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lancelot
06/14/2010, 22:44
http://www.hcrealms.com/forum/picture.php?albumid=669&pictureid=7912

Featuring:THE LANTERN DEPUTIES
<img src="http://media.comicvine.com/uploads/2/27444/1073104-blackest_night__6__of_8____page_21_super.jpg" width="450px">

All will be well. Why's that so? Read on inside to find out in this go around at COMIC ACCURATE: DC EDITION!

lancelot
06/14/2010, 23:35
With the Lantern Deputies bringing forth a new order in the DC universe, they also bring sweeping changes to Heroclix, literally...bringing forth a new rulebook, an awesome map, and most of all, our very first collection of digital sculpted figures!

With Blackest Night embroiling the DC Universe into a zombie war with a hint of spectral chaos, the Lantern Lieutenants called upon for Sergeants, granting rings to wearers deserving of the ring.

Without further ado, the roster of the Blackest Night starters:

Outraged at the despoiling of the memory of her husband, Aquaman, the Queen of Atlantis turned to her rage:
http://media.comicvine.com/uploads/0/2973/108770-174401-mera_large.jpg
#001 V Mera
Team: No Affiliation
Range: 0 :bolt:
Points: 85
Keywords: Red Lantern Corps
m-winga-normald-normalg-normal10111748101648101638101538915279142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Red Rage: When Mera takes damage from an attack targeting her, put a rage counter on her card. Mera modifies her damage value for each counter on this card. If Mera healed of any damage, remove all rage counters from this card.

A man forevermore seeking more power and never sharing it, Lex Luthor perfectly encapsulated the desires of the Orange Lantern:
http://captain.custard.org/league/graphics/characters/lexluthor.jpg
#002 V Lex Luthor
Team: No Affiliation
Range: 6 :bolt:
Points: 160
Keywords: Orange Lantern Corps.
m-winga-normald-normalg-normal9101639101638917289171891727816278152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKODamage - Orange Greed: Lex Luthor can use outwit. If he couters a standard speed, attack, or damage power on an adjactent character that he can't already use, he can use that standard power until the beginning of your next turn.

A doctor with lousy bedside manners, Jonathan Crane would just as soon as shoot you up with paranoia-inducing drugs than help you but the Yellow Ring has given him another calling:
http://img102.imageshack.us/img102/5826/s5eo.jpg
#003 Scarecrow
Team: No Affiliation
Range: 8 :bolt:
Points: 85
Keywords: Sinestro Corps
m-winga-normald-normalg-normal81016281016289162791727817277162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Yellow Fear: Scarecrow can use Psychic Blast. All damage dealt by Scarecrow generates knockback equal to the damage taken.

The Lantern who has tasted almost all of the emotional spectrum, Hal once again dons the greatest power of them all as he attempts to herald in a new age:
http://www.eatsleepgeek.com/wp-content/uploads/2009/05/hal_jordan1.jpg
#004 V Green Lantern
Team: No Affiliation
Range: 10 :bolt::bolt:
Points: 150
Keywords: Green Lantern Corps.
m-winga-normald-normalg-normal1210174109183910173911173991639916288162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Green Willpower: Whenever a second action token is placed on Green Lantern, if he would take pushing damage, you may instead heal him one damage.

A stalwart hero who came back from the dead and brought with him a newly found sense of hope, Barry Allen as the Blue Flash of Hope:
http://assets.nydailynews.com/img/2008/04/30/amd_flash2.jpg
#005 V Flash
Team: No Affiliation
Range: 0 :bolt:
Points: 140
Keywords: Blue Lantern Corps
m-normala-normald-normalg-normal14111831410172131017212101821210172109172109161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Blue Hope: Flash can use perplex, but can only target other friendly characters

After going on a soul-searching quest, Ray Palmer returned rejuvenated, ready to restore humanity's faith in superheroes as the Indigo Atom:
http://media.comicvine.com/uploads/0/77/252348-196840-ray-palmer_large.jpg
#006 U The Atom
Team: No Affiliation
Range: 8 :bolt:
Points: 65
Keywords: Indigo Tribe
m-normala-normald-normalg-normal10101829919199171891818816188151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOAttack - Indigo Compassion: The Atom can use Support. When he does, his attack value becomes 12

