View Full Version : 300 pt. DC, OW@W featured
webhead817
02/20/2003, 15:48
This may sound corny, but bare with me.
le "OW@W" Superman
le Carter Hall
I know what you're thinking..."what brand of glue has webhead been sniffing now? A 300 point team, with only two guys, and they both start with leadership?"
Yeah, yeah, I know.
Here's the deal. In another discussion, we've been debating the merits of soaring. Well, here's a chance to put it into action. Obviously, the advantage here is with outdoor maps, so if you win the roll, take it outside. The idea is to always be soaring just out of range of your opponent's rangers, and then swoop in for the attack. Carter Hall can stay out of the way of the range 8 (and less) figs, ands Supes is pretty solid in staying out of range period while soaring. Just remember to leave that speed point available at the tail end of an attack. Carter should be doing the mopping up, hanging back and finishing off figs after Supes softens them up. This is thinking of a ten round game, where your opponent will spend a lot of time chasing you around, and you can pick off one or two figs over the course of the game for the win.
Wyldstaar
02/21/2003, 00:21
This is one of those strategies that look practical on paper, but never work out in practice. All you've done is listed your advantages. The problems that were left unmentioned will spell certain doom for your soaring duo. Getting close to your team isn't a problem with the use of taxis, especially in DC with 10 Speed on so many. If the game is indeed only 10 rounds, how many of them do you expect to totally pass on? DC teams are usually heavy with Outwit, and the taxis are great. With your constant soaring strategy, you can't have Carter Hall taxi Superman. Your opponent won't have this problem, and he/she won't be constantly passing or pushing. You also stated that you intend to have your opponent chase you around. This is never a good idea. If you spend the entire game reacting to your opponent, you'll lose. To win, you have to make your opponent react to you. Staying on the defensive the entire time while taking pot shots when you see an opportunity (which is likely a trap) will only get you a "Better luck next time." consolation.
webhead817
02/21/2003, 09:47
Admittedly, this idea is a one trick pony. However, by sticking to soaring (again, assuming an outdoor map), you take your opponents ground pounders (read = Bane) out of the picture. Yes, DC has a ton of Outwit, and Stealth for that matter (Batman Team Ability). However, Supes would only need to tag Batman or Nightwing (the usual suspects) once to knock Outwit off of the front of their dial. And, if they Outwit soaring, they aren't Outwitting Impervious, which leaves Supes in a good position to not take too many hits. You won't need to taxi, you'll be soaring, and with Supes range and Hypersonic, he doesn't really need a taxi. Yes, your opponents Taxis will be able to get their rangers in range, but most DC rangers only do 2 or 3 damage at range, which won't kill off Superman very quickly.
In any case, I'm trying to think outside of the box here, so any more critiques are welcome, or alternate suggestions for using soaring as the key feature of a team.
Veggiehater
02/21/2003, 10:03
I've actually ran this team in a lot of battles already and it can be mildly effective.
As you've pointed out, about the only chance this team has is outdoors, they'll get slaughtered by a tournament worthy team indoors. But despite this, the biggest problem for this team in tournament play, even 10 round play, is medics.
Medics can too easily undo the damage Superman causes. This is because you'll rarely have him engage in close combat or push him, it's just too risky to do so most of the time. By attemting to do close combat run-ins the farthest you'll get Supes from the opponent is 9 spaces. With the DC taxis it'll be easy to catch up to big blue.
But really in such a format a smart opponent will go for Carter first, the weak link of the team. Since he has no defensive powers outwitting his soaring will leave him in a world of pain, your opponent can then run from you the rest of the game. :(
Oh and Darkseid + Taxi will beat this team 90% of the times.
Now don't get me wrong this is a fine team and it can rape an underprepared opponent, plus it's hella fun to play! But I wouldn't call it tournament viable since it depends way too much on the opening roll of dice.
VH
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