View Full Version : Tired of Cheese
Athanassi
03/04/2003, 09:06
I'm tired of Firelord/medic teams AND of perplex teams.....
While I realize that its a valid strategy... campers get on my nerves too. Defenisve positions obviously have an advantage, but its not fun to play someone who just waits with a bunch of perplexers and picks you apart as you try to invade... The way I play, I'm going to force the game to a conclusion. So, I have to be twice the strategist and 3x the team builder of people who use defensive or firelord tactics... I'm trying to come up with a first strike team... Here's what I've come up with:
Cyclops (V) 78
Human Torch (V) 73
Hawkman (V) 48
Elektra (U) 36
Black Panther (E) 36
Booster Gold (R) 28
The strategy is to fly in Cyclops on the first turn and use running shot for first strike.... (he would have a range of 23 from the base and could hit almost anything) and fly up black panther for outwit... Next turn, push cylops and torch and hit again if productive.... if not. bring Elektra...
What does anyone think?
Cyclops will be left very exposed after his first shot. He'll only do 2 damage with running shot, too, so you're not going to be doing any devastating damage with that first hit. Expect to lose Cyclops the next turn if you use that strategy. While getting first shot is nice, overextending yourself to do so is suicide. You'd be better off replacing Cyclops with another taxi that Human Torch can carry. After Human Torch does his running shot, use that taxi to carry Torch back to safer ground.
Veggiehater
03/04/2003, 09:15
Looks decent,
In fact the only real downside of the team is that none of your figs have any real staying power. I guess if you play (and roll) really well this shouldn't be too much of a problem.
But may I say I back you 100% when you say that campers get on one's nerves...
VH
Athanassi
03/04/2003, 10:06
Originally posted by Keleko
Cyclops will be left very exposed after his first shot. He'll only do 2 damage with running shot, too, so you're not going to be doing any devastating damage with that first hit. Expect to lose Cyclops the next turn if you use that strategy. While getting first shot is nice, overextending yourself to do so is suicide. You'd be better off replacing Cyclops with another taxi that Human Torch can carry. After Human Torch does his running shot, use that taxi to carry Torch back to safer ground.
I agree, that could be a problem, but I most players are timid.... I'll shoot whoever has range on the other team, try and draw him out.. If I can. I'll have Hawkman and panther right there to go for the kill...
As for your strategy... I like it, but how would I be able to evacuate Human Torch before he gets dinged? Even if I pushed the taxi to stay up with him it would take three turns. Using running shot to run towards the target and back to the taxi would reduce my range :/
ru_dr_doom
03/04/2003, 17:33
Well I know you want to get the most bang for your buck but I think V-Human Torch is over-priced... he does 3 damage, then right down to 2, then if you're lucky he may hit the 4 damage on the dial, but odds are he'll go out quick, especially against Firelord
Why not instead use
U - Elektra
E - Black Panther
E - Dr. Strange
V - Bullseye
E - Pyro (Counter their barrier)
E - Boomerang (team w/ Bullseye to up attack to 11)
R - Jean Grey (TK)
R - A.I.M medic
You have a way better flyer than Torch, a TK, Pryo w/ RCE and Barrier, Bullseye and Boomerang w/ shared attack of 11 w/ RCE... Seems nice to me, I dunno...
Feel free to contact me on AIM: RU The Fraze
jedigeof
03/04/2003, 17:39
I'm sick of wine with my cheese.
Originally posted by jedigeof
I'm sick of wine with my cheese.
Well said, especially since Firelord is no less cheese then mixing sets. The only different is at least when you are using Firelord, you're playing by tournament rules. And, Athanassi, since you aren't playing tournament rules, why do you care about Firelord and turtling any way, how about just making house rules against those strategy?
Now that I've wined about wining, time from some positive comments. I think the team posted on this thread is very good and could easilly take on any other "cheesey" team. Powers like Running Shot and Charge can be very effective, especially for flying characters. The team has a great mix of close and range abilities too, Cyclops and Torch can fire away from extremely long range, while Hawkman can charge some one with B/C/F in for the kill. I also like any team that's stray away from a turtle strategy, every piece on Anthanassi team has good combat ability, so turtling won't be a great option for him or his opponent. And I finally, I like the lack of dupes, he's got two 36pt. characters with stealth and B/C/F, yet his team does not make you think "When was Black Panthor ever cloned?"
Athanassi
03/04/2003, 22:15
Originally posted by jedigeof
I'm sick of wine with my cheese.
Point taken...... That's why I'm trying to take action regarding the cheese rather than just letting it mold.
Athanassi
03/04/2003, 22:16
Originally posted by ru_dr_doom
Well I know you want to get the most bang for your buck but I think V-Human Torch is over-priced... he does 3 damage, then right down to 2, then if you're lucky he may hit the 4 damage on the dial, but odds are he'll go out quick, especially against Firelord
Why not instead use
U - Elektra
E - Black Panther
E - Dr. Strange
V - Bullseye
E - Pyro (Counter their barrier)
E - Boomerang (team w/ Bullseye to up attack to 11)
R - Jean Grey (TK)
R - A.I.M medic
You have a way better flyer than Torch, a TK, Pryo w/ RCE and Barrier, Bullseye and Boomerang w/ shared attack of 11 w/ RCE... Seems nice to me, I dunno...
Feel free to contact me on AIM: RU The Fraze
Thanks for the great advice! I like the team you devised as well.... I may try them both in some friendlies! I'll definately be in touch!
Athanassi
03/04/2003, 22:22
Originally posted by Jay10
Well said, especially since Firelord is no less cheese then mixing sets. The only different is at least when you are using Firelord, you're playing by tournament rules. And, Athanassi, since you aren't playing tournament rules, why do you care about Firelord and turtling any way, how about just making house rules against those strategy?
Now that I've wined about wining, time from some positive comments. I think the team posted on this thread is very good and could easilly take on any other "cheesey" team. Powers like Running Shot and Charge can be very effective, especially for flying characters. The team has a great mix of close and range abilities too, Cyclops and Torch can fire away from extremely long range, while Hawkman can charge some one with B/C/F in for the kill. I also like any team that's stray away from a turtle strategy, every piece on Anthanassi team has good combat ability, so turtling won't be a great option for him or his opponent. And I finally, I like the lack of dupes, he's got two 36pt. characters with stealth and B/C/F, yet his team does not make you think "When was Black Panthor ever cloned?"
Thanks for encouragement...
As for mixing teams, I didn't know it was so taboo! The venue I play at doesn't restrict it... only recently did I hear the the tournaments aren't "supposed" to do it. While cheese is rather subjective, I don't think mixing is too cheesy unless you use bat team ability with doombots! :P
vBulletin® v3.7.0, Copyright ©2000-2012, Jelsoft Enterprises Ltd.