View Full Version : HAMMER time!
Quebbster
09/15/2010, 16:08
Norman Osborn 66
+ Thunderbolts 8
4x Elite operative 192
4x Agent 132
398 points Modern age goodness.
Norman is the key piece - he makes the others soo much better. TB him to Ultimates to Outwit Stealthers so the others can blast away. Use the SHIELD TA as much as possible.
The Elites should be in the front line, don't be afraid to switch to close combat when necessary.
WolvieFan9
09/15/2010, 16:42
I was just looking at a HAMMER team at 300 points... I'm really excited to play these guys. I had one of each figure on my first Sealed game with this set and they were both very good for the points.
I just played one game of this at 400 points:
150 Iron Patriot
66 Norman Osborne + Thunderbolts + Contingency Plan
2x48 HAMMER Elite Operative
2x33 HAMMER Agents
2x1 Lian Harper
I don't have enough of the operatives/agents to reach 400 without doubling up the Iron Patriot and Norman...but I have to say that the force with Iron Patriot is more threatening than one that doesn't have him.
I seem to be playing figures with Mastermind, so I made sure to add the lil' girl BSTs today, and they paid off.
I did have Green Goblin in reserve, and no sanity token, but Norman never went off his top click. I played him very conservatively because I was facing a pair of Outwits, and knew that he'd fall easily without Mastermind. The BSTs were mostly able to block Lines-of-Fire to Norman, and were able to take a critical re-roll token as well.
The attack value boosts, plus the SHIELD TA, and that opening Running Shot made the grunts golden.
Weirdly, there were turns when Contingency Plan wasn't used because I was already getting uber AV and Range bonuses because of the Chain of Command and SHIELD TA. Mostly the plan tokens were used to boost the AV of Iron Patriot.
Quebbster
09/19/2010, 08:23
I just played one game of this at 400 points:
150 Iron Patriot
66 Norman Osborne + Thunderbolts + Contingency Plan
2x48 HAMMER Elite Operative
2x33 HAMMER Agents
2x1 Lian Harper
I don't have enough of the operatives/agents to reach 400 without doubling up the Iron Patriot and Norman...but I have to say that the force with Iron Patriot is more threatening than one that doesn't have him.
I seem to be playing figures with Mastermind, so I made sure to add the lil' girl BSTs today, and they paid off.
I did have Green Goblin in reserve, and no sanity token, but Norman never went off his top click. I played him very conservatively because I was facing a pair of Outwits, and knew that he'd fall easily without Mastermind. The BSTs were mostly able to block Lines-of-Fire to Norman, and were able to take a critical re-roll token as well.
The attack value boosts, plus the SHIELD TA, and that opening Running Shot made the grunts golden.
Weirdly, there were turns when Contingency Plan wasn't used because I was already getting uber AV and Range bonuses because of the Chain of Command and SHIELD TA. Mostly the plan tokens were used to boost the AV of Iron Patriot.
Well, I only have a single Agent and Elite Operative, so the only way for me to run a HAMMER theme team is to run both Iron Patriot and Norman Osborn with them. :)
I agree that IP brings some much needed firepower to the team... But I also really like the thought of Norman Outwitting into Stealth.
One thing I didn't mention about my team: Every turn I had *just enough* action tokens, up until the HAMMER agents started clearing the field of opponents.
A force with 9 non-fliers is going to have trouble deploying.
My 400-point force's moves went something like this:
Turn 1 (w/ Leadership): Moved both Lian Harpers (their full move basically positions them to cover Norman on turn 3), carry an agent with IP, move an Elite (who can go 1 more than IP)...one token on the Contingency Plan.
Turn 2 (no leadership): moved an Agent and an Elite, and I may have used the third action to make an attack of opportunity (w/range boost) from the previously carried agent....and one action on the plan.
Turn 3: This may or may not have been when I moved Norman out, and by now I was starting to make ranged attacks galore.
I worry that a 9-figure team will find themselves deeply split up.
Quebbster
10/07/2010, 10:25
Just got two more Agents and Elites, so now I have enough figures to try this squad out:
Iron Patriot 150
HAMMER Elite Operative 48
HAMMER Elite Operative 48
HAMMER Elite Operative 48
HAMMER Agent 33
HAMMER Agent 33
HAMMER Agent 33
393 points. Not a whole lot of close combat potential, but still a pretty decent squad.
