hudson20
02/21/2003, 19:57
Here's a team to rate and review:
200 point team
Black suit Supes unique 125 points
Carter Hall Legendary 54 points
Veteran Checkmate Medic 19 points
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198 points
The basic idea:
Hawkman has a ten range and superman can move 5 spaces and still attack in the same turn. With that kind of mobility you should be able to get the first hit in on you opponents best figure. That first hit will proably be superman hitting with an item for 5 clicks of damage. The next turn you push whatever figures weren't injured on the previous turn. Either strike with supes or charge the remaining spaces to the target with carter. If neither character was injured you can do both. Both of these characters have second clicks nearly identical to their first clicks. So you can push them once and not worry. Should you get either team member injured beyond his first two clicks you should still have enough mobility to fly back to the medic the very next turn. (Have carter carry supes and if that isn't enough range have supes carry carter in the same turn. If you rolled leadership successfully that turn you can immediately heal one of them.) The 19 point checkmeate medic is the best healer dc has to offer. So you'll heal more with him than any other healer.
200 point team
Black suit Supes unique 125 points
Carter Hall Legendary 54 points
Veteran Checkmate Medic 19 points
------
198 points
The basic idea:
Hawkman has a ten range and superman can move 5 spaces and still attack in the same turn. With that kind of mobility you should be able to get the first hit in on you opponents best figure. That first hit will proably be superman hitting with an item for 5 clicks of damage. The next turn you push whatever figures weren't injured on the previous turn. Either strike with supes or charge the remaining spaces to the target with carter. If neither character was injured you can do both. Both of these characters have second clicks nearly identical to their first clicks. So you can push them once and not worry. Should you get either team member injured beyond his first two clicks you should still have enough mobility to fly back to the medic the very next turn. (Have carter carry supes and if that isn't enough range have supes carry carter in the same turn. If you rolled leadership successfully that turn you can immediately heal one of them.) The 19 point checkmeate medic is the best healer dc has to offer. So you'll heal more with him than any other healer.