View Full Version : Two Doctor's Undead Scheme to Rule the World vs Xian
My fun friendly 300 point team to take on Xian (or anybody else who wants to play) this coming Monday.
Imagine the horror if you will...
A young and inexperienced Dr. Doom travels to the future and befriends an elder Dr. Octopus. Over a pint of Guinness, the two decide to create undead soldiers to take over the world. Dr. Doom brings along a seasoned Doombot to act as a scapegoat in case the plan fails. The Doombot suggests to recruit a medic...but the real Doom shrugs off the idea. <Insert Shakespear War Quote Here>
My 300 point team:
R Dr. Doom
V Dr. Octopus
V Vampire Lackey x 4
Advance vampires forward using stealth. They must move together so they can mutually support with BCF. Dr. Doom and Dr. Octopus Perplex their attack values up as needed. Both Docs attack at range when needed.
Dr. Doom passes any damage to the Doombot or a Vampire.
Strengths: Numbers and flexibility with 2 Perplex,
Weakness: Lacks long range and no support
Anybody have a better team that stays true to the theme?
First thing is that I LOVE the theme here.
I can see that moving the lackeys in for free would be really useful, using wasps or something, but obviously this is NOTgoing to fit the theme. And they all have Battle Rage, asd can't be carried. Someone with TK? Not really sure about that. Again, acn't really think of anyone who fits the theme. Maybe Doctor strange rather than octopus? Not really sure: Strange + Vampires makes sense, but Strange + Doom seems unlikely. Unless they've got a bet going on how effective Vampires are or something. If doom loses, he has te be nice for a year maybe?
I'm a bit worried about having 4 vampires and 3 actions. Not that I think that's a big problem or anything, but I can see you only being able to move them 3 at a time etc. But 4 lets you split up into 2 pairs, which is a Good Thing (TM).
I have a feeling that some leadership might help this team, but I can't really see where you'd get it from. Appart from maybe, upgrade the Doombot, but that means losing a vampire, and that basically removes the requirement for the extra action. You could downgrade 2 vamps to Exp to do it. Again, not that sure it's worth it.
The Vampires have very low attack values, but as you say, the double perplex lets you do something about that.
I'm assuming that your inteding to rush any enemies with as many Vamps as possible, lock him down and push to bcf him a bunch next turn? Not really seeing how you can get into combat for mobile strikes, so it looks like this will be what you're doing. Modility for the Vamps appears to be poor. Bearing in mind that you'll be keeping in cover all the time, you'll be moving them really slowly.
I'd be tempted to play change the theme a bit and play this as a bunch of Doom's Lackey testing out some vampires. Use a Vet Hydra medic to represent the head scientist, (maybe some other medics as other scientists) and some Shield Snipers and Hydra Agents as protection in case the Vamps "turn bad" and attack the eggheads. Maybe there is a Mandroid or 2 in the team (used to represent another type of Doombot or a Doom lackey in armour). That would give you a lot of mobility for the Vamps. A vet Doombot oversees all, and reports back to Doom himself. Again though, I'm not sure this really fits the theme.
No idea if all that helps at all...
Heh. I like it. I think that you could do with some TK, but you probably already thought of that and discarded the idea. :)
Well, it looks like I'm going to meet Evil Genius with Evil Genius.
Darkseid and his crony Desaad have also managed to figure out the secrets of time travel, and have skipped around the DC-verse, mind-controlling oen of their foes, and simply promising another a whole pile of money.
As usual, there are serious flaws in my team. :) On the other hand, I built this a week or so ago, just after I got Darkseid, so that I could see how he (and some other new figures) play.
LE Carter Hall
V Booster Gold
Strengths: dual Outwit, self-sufficient taxis, ranged attacks, decent attacks in close.
Weaknesses: too few characters, lack of useful team abilities, can only get all 4 to act simultaneously if Carter Hall rolls Leadership.
Man, I hate that DC has, like 2 cheap "evil" flyers. And Weather Wizard isn't that cheap. Nor is he actually any good. You can't use Man-Bat all the time...and I'm not stooping to using Braniac 13 as a taxi.
Okay...due to band-related committments (on my part), Redleg and I are playing tomorrow night (rather than Monday night), so any of you who have anxiously been awaiting this slug-fest between two of the biggest villains Marvel and DC have to offer will have to wait a little longer.
On to some analysis of the teams as they stack up against each other...
R Dr. Doom
V Doc Ock
V Vampire Lackey
V Vampire Lackey
V Vampire Lackey
V Vampire Lackey (it looks more intimidating than the x4)
Well, I made a comment to Redleg in a PM that Doom + dual Perplex would be scary, what with Doom doing a Running Shot for 5. Of course, now that I'm actually looking at the team, I remember that R Doom doesn't have Running Shot. D'oh.
Anyway, it's still scary. Doom can do an incredible amount of damage with the Perplex available, and the Vampire Lackeys are always a threat. Assuming that they're in base contact.
Primary target: R Dr. Doom. Without him, the whole team is in trouble. The Vampire Lackeys can be trouble, but if they stay in hindering terrain, I've half won already. They don't represent a huge amount of points individually, so if the rest of the team goes down, they can be mostly ignored. They may be trouble as far as last-man-standing goes, but by using Carter Hall to charge (if he's still on those clicks), and delivering a follow-up with one of my other figures, I should be able to render them mostly useless.
