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dernjg
02/27/2003, 08:22
Getting ready for a 500-pt DC only battle/tourney.
My current team build is this:

Vet. Nightwing
Vet. Flash
Vet. Aquaman
Exp. Batman
Exp. Checkmate Medic
Rok. Swamp Thing
Rok. Hawk
Rok. Booster Gold
Rok. Hawkman

This gives me three outwits, one HSS, and two multi-target incapacitators. Add in a little phasing and three object-bashers. On movement, three are JLA members, giving me eight moves. Add Leadership and I could concievably deploy my entire army in the first round, and use Batman's willpower for a second round attack.

In early practice runs, I've been deploying as follows:
I taxi up Nightwing and Batman to a spot of hindering terrain 10 spaces up, leaving a space in the middle. There's also an object placed underneath Batman's taxi.
Flash runs up to the middle of Batman and Nightwing, while Swamp Thing and Aquaman crawl forward, each picking up objects. Hawk moves even slower, staying out of range on the first move.
Should anything dangerous be in range, I move to incapacitate with either Bats or Nightwing, or both. Also, I have three doses of Outwit on the frontline.
Second move I again use Incapacitate from Batman (or Nightwing if he didn't move), and I move Hawk up to behind Batman's Taxi.
Third move, I react to whatever attack my opponent brings, either by moving Flash into action with a taxi/HSS combo, or more bats incapacitates. Aquaman and Swamp thing rejoin the force, or tie down approaching close-combatants.

So here's two thoughts that I've had recently.
Is it better to start by not even moving my taxis, Flash and Batters? This way, I only bother to push Hawk and have Swamp and Aquaman pick up objects and are taxi adjacent.
The other option is to pick a map/starting point that offers a hindering terrain perch within walking distance of Aqua and Swamp, so that they could be taxied into a slamming situation in round three.

TWO BIG QUESTIONS NOW:
What is this team's key weakness?
What opening deployment is the best?

D_Ronin
03/09/2003, 11:15
Originally posted by dernjg
Getting ready for a 500-pt DC only battle/tourney.
My current team build is this:

Vet. Nightwing
Vet. Flash
Vet. Aquaman
Exp. Batman
Exp. Checkmate Medic
Rok. Swamp Thing
Rok. Hawk
Rok. Booster Gold
Rok. Hawkman

This gives me three outwits, one HSS, and two multi-target incapacitators. Add in a little phasing and three object-bashers. On movement, three are JLA members, giving me eight moves. Add Leadership and I could concievably deploy my entire army in the first round, and use Batman's willpower for a second round attack.

In early practice runs, I've been deploying as follows:
I taxi up Nightwing and Batman to a spot of hindering terrain 10 spaces up, leaving a space in the middle. There's also an object placed underneath Batman's taxi.
Flash runs up to the middle of Batman and Nightwing, while Swamp Thing and Aquaman crawl forward, each picking up objects. Hawk moves even slower, staying out of range on the first move.
Should anything dangerous be in range, I move to incapacitate with either Bats or Nightwing, or both. Also, I have three doses of Outwit on the frontline.
Second move I again use Incapacitate from Batman (or Nightwing if he didn't move), and I move Hawk up to behind Batman's Taxi.
Third move, I react to whatever attack my opponent brings, either by moving Flash into action with a taxi/HSS combo, or more bats incapacitates. Aquaman and Swamp thing rejoin the force, or tie down approaching close-combatants.

So here's two thoughts that I've had recently.
Is it better to start by not even moving my taxis, Flash and Batters? This way, I only bother to push Hawk and have Swamp and Aquaman pick up objects and are taxi adjacent.
The other option is to pick a map/starting point that offers a hindering terrain perch within walking distance of Aqua and Swamp, so that they could be taxied into a slamming situation in round three.

TWO BIG QUESTIONS NOW:
What is this team's key weakness?
What opening deployment is the best?

A little change I would consider is downgrading your Flash (V) for a Flash (E) the difference is not all that big. Use those points to change Booster Gold (R) to a Booster Gold (E) which will also make him a JLA member and give one of your taxi a free move. Free move is almost a must for taxis.

dernjg
03/10/2003, 08:00
Here's an update for what happened with the team (tourney was yesterday).

Final Lineup was this:

Vet. Brainiac 13
Vet. Nightwing
Vet. Aquaman
Vet. Booster Gold
Vet. Hawkman
Vet. T.O. Morrow
Vet. Robin
Exp. Checkmate Medic
Rok. Hawk
Rok. Huntress
Rok. Harley Quinn

Coming in at 498 points.

I took the advice of adding another taxi, and really wanted rookie Steel for that (but I don't have one).
While I wanted to use rookie Hawkman and experienced Booster, my wife was currently using those characters. So I built a team around RANGE.
Seriously, if you got within 10 blocks of this team, you were dead. My tourney stomping grounds has a house rule of fliers not being able to carry fliers, and this was a no-mix DC only deal. The first three rounds, I pulverized anything that got near the nucleus of Nightwing, Brainiac, T.O. Morrow or Booster (ranges of 8,8,8 and 10, plus one with Harley). And in the final round, my opponent finally managed to base up T.O. and Nightwing, thinking he did a great job, being out of range of Hawk, Hawkman and Aquaman. Then Brainiac did some voodoo on his basher, and I proceeded to march his basher right into my close-combat flank. Hawk hit him for five, Aquaman added five more clicks, and Hawkman had a chuckle.
All and all, a good tourney. The only mistake I made all day was over-extending my reach with Hawkman and Aquaman, resulting in a loss of 89 points (it was during a Possesion scenario, and I was successfully killing the ghost. Had I just taken Aquaman and Hawkman out into the desert, I would only have lost one of them, if not none).
So if anyone uses this team, remember to be patient, and keep everything in range.
Also note: This team is limited by a limited collection being shared by a husband and wife.