Spreading love as only an Amazon can, Diana Prince joined up the Violet Corps to deliver her form of tough love:
http://365flyfish.files.wordpress.com/2009/12/wonder-woman-history.jpg
#007 V Wonder Woman
Team: No Affiliation
Range: 8 :bolt:
Points: 215
Keywords: Amazon, Violet Lantern Corps.
m-winga-normald-indomitableg-normal101017410111741010174911174991739917399173891628916278152KOKOKOKOKOKOKOKO

As a whole, the set comes out to 900 but there are plenty of combinations you can run at various levels. For 300's, there are plenty:

Lex Luthor & Flash

Green Lantern & Flash

Green Lantern, Atom, & Scarecrow or Mera

Wonder Woman & Atom

Wonder Woman & Scarecrow

Strategies would be as follows:

Mera: she should be wading into the thick of battle, piling up on those Rage tokens and hopefully taking out a couple of the opponent's figures in the process. If paired up with Lex, obviously she would be Mastermind fodder but watch for that Battle Fury...prevents her from being carried by Lex. Actually awesome with GL and Atom...she can heal back the lost clicks and rage on!

Lex: he'll definitely be sore from the lack of sponges to shift damage off of to, so don't be afraid to damage whoever's backing him up if it means laying down the hurt on the opposition. However, you can ignore Mastermind completely as it'll get him onto his damage reducers, which just might increase his mileage, especially with Poison. Just mind his dropping damage values.

Crane: a finesse sniper piece, using his Perplex to support his AV or Damage or that of his allies, getting onto mid-dial Poison/SS with the auto-KB Fear power, Scarecrow with a Yellow Ring is a force to be reckoned with! His mid-dial Penetrating powers sends Mera, Lex, Hal, and Diana quaking in their boots...if Crane can hit the defense with his flagging AV. A finesse support piece that can clean up late-game.

Hal: as someone mentioned here, if he doesn't have two tokens on him most of the time, you're not getting your uses out of him. Extremely pushable thanks to his push to heal SP, he should be gunning at all times, counting on his stellar defense values and damage reducers to keep him top click. He'll also be counting on his buddies to run interference when he sits prone, though.

Barry: with Enhancement the first half of his dial and a high speed value, Barry should always be hitting and running back to support the ranged pieces on the team. Scarecrow & Atom could use the damage boost Enhancement provides. Late game PC will always be welcome, coupled with late dial TK, as well, to move his friends into combat while supporting the wounded with Phasing/Teleport & Defend.

Ray: an uber-Support figure, he will keep your team top-dial if he isn't taken down fast...and soon. If that's even possible, given his high defensive values, coupled with Energy Shield/Deflection. Should a lucky hit get though, he lands on Outwit to help your forces further. Just don't forget the Shape Change rolls!

Diana: the only Indomitable figure in the pack and what a figure she is! Packing 8 range with high damage values, reducers on every single click of her dial, Wonder Woman wielding the power of love is a beast to take down! Park her in hindering, holding a Tombstone for the defensive boost, and keep blasting away, daring all to come close to her...with which she can response with an in-your-face Charge attack. PC ensure she hits, but she also packs RCE and CCE for clean-up duty. Running Shot shows up after Charge and MC is only a garnish...you don't want to give away free clicks for MCing figures over 100 points, so mind that.

All in all, a very well designed and challenging starter to tackle and own! Be sure to go out and buy this must-have!

There are far more even combos at 400+ points. Look back here in two weeks for the next installment of COMIC ACCURATE: DC EDITION!

lancelot
06/14/2010, 23:37
I apologize for the lateness and simplicity of this article...I hadn't realized it was my turn :ermm:

red king
06/14/2010, 23:42
No need to apologize, I for one just like to hear your take on the topic.... Thanks!

mrjbrownfield
06/15/2010, 00:02
I used GL, Flash, Atom, Luthor and Mera in a 600 point tournament last weekend. They are all great pieces, but Hal and Barry are phenomenal. If you don't have two tokens on GL as often as possible, you aren't playing him up to his full potential. Mera can be incredible if she takes a few small hits and ends up on her Flurry clicks. They were unstopable until they ran into a rediculously feated up E2 Superman backed up by Young Superman, Chief, R Destiny X2 and a Mandroid Armor.

