View Full Version : Need a 600pts Avengers Team!
Hello all I am playing in a team based tourney this weeked and I pulled the Avengers straw. I can use any version of a clix as long as the clix had membership in the Avengers in the comics not just Avengers with the team ability(like a Exp Black Panther or Exp Thor). I have all the Avengers except LE Ant-Man.Also no support clix can be used so no medics. So with 600pts to work with this is my first draft team. Thanks ahead of time for anyone who drops some knowledge on me.
Captain America Vet 62
Vision Uni 112
Scarlet Witch Vet 40
Thor Exp 144
Wasp Uni 33
Moondragon Uni 71
Black Panther Exp 36
Hercules Exp 67
Quicksilver Vet 28
Wasp's Unique is 44, you have the Experienced version there.
I'd drop Cap and Herc and replace them with V She Hulk, especially if you have U Wasp anyway (assuming you do mean U Wasp and the points add up). She'll (Wasp) bring Leadership and you don't need that extra action much anyway, not in 600 points and certainly not with Avengers. As most people will tell you, Cap is generally only worth taking as E, not V, because of his 'sniper' abilities (Stealth and ranged attack). However, Shulkie just kicks ### more than both of them. Herc is a hoss for sure, though, so YMMV.
-_- Well I'll just join the crowd in insulting everyone and say your team sucks, even though it doesn't really.
Hmmm... I would actually drop the Cap for a Veteran Hawkeye instead. That will give you the ability to hit harder at range. The longer range makes him a little more survivable and he'll hit harder thanks to that extra damage *and* you gain Running Shot and a second arrow . His attack is low, but the Scarlet Witch will help out a lot. I would also use the Veteran Wasp over the Unique or the Experienced. The Leadership is nice, but in a 600 point game with only nine figures - most of which move for free - Leadership strikes me as a bit of a waste. Also, you have the points to spare for the Veteran, so why not use them.
That said, you still have five points left over and could make this team, in my opinion, a little harder hitting. If you keep the Experienced Wasp, you might want to downgrade the Scarlet Witch to the Rookie version. You really only want her for the Probability Control and this way she keeps the free move. That will free up just enough points to upgrade Hercules to the Veteran version for a little more offensive punch.
Hero For Hire
Here's my unbeaten Avengers strikeforce. It's similar to yours but focuses more on hevy hitters than on support figs.
V Captain America
V Scarlet Witch
V She Hulk
This formation allows me an astonishing first turn attack, if i want to play it offensively:
First of all I TK Thor (with Moondragon) ten squares forward, then Wasp carries She Hulk behind the norse hammerer and Scarlet Witch to keep in sight the two main hitters. Then Thor picks up the Jade Giantess and runnin' shoots stright forward, hitting for 4 clicks at range, then dropping Shulkie who's now at range for a 6 clix smashing charge.
This his a risky tactic and really unbalances your team, separating heavy hitters from their taxies and making them easy targets for the opponent, but if your devasting first strike puts your opponent on his knees.... You could also play this team defensively, staiyng in your half of the battlefield and pairing She Hulk with Wasp, Moondragon with Herc (remember, TK works even if your figure carries an object) and Thor with Cap, with Scarlet Witch in the middle keeping probabilities under control and stinging opponents with her ranged attack.
Hope you enjoy it
Hmm... Having just played a against the Avengers in a number of bouts, I'd have to agree with others...
She-Hulk and Thor must be on the team. They are just plain scary and all should fear them.
If you are going to use Cap, then stick with the E version. The stealth helps with flexibility and might cause some distraction for an opponent, but he really isn't even needed in the team. 600 points is a little out of his league.
Go with the Rookie Witch, it isn't worth the extra points for a fig that might... perhaps... someday hit someone.
But as for Wasp? I say go with the Unique. I know the range is only 4, but incapacitate with 2 targets can be devistating at times. Your enemy comes charging in taxi/brawler to take on your mussle, and then you push them both for a click and he can't hit you again. Leadership might not be needed, but then again if you are using alot of running shot/charge, it might be.
Definately bring a V Hawkeye. (Over Cap) Vision can carry him around.
Since you are not limited to the Avenger Team Ability, here is my recomendation:
E Thor 144
E She-Hulk 110
R Hercules 54
U Vision 112
U Wasp 44
E Scarlet Witch 36
E Black Panther 36
V Hawkeye 64
Total: 600 exact (only 3 real avengers)
If you pulled the Avengers straw and there are no medics allowed, then you’ve got a definitive advantage. No other team matches the Avengers for sheer heavy hitter power.
V She-Hulk – 120
Moondragon – 71
E Black Panther – 36
U Wasp – 44
R Scarlet Witch – 29
R Sandman – 61
Vision – 112
Quasar – 122
She-Hulk is your heaviest hitter, and works amazingly well with Telekinesis – between charge and TK, you should have little trouble having her reach anyone on the board. Sandman is a nice tie-up piece, due to his low cost and invulnerability paired with Super-Senses. The Witch is pretty handy, though with 6 actions her probability control won’t have as much of an impact on the game. E Panther is arguably the best IMO – Stealth and Outwit is brutal, and he has BCF to defend himself if he’s based. Quasar is a nice long-range support cannon and alternate TKer. Vision is just a rock solid dial, which comes in handy when you can’t heal. The Wasp’s Leadership is arguably wasted points here, but it’s her defense and two attacks that make her so awesome.
Thanks everyone for their advice and with that in mind I now have the revamped line up.
Wasp Uni 44
Thor Vet 187
She-Hulk Vet 120
Vision Uni 112
Scarlet Witch Rke 29
Black Panther Exp 36
Moondragon Uni 71
any one have a minions of doom team they like?
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