View Full Version : Rate this Brotherhood Team (tourni)
The rules for this tourni is an all marvel 300pt and you have to have an affiliation and only affiliation members and you cant have multiple of named chars, and a flier cant carry a flier
Tell me what you think of this team, the problem i know is mobility but i think a lot of peps will have this prob so.... dont really matter in my opinion i think the main thing i will have that will be good is two char with charge and good dmg and i also have a range char that can do 4 clicks of hard dmg and tele. and the BIG THING IS 2 clix with BARRIER i have found barrier to work wonders i think it is underated in my opinion give me a few tips on making the team better or if i should leave it the way it is. thx
i run a 300 point brotherhood team, only i sub out some stuff and use a medic... i would suggest using scarlett witch, because without a medic present, critical misses can hurt you alot.
anyways my 300 pointer looks like this
V aim medic
I like this Brotherhood team best.
Pretty much the same group you have, but with reduced Blob and Sabretooth to fit in Scarlet Witch. I'm not sure you really need charge with Sabretooth since Magneto can toss him. Also his stealth will protect him from ranged attacks.
I've been noticing your posts for awhile and I like your ideas. I was wondering if you have used the Blob very much. I haven't yet. I keep thinking that I will have to force myself to try him out but I haven't done it yet. Also, riskisadork, have you actually used him very much?
Neither of the teams listed above use very many figures (5 or 6). While 6 figures is an ideally sized team on a three hundred point team (for utilization of actions), it does not really take advantage of the Brotherhood team ability. Yes, it can have some advantage, if you need to move everyone in one turn, but you will likely have to push or pass figures on the next turn (thereby losing the big advantage).
If you increase the number of figures, then you will consistantly get more actions with more figures on every turn. You will often see your opponent pushing tough figures right off of their invulnerability or high defense because you will be swarming him all over the place. It also allows you to take more advantage of QSilver. I love R. Quicksilver because he is so cheap and almost always keeps the other persons medics from ever healing. However, if you do not have very many figures then, the opponent will just take out QSilver to eliminate the issue. Lots of figures makes it hard for him to worry just about QSilver.
This is one of the reasons I have trouble with Blob. He is to expensive and to slow. I can better utilize those points on cheap rookie Hydra agents. Pretend that they are lacky mutants from Genosha. Hydra agents will increase your chances to hit (Very important for Pyro and helpfull to Magneto). They are also great for tieing up the opponent.
Send out the Hydra agents on your first turn. This exposes none of your important figures and lets you see your opponents next move. Get them in the middle of the map (or battle area). From here, you can TK Pyro forward (between two of them) and get an 11 attack. Or, you can advance them forward to tie up key figures of the opponent. I often negate Hawkeye or Cyk's RCE by using this move. Or, to slow down Firelord or others. Few figures can fight when they are forced to move away from b2b. If they stay and kill the Hydra then no big loss. You get to spend your actions attacking his important figures while he wasts time on 9pt figures.
Here are my suggestions for the team. I don't play a brotherhood team all that often, but I play AGAINST it all the time. Given that, here's what I'd suggest and why:
Scarlet Witch, R
I totally agree with you on using barrier as a GREAT tool. And there are a number of different things we are going to do to try and minimize the effects of you not having more flyers.
1. Toad and charge. If I were making a Brotherhood team (and I have), the #1 pick in my book is Toad. Move of 10, Charge, decent attack, 2 damage, and as soon as he starts getting beat up, guess what happens? He get's leap/climb and runs away. He can really mix it up with characters that aren't tough and can be great for tying up and taking out characters that you have already wounded. Don't leave home without him.
2. Sabretooth and Stealth. I like V sabretooth, but not enough to pay THAT much more for him. Stealth will allow you to move across the board to your prey without getting shot up, and the other trick you have up your sleeve to help him out is...
3. Barrier. What happens to Sabretooth when he runs up to an opponent (unless Magneto Flys or TKs him, which he should).
Run up with Sabretooth and then either put a barrier between him and your opponent (he can run, but he can't strike you), or if you don't particularly need the more of a barrier to cover more area, surround the opposing character with barrier so that he can't run from sabretooth.