Later

afinley2429
06/15/2010, 00:40
i wish the set would have been accurate and had Ganthet

mr-coffin
06/15/2010, 00:49
Nice pictures.

Novaeffect
06/15/2010, 00:54
I agree...Hal is cool, but he WASN'T a deputy lantern. Ganthet would have been much cooler.

Troma99
06/15/2010, 01:12
What about:

Mera 85
Hal 150
And
Atom 65?

gatharion
06/15/2010, 01:20
I loves them, but haven't gotten a chance to play them yet. Unfortunately, their themeness is sorta limited (and I mean comic-accurate, not necessarily keyworded) so I doubt that I'll play them all that often.

WildWeasel
06/15/2010, 01:22
Agreed on the Ganthet snub. Plus I love the Hal from Crisis. However, I ran a 600 point team on Sunday of Atom, Hal, Barry, and WW with Fortitude on her, plus my Indigo Lantern. I went 3-0 and didn't lose any pieces until round 3 when my Atom and GL were KO'd.

afinley2429
06/15/2010, 01:35
Agreed on the Ganthet snub. Plus I love the Hal from Crisis. However, I ran a 600 point team on Sunday of Atom, Hal, Barry, and WW with Fortitude on her, plus my Indigo Lantern. I went 3-0 and didn't lose any pieces until round 3 when my Atom and GL were KO'd.

and and anyway it is about time to make a new ganthet

lancelot
06/15/2010, 02:15
Figure strategies edited in!

Polychrome
06/15/2010, 02:29
I played Wonder Woman and Scarecrow at a tournament this past weekend. Scarecrow was solid, but not exceptional. Wonder Woman was absolutely beastly. She took out a team of starter Flash, Starter Scarecrow, and Lyssa Drak in three hits.

Surfer13
06/15/2010, 02:31
You have the teams slightly off. You seem to be making Mera less expensive than she is.

Hal (150) and the Atom (65) can join up with Mera or Scarecrow (85 each).

Wonder Woman (215) can join up with either Mera or Scarecrow (85 each), or even the Atom (65) if you don't mind playing light or looking for padding.

Arsenalroy2k
06/15/2010, 03:04
Thing is, if you swap out Hal for Ganthet and play all the deputies, it comes out to 1036. So you can feat them up for an 1100 pointer and hope they hold up.

VanisherPunisher
06/15/2010, 05:47
This team is not comic accurate.

Thunderwebs
06/15/2010, 06:52
I see myself using Green Lantern and Wonder Woman the most; Mera, Flash, and Scarecrow occasionally on the right teams. Wonder Woman is a beast in combat, but that said I've faced her a few times now, and more often than not she goes down. Course one time it was Odin, and the other it was Sif and the Frog of Thunder that took her down, so maybe she just has a weakness to Asgardians! :o
Wonder Woman: created by the Greek gods, taken out by the Norse gods! :laugh:

Valtz
06/15/2010, 07:34
With Lex+Mera you said lex could carry mera? Isn't she a flier?

Also with mera if you mastermind to her doesn't she not get rage tokens?
And I'm not sure about healing her with atom unless you're trying to go back to full. Because she'll of course lose the tokens with one heal

CarlosMucha
06/15/2010, 07:55
I apologize for the lateness and simplicity of this article...I hadn't realized it was my turn :ermm:

What you mean that it was "your turn" it's a turn to post or something? how that work?

and is a good review of the Starter, don't worry. :)

carnage7575
06/15/2010, 08:11
Great Job on the article, i really appreciate all the work all you guys put into this site. Thanks Again

sol
06/15/2010, 09:26
Hal: as someone mentioned here, if he doesn't have two tokens on him most of the time, you're not getting your uses out of him. Extremely pushable thanks to his push to heal SP, he should be gunning at all times, counting on his stellar defense values and damage reducers to keep him top click. He'll also be counting on his buddies to run interference when he sits prone, though.

