and more feats.
Monster Society of Evil is what I included to make the most of Sivana's Superman Enemy TA, which is essentially useless here since Leader already has Outwit.
Getaway ensures that a character, once punched in the face and MM'd to a Multiplex, will still have the tactical advantage.
Alias is a bit of a backup plan in case Rip Hunter is nowhere to be found and a character's Mastermind is Outwitted; you have one last-ditch chance to avoid being neutered. If that fails then you're relying on Sivana to use Support, Chang Tzu to Regen, or Leader to get Suicide Squad rolls.
Skullduggery was my 5-point spacefiller. You could throw in a bystander instead, but with all the Multiplex combat going on, you're going to be hard-pressed to choose your actions wisely to begin with.
The most trouble.
The biggest pains in the butt for this team to play against will be high range teams, high mobility teams, and tanks with Fortitude. Do not get outmaneuvered, and beware Running Shot + Energy Explosion combos! (particularly, SI Dr. Doom or vet Wildfire.)
The other problem I can immediately see with it is that there may not be enough actions in the turn to make all the moves you would need, and there's no Leadership, free movement, or Carry either. Luckily, most of the characters have either Leap/Climb or Phasing, so positioning will not be too hard. It's all a matter of good judgment.
I'd imagine playing a Cuckoo team with this would be nothing short of crazy, but undeniably fun. Thoughts, comments, corrections, or suggestions, anyone?
-LWB:d-indomitable: