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?
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?