Well, one. Hal isn't a deputy, so I find his inclusion dubious at best. Ghantet was the deputy in the story (but Hal puts butts in seats, and that's why he's in the set). The name of the 'team' should be 'Guys who were with Hal in Blackest Night'.

Two - Sure, Hal is super pushable, but I don't see why you'd want him off his first click. I'd play him to be on his first click as long as possible. THEN, when he gets hit (and you shouldn't HAVE to push him with the other 6 on your team) or critically misses :cheeky:, play him 'where he always should have 2 tokens'.

Other than that, I agree with you on the other 6.

Ultim8 Avenger
06/15/2010, 12:07
I apologize for the lateness and simplicity of this article...I hadn't realized it was my turn :ermm:

you're fired! ;)

lancelot
06/15/2010, 12:11
With Lex+Mera you said lex could carry mera? Isn't she a flier?

Also with mera if you mastermind to her doesn't she not get rage tokens?
And I'm not sure about healing her with atom unless you're trying to go back to full. Because she'll of course lose the tokens with one heal

Read carefully...I said to mind the fact that Mera has Battle Fury, preventing Lex from carrying her around as Mastermind fodder. And yep, MMing damage off onto her doesn't trigger Rage tokens. Perfectly aware that she removes the Rage tokens when healed but why not...especially when she's near death. You can just pump her up again by throwing her back in the thick of the things again.

MattPetersen
06/15/2010, 12:23
Another thing about Hal is that he is a Mystic Teams worst nightmare because he will not take a click of damage when gunning a mysic down if done right.
Push Hal to gun a mystic down (preferably on his first click).
If he succeeds, you take the immediate mystics feedback from their TA, then since it placed you on click two, you now have the special power that allows you to heal back up to click one for having two tokens.
So you have given a mystic damage and essentially recieved 0 in retaliation from their TA!!

(the only 2 clicks this trick won't work on is the third and last click obviously).

Hawk
06/15/2010, 12:23
I just cant wait for a new Lobo :D

lancelot
06/15/2010, 13:32
Another thing about Hal is that he is a Mystic Teams worst nightmare because he will not take a click of damage when gunning a mysic down if done right.
Push Hal to gun a mystic down (preferably on his first click).
If he succeeds, you take the immediate mystics feedback from their TA, then since it placed you on click two, you now have the special power that allows you to heal back up to click one for having two tokens.
So you have given a mystic damage and essentially recieved 0 in retaliation from their TA!!

(the only 2 clicks this trick won't work on is the third and last click obviously).

Sweet mother of...!

Awesome!

lancelot
06/15/2010, 13:32
I just cant wait for a new Lobo :D

And this is relevant how?

larthosgrr8
06/15/2010, 13:41
i think mera scarecrow are just nasty for their points!! scarecrows sp is just nasty. coupled with poison. i've played him on a sinestro corps team and it wasn't even funny. he adds even more perplex and run and gun.

mera is a nice little beast wrapped in a pretty little package. pick your target well and she might not even leave her first for second click. she's cheap enough that she might hit for 5 or more or hit for 4 straight through!!

lex has proven to be a killer to me. i played him with the AE figures and he just isn't right. lord forbid there isn't any outwit to outwit his sp or poison or mastermind. he's a good figure to just sit there and let go. basing someone with steal energy or blades is just priceless!

lancelot
06/15/2010, 13:43
What you mean that it was "your turn" it's a turn to post or something? how that work?

Morbius tackles the Marvel side of things every other Monday and I get the DC side of things on the Monday he doesn't have his Marvel articles up.

Time just simply flew this past 2 weeks :laugh:

CarlosMucha
06/15/2010, 13:53
Morbius tackles the Marvel side of things every other Monday and I get the DC side of things on those the Monday he doesn't have his Marvel articles up.

Time just simply flew this past 2 weeks :laugh:

Ohhh, just curious because I sent a review a time ago and it is nop up yet :p

Battletank900
06/15/2010, 14:09
Great article Lancelot! Thx for posting.

There is something that's bothering me about Hal. Why in the heck would Hal have shape change? The only thing I can think of is that he creates duplicates of himself that confuse opponents...

