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CoachCraig
03/05/2003, 22:49
Ok so i'm "training" for my first real tournament this weekend a 300 pt constructed dc only no dupes, and I am really hoping to do well. I started with this team after some minor tweaking and hope to recieve some more ideas as i won most of my practice games against my friends but the margin was too close. Namely cause I couldn't hit batman in many different forms with the 17 def.


v- catwoman
e- nightwing
r- booster
v- hawkman
v- manbat
r- check med
v- weather wizard

My only real limitation is i dont have a derned v nightwing i'm totally open to suggestions or a totally differnet team idea.
thanka

NightWing14
03/05/2003, 23:05
I would suggest putting in at least one more heavy hitter. A nice one is Bane with good attack and damage to be taxied around.

Speaking of Taxis you seem to have a lot of flyers, I would probably drop weather wizard and change Hawkman to Rookie and Booster to Experienced if you have the Figures, That way they each get the free JLA move.

Put in another hitter if you can, Hawk is also nice and gets a good AV on his first powered up so he can usually hit Defence 17 fairly easily. Aquaman also has a nice AV and leadership aswell.

Good luck

Hope some of this helps

dolemite199
03/05/2003, 23:14
CoachCraig,

v- catwoman
e- nightwing
r- booster
v- hawkman
v- manbat
r- check med
v- weather wizard

Not a bad start! I Like the multiple flyers! Some suggestions are below. You have two things going for you. Catwoman and Hawkman are your close comabt bruisers. Nightwing and Wheather Wizard are your ranged combatants. The problem with those options is that they lose their punch are taking a few clicks. Try this out and see how you like it.

Vet. Catwoman (68pts)
Vet. Hawkman (48pts)
Vet. Man Bat (27pts)
Exp. Steel (70pts)
Exp. Booster Gold (38pts)
Exp. Harley Quin (36pts)
Rok. Checkmate Medic (13pts)

You still have the B2B comabt power of Catwoman, Hawkman, and Man Bat. You have lost that ten range form not having Wheather Wizard, but you gained consitent high damage from Steel being included. I upgraded Booster to exp. for the free movement. I also added Harley for some perplex to help hit high defense characters, or boost non CCE and RCE damage. The medic is self explanitory. Hope you like it.

CoachCraig
03/06/2003, 12:00
Thanks for the advice guys.
I really like the free move idea nightwing.
Dolemite I like the team I can see it working well.
Any other ideas?
or anyone wanna clue me in on the sure fire 300 pt dc team to beat all teams?
I have almost every dc figure expect vet nightwing and i think i will purchase one today.

Spider-Bat
03/06/2003, 12:29
If you have the Nightwing...

E-Batman 92
V-Nightwing 72
E-Hawk 55
V-Booster Gold 47
E-Checkmate