Scarlet Witch plays an obvious role, and there is a good chance that Rookie Witches are going to be the only probability contollers out there. Quicksilver plays a simple but important role of tying people up and attacking medics and support pieces (all those rookie Black Panthers). Hold Magneto back and take pot shots from 10 away and behind barriers, trying to keep him safe. If he plays it safe and lasts til close to the end, very few characters will be able to hit him and he can probably just play cat and mouse to the end.
i use blob for the following reasons. He has a decent attack value, great damage, toughness almost his whole dial, charge on the first click, and a LOT of clicks to get through. On top of that, he's the most underrated Brotherhood peice on my team. everyone is too concerned about sabesd and mags to pay blob much mind, until he smacks you for 6, but by then it's a bit late.
this is my favorite brotherhood team
-rookie scarlet witch
This is a team centered around the "unstoppable force." Magneto is there as an extra move each turn and as a taxi and support for Juggernaut. The two avalanche pieces help to keep a constant barrier to protect him from those pesky ranged attacks like from firelords. The scarlet witch is there to ensure that his 17 defense is put to good use, and the rookie toad is basically a filler but not a bad piece because of his charge and 2 damage. Basically by the time the other team gets around to touching ol' jugghead, there isnt enough left. I made this team to take on my friends x-men team.
here's my advice, when your using a team... especially with multiple other players, use something more than just brawn... if your using thebrotherhood, use a toad, who has incapacitate... or some other evil mutant who has outwit... take away an opponents major kik @$$ power, then hit em with some force... that my 2 cents.
Lot of good ideas listed above. I especially like White Queen's and Last Griffon's, but all are good.
I just wonder why everyone keeps so few figures on the Brotherhood. The Brotherhood is the ideal team for using Swarm tatics. Its hard for other teams to swarm because you do not have enough actions to move all of the figures you have. The Avengers could eventually be a good swarm team but they have to many expensive figures. There are not enough tough and cheap Avengers yet.
But, The Brotherhood has many cheap figures or relatively cheap. Sabertooth, Toad, Quicksilver, Scarlet Witch, Pyro, Avalanche, (and even Blob). It's like this team was designed for the swarm attack. Try to fit more figures into your team....I know your afraid the figures will be to weak, but give it a try.
Your teams are all nice and Comic Book true, but they don't take advantage of the Brotherhood's biggest advantage.
By the way, Whirlwind is an Evil Mutant character who just begs to join this Heroclix team. You really gotta try the Vet Whirlwind with Magneto and Scarlet Witch......You won't regret it.
Perhaps we want to keep with the Brotherhood theme and not include other figures that aren't Brotherhood. Playing favorite teams from the comics can be just as much fun as building a team with the most tactical advantage. Also, if I'm fielding a pile of Hydra agents, they're not going to be doing much damage to anyone.
Keeping themed teams is great. I admire it and most of my teams have a theme as well (except sealed booster tourny's). I do allow for a little variance in the overall theme. But, for example, putting Whirlwind on the Brotherhood keeps true to the theme....He is an evil mutant. And, Mutant teams are always recruiting mutants to join their team. In addtion, Whirlwind could also represent RipTide if you wanted.
If you just want to stay totally pure to the Brotherhood, thats fine, I don't mean to sound offensive or anyting. I just like to be a little creative within a general theme.
The Hydra agents represent lacky mutants (cause we don't have any yet). Every team needs lackies IMO. Personally, I think they are good representives for Generic Genosha Mutants. They also work perfectly with the Brotherhood because of the generally low Brotherhood attack values. The Hydras aren't ment to be used for generating damage. Although, from time to time they will shoot a medic or an opponent's lacky. Sometimes they even deliver the final blow to a severly injured hero/villian on the opponents team.
The advantage of the Hydra is primarily to assist attacks or Tie-up the opponent. The stragety of tieing up an opponent has won me many games. I've even had an opponent surrender after only three turns when he realized that he would never get his Hawkeye open for a good shot. (His team combo did not allow for Hawkeye to have this trouble). The opponent is almost always forced to waste time fighting stupid Lackies while I pound on his good figures. In the process, he gets 9 pts each while I pick up 50 or more points from key figures.
Not really a specific suggestion, but have you looked at using rookie rogue anywhere. I like using rogue, sabretooth and blob as a start for my brotherhood teams. Weak at range, but the brotherhood's strength generally isn't range anyway. Those three can absorb a lot of damage and perform well once they're in close combat. Who I back them up with depends on the map, but I usually throw in a medic which may not work with your theme,
Yes, Rogue is pretty good for her cheap cost.
In my Brotherhood Team, I don't use Blob because I can't seem to use him effectively. So I stick in Spiral. With her Minions of Doom team ability, she essentially becomes a member of the Brotherhood and provides a secondary striker to sabertooth.
vBulletin® v3.7.0, Copyright ©2000-2013, Jelsoft Enterprises Ltd.