Power just states power ring expert or something like that.

Don't like it, but he's great otherwise.

MattPetersen
06/15/2010, 14:25
Great article Lancelot! Thx for posting.

There is something that's bothering me about Hal. Why in the heck would Hal have shape change? The only thing I can think of is that he creates duplicates of himself that confuse opponents...

Power just states power ring expert or something like that.

Don't like it, but he's great otherwise.

Actually it makes sense.
He's creating constructs that block your fire, distract you, confuse you, or psyche you out and make you think he is somewhere other than where he is.
I actually think Shape Change is a nice new and different approach to powers we see a GL have.

lucernhammer
06/15/2010, 14:55
thank you so much for the article .me and 2 friends went in and bought an extra starter and split the pieces .i got the wonder woman and hal and let me say that 2 hals on a 300 pt team works way better than i expected but 2 flashes are just plain evil (even with an old check mate medic good god a 4 dmg under 20 pt medic?)

Jeremster
06/15/2010, 15:32
Another thing about Hal is that he is a Mystic Teams worst nightmare because he will not take a click of damage when gunning a mysic down if done right.
Push Hal to gun a mystic down (preferably on his first click).
If he succeeds, you take the immediate mystics feedback from their TA, then since it placed you on click two, you now have the special power that allows you to heal back up to click one for having two tokens.
So you have given a mystic damage and essentially recieved 0 in retaliation from their TA!!

(the only 2 clicks this trick won't work on is the third and last click obviously).

That would be cool, but I don't think it would work.
Simply because Green Lantern's card reads "if he would take pushing damage, you may instead heal him one damage."
And Mystics feedback is not considered pushing damage.

*Edit* I guess you would still be negating one click of damage, but you would still end up on click 2 not 1.

MattPetersen
06/15/2010, 15:47
That would be cool, but I don't think it would work.
Simply because Green Lantern's card reads "if he would take pushing damage, you may instead heal him one damage."
And Mystics feedback is not considered pushing damage.

*Edit* I guess you would still be negating one click of damage, but you would still end up on click 2 not 1.

Read my initial post again.
You could ONLY pull this off on a pushing action.
1) Target Mystic
2) Hit mystic and deal damage
3) Take immediate feedback which brings you to click 2
4) Place 2nd action token (as this is the last thing to be resolved when you finish action)
5) Heal back to click one because you now have two tokens and would have taken push damage and the special power is showing on click 2.

lancelot
06/15/2010, 15:47
That would be cool, but I don't think it would work.
Simply because Green Lantern's card reads "if he would take pushing damage, you may instead heal him one damage."
And Mystics feedback is not considered pushing damage.

*Edit* I guess you would still be negating one click of damage, but you would still end up on click 2 not 1.
Nope. Taking Mystics damage AND pushing damage are two separate phases:

Hal has 1 token.

Attacks a Mystics, immediately takes 1 click and lands on click 2.

Combat resolves, so he pushes but he heals!

Rinse and repeat.

Jeremster
06/15/2010, 18:46
Aaaahh!
Hal's special power is hurting my brain!

The Arachnid
06/15/2010, 19:12
Is annyoned else annoyed that WW is the only one with a second keyword? Thereby making Amazon's a larger beast in which to contend?

lancelot
06/15/2010, 20:10
Is annyoned else annoyed that WW is the only one with a second keyword? Thereby making Amazon's a larger beast in which to contend?
Let's see...only one of two Amazons with more than 2 range? Nah, they only got better but not beastly.

That said, I've gotta get myself a 2nd WW and mod her regular uni onto the base.

airdomin8
06/16/2010, 15:00
Good article!

They are all very solid figures!

Clickin'nutz!
06/16/2010, 19:34
4 of us got together last week to play the day it was released. After several battles and seeing all figures in play, the general consensus was.

Hal Jordan-fun, definitely try and keep him on the first click and then push to death.

Mera-great attacker with a high damage potential especially if she is hanging around that red lantern special object.
Scarecrow-probably the best tie up piece in the set, especially with that mid dial SS.

Lex- he is a blast to play but a little expensive for the points especially because you typically have to try and outwit CCE or RCE to really deal some damage.