VenomDaBomb
10/07/2010, 10:46
Just got two more Agents and Elites, so now I have enough figures to try this squad out:
Iron Patriot 150
HAMMER Elite Operative 48
HAMMER Elite Operative 48
HAMMER Elite Operative 48
HAMMER Agent 33
HAMMER Agent 33
HAMMER Agent 33
393 points. Not a whole lot of close combat potential, but still a pretty decent squad.
u shouldn't be worried about close combat anyone that is dumb enough to try to base this team will be blown up. its stealth and the lack of options against that power that really is going to hurt can the lack of out wit could be a little issue. but you do have lots of tie up and 3 theme probs and really good
Quebbster
10/07/2010, 11:05
u shouldn't be worried about close combat anyone that is dumb enough to try to base this team will be blown up. its stealth and the lack of options against that power that really is going to hurt can the lack of out wit could be a little issue. but you do have lots of tie up and 3 theme probs and really good
Thanks. :) I am always a little antsy when I build a team without a dedicated close combat attacker, but I suppose there is enough close combat potential further down the dials to make it workable.
Might be a good idea to throw Not So Special and Inside Information on Iron Patriot to help him out in the AV department though...
jacksonspade
10/08/2010, 00:47
I've been helping a buddy with a HAMMER agent team. We ultimately decided Ch'p made the team awesome! Click him onto his second click and he's surrounded by agents Nd operatives with 18 defense! Throw in iron patriot and see what happens. Still waiting to play test this one.
Quebbster
10/11/2010, 15:57
Just got two more Agents and Elites, so now I have enough figures to try this squad out:
Iron Patriot 150
HAMMER Elite Operative 48
HAMMER Elite Operative 48
HAMMER Elite Operative 48
HAMMER Agent 33
HAMMER Agent 33
HAMMER Agent 33
393 points. Not a whole lot of close combat potential, but still a pretty decent squad.
Field tested this tonight, with Inside Information and Not So Special to make it an even 400.
First round, I faced Iron Man/War Machine and Spider-Girl. I won initiative, and picked the Junkyard map to get some good Stealth coverage. IM/WM did manage to get a good hit in on Iron Patriot, but unfortunately they were in range of his Charge... an object later and their Outwit was gone, so it was simple to pick them off with all my agents.
Second round, I faced Red/Blue Spider-man, Scarlet Spider, Black Cat, HoT Daredevil, SI Punisher, and possibly someone else. I won initative, and picked the Bank map. Iron Patriot got swarmed, but despite lots of pushing my opponent was unable to land any big blows. Best moment of the game was when Daredevil attacked IP with EW, and IP ended up on Force Blast... which he then promptly used to push DD out of Stealth and into the arms of some waiting agents, who beat him silly. :)
Last round, faced a mixed Monster team - Rampaging Hulk, Venom, Morbius, Vermin, and a Symbiote. Picked the Bank map again. Had some trouble due to poor positioning, but my opponent again suffered from bad dice rolls. In the end, I lost two Elites and an Agent, the only figures I lost all tournament. :)
konasavage
10/11/2010, 17:59
I'm busting out Iron Patriot with 3 HAMMER agents and one Elite. The fact that all the lowbies run around with 11 attack values and added stealth rocks!
Quebbster
10/12/2010, 02:40
I'm busting out Iron Patriot with 3 HAMMER agents and one Elite. The fact that all the lowbies run around with 11 attack values and added stealth rocks!
Yeah, my opponents' jaws dropped when I said my entire team had 11AV...
konasavage
10/12/2010, 04:06
Yeah, my opponents' jaws dropped when I said my entire team had 11AV...
That is exactly the desired response i'm going for!
Quebbster
10/12/2010, 04:13
That is exactly the desired response i'm going for!
Yeah, it was quite fun.
"Their AV is what?"
"Iron Patriot needs to be how close? Doesn't there have to be a line of fire?"
spike1138
10/14/2010, 15:26
What are the upsides/downsides to running Iron Patriot at full dial versus running Norman (with or without Iron Patriot as the AE)?
traitorarmor
10/14/2010, 15:32
Yeah, it was quite fun.
"Their AV is what?"
"Iron Patriot needs to be how close? Doesn't there have to be a line of fire?"
Agreed, that is the exact conversation.
What are the upsides/downsides to running Iron Patriot at full dial versus running Norman (with or without Iron Patriot as the AE)?
The advantage of a full-power Iron Patriot is that:
Iron Patriot can fly/carry.
You can position your HAMMER grunts more smoothly, as opponents will be worrying about the Iron Patriot's swing.
Iron Patriot (because of his swing) can hang back and contribute the AV boost to the grunts.
The advantage of Norman Osborne:
more reliable Contingency Plan (do opponents outwit his Outwit or Mastermind?)
the option to Thunderbolts: best choice is Ultimates if facing stealthers, second best is probably Mystics.
lewddruid
10/27/2010, 21:50
I'm busting out Iron Patriot with 3 HAMMER agents and one Elite. The fact that all the lowbies run around with 11 attack values and added stealth rocks!
Just pulled enough HAMMER guys to play this. Can't wait to try it!:cool:
the main advantage of using full iron patriot is that you are guaranteed to get him out. ae powers are sketchy, and with norman if you roll a 1 or 2 before the game you never get iron patriot. that being said, i use norman way more often. front-loaded outwit and t-bolts ata? yes please.
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