Method of attack: Multiple options. With Desaad, Darkseid, and Booster Gold having ranged attacks (all of which outrange Doom), I could pour on fire from long range, and make him shrug it off onto a nearby Vampire Lackey, which would make the game easier in some ways. Alternatively, Doom will go down pretty quickly once his Mastermind is Outwitted. If that doesn't seem as effective, Darkseid can Mind Control Doom (or any convenient opposing figure) into attacking another of Redleg's figures.
Secondary target: E Doombot. Killing Dr. Doom's mobility will really hurt him. Doc Ock seems like he would be the natural choice, but although he's an effective figure, I don't feel that he adds much to the strategy aside from the Perplex.
Desired terrain: Indoors, I would expect, for more hindering terrain and to cut down on long-range fire.
LE Carter Hall
V Booster Gold
Primary weakness: Half of my points are invested in a figure with limited mobility and a relatively low defense. Impervious helps, but it might not help enough.
Method of attack: Redleg would be best served by basing Darkseid (and taxi) with multiple Vampire Lackeys, and then hitting Darkseid with a Perplexed Doom attack from range. Sadly, this probably isn't going to happen, as long as I can keep Darkseid appropriately taxi-ed. At minimum, it'll be tough to do.
Secondary weakness: Mobility. Darkseid and Desaad need the taxis, otherwise they are in a lot of trouble. Taking out even one of my taxis will hurt a lot.
Desired terrain: Outdoors, for the opposite reasons listed to choose indoors (above).
So we finally finished this game.
Originally, we had to delay finishing it because I was running late for a band practice. Then Redleg was unable to get net access for a week. Finally, last night, we played the endgame.
The game was played on the DC indoor map (aka Office Building), and I set up on the wide end of the "alley", and Redleg set up at the opposite end, inside the building with two exits.
I started advancing down the middle (outdoor area) of the map, and Redleg stayed indoors. As usual, we spent a couple of turns jockeying for position. After my taxis cleared from their first move, I made my leadership roll, and got an action for everyone. Booster and Carter carried Desaad and Darkseid into range of Redleg's minions. At the time, all I could hit was a Vampire Lackey, which Redleg had cleverly used to block LOS to his Doombot + Dr. Doom waiting inside the building. Darkseid (with the help of Outwit) MC'ed the Lackey, who turned to attack the Doombot. Critical failure. Not all bad, but not all that great either. Desaad then EEs the formation. Critical hit, making things very bad for Redleg, as the Doombot and Doom also take wall damage. Redleg was a little miffed that the game manager listed Desaad as having Pulse Wave, not the correct EE, which might have changed his formation plans over the previous 2 turns.
At any rate, Redleg succesfully rallied from this setback, and killed Desaad within a few turns, also seriously damaging Carter Hall. At the point we postponed the original game, I was left with Darkseid down 2 clicks, Carter Hall on his second to last, and Booster Gold 1 or 2 clicks down. Redleg only had Doom on his last click, one lackey on his second to last click, and a healthy Doc Ock. Doc Ock then proceeded to hammer on Booster Gold, while Darkseid was tied up with the Lackey. The first attack knocked Booster back into Carter Hall, setting me up for a taxi maneuver that I should have had the foresight to do on my own. In short order, Doctor Doom was KO'ed, and then I ran Carter and Booster around to help out Darkseid. Redleg took the opportunity to KO Carter Hall as I had hoped, and gave Booster and Darkseid the chance to KO the Lackey. Booster was at his second to last click at this point, and Darkseid still only down 2 clicks. Then again, Doc Ock was fresh.
Redleg pushes Ock (turning off Willpower) to get SS, and makes a run for an object. I am left waiting to clear Booster and use him as a 4-range taxi for Darkseid. Darkseid and Ock close in on each other, and I foolishly push to attack Ock, needing an 8, and hoping to put him past both Willpower and Perplex. Miss. Ock attacks back, putting Darkseid on RCE, but with an 8 AV. Darkseid hits the 9 he needs the next time he can shoot, and the game is all but over.
I really thought that this game had a little too much dependence on the "dice". Without the early critical EE, as well as a couple of other rolls, it would have been a very different game.
Redleg successfully rallied from his early setbacks, and kept me from KOing Doctor Doom until late in the game. V Doc Ock was a star player...I knew he was good, but I hadn't closely examined his stats before this. 11 AV and 17 DV is pretty darn good on a 66-point figure. Redleg made good use of what remained of his team, and hurt my team a lot, using Ock's Willpower to good effect.
Additionally, Redleg made good use of terrain to keep me from getting good rolls on his characters, and used Stealth to good effect.
Around mid-game, I started splitting up my forces, and I can't remember why. Bad idea. I should have kept a taxi near Darkseid, but I thought that he could finish off Dr. Doom and keep Doc Ock in line on his own, leaving the taxis to deal with the remaining support pieces.
For my part, I think that I played the opening of the game okay, but I was a little too aggressive, and allowed Redleg to get within range of Desaad. The EE was great fun, and definitely worth trying, but I'm not sure it was worth losing Desaad's Outwit.
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