Atom was the one figure we all liked however he seemed to struggle all night long, he often was taken out first because of no damage reducers/ and the fact that everyone pushed him to heal other. And one guy even rolled a 3 and a 4 to miss healing hal jordan two turns in a row, when he only needed a 5!

Blue Flash-our general statement on him is WOW. He is better than we thought constantly providing support and dishing out nasty hits.

Wonder Woman-probably the biggest surprise of the evening I mean we all saw the dial and thought it looked great, but in battle she is not a lightweight by any means.
Overall a very nice starter set and the sculpts are very nice.

daemion
06/17/2010, 04:25
I got my set on Tuesday night and have not had a chance to use them yet...(this weekend they get a good going over) but all I have done is continually look at them, turn the dial, look at them some more, turn the dial, set them up in teams, turn the dial.... Is this obsessive?
Oh, i got a set of lantern badges yesterday too and put them on my sleeveless denim jacket (next to my Lobo 'bite me fanboy' badge) that has a full colour painting on the back my friend did for me 18 years ago??? of ghost rider's head impaled on a stake... Will be wearing this everytime I play clix at the weekend!

Great sculpts, great dials, no broken bits, by far my favourite figs

oh! And it was a fantstic write up. thanx heaps mate.

CyberShark
06/20/2010, 00:02
I was really looking forward to Lex but he was kinda dissapointing. He should have some form of move and attack whether it be charge or running shot, and for wearing the duplicate of Larfleese's power ring and sporting the battle suit with it he should keep the 3 damage a little longer and deffinately not drop down to a 1 damage. And why does he only get a 6 range? Plus that opening 16with mastermind really hurts him if he doesn't have fodder. All that being said though in close combat that special power has some serious potential if used smartly.

PsychoHippie
06/20/2010, 14:20
What about:

Mera 85
Hal 150
And
Atom 65?

That's the team my daughter used to trash my Luthor/Flash team.

lancelot
06/20/2010, 15:13
So, I finally got a chance to go up against them...with my Justice League International team. I ran into:

Deputy Mera
Deputy Hal
Deputy Atom
Deputy Flash
BL Black Hand
BL Martian Manhunter

Immediately, I could tell that the Deputies were simply...PUSHABLE.

Mera: push to Flurry and accumulate Rage tokens then hightail it to Atom if you can
Lex: push to damage reducers & Poison
Crane: push to his Fear SP
Hal: super-crazy once you get him pushing and going, imagine him with Shellhead
Flash: probably the least push-able of them all but with Atom in the back, push away
Atom: a must push onto that 12-AV Support SP
Diana: easily the most push-able with her Indomitable and high damage values

My JLI barely made it out of the fight, thanks to the Cookie Hunter's un-Outwittable Shape Change...coupled with Camouflage, MM was just untouchable from range and he didn't dare engage me up close, not with support ready to eliminate whatever threat walked into up close. It was a well-fought and great game.

gatharion
06/20/2010, 19:33
Immediately, I could tell that the Deputies were simply...PUSHABLE.

Mera: push to Flurry and accumulate Rage tokens then hightail it to Atom if you can
Lex: push to damage reducers & Poison
Crane: push to his Fear SP
Hal: super-crazy once you get him pushing and going, imagine him with Shellhead
Flash: probably the least push-able of them all but with Atom in the back, push away
Atom: a must push onto that 12-AV Support SP
Diana: easily the most push-able with her Indomitable and high damage values

Remember that Mera won't get Rage tokens from pushing. I'd probably still push her anyway though since she's basically a kamikaze piece.

My JLI barely made it out of the fight, thanks to the Cookie Hunter's un-Outwittable Shape Change...coupled with Camouflage, MM was just untouchable from range and he didn't dare engage me up close, not with support ready to eliminate whatever threat walked into up close. It was a well-fought and great game.
Manhunter with Camouflage is grotesque. That Camouflage doesn't protect him from being Outwitted is the main thing that keeps it from being "broken".

b11a2
06/23/2010, 17:50
I love the Hal because I'm never worried about missing due to his healing SP. It's like, oh, I missed the attack, but hey, I'm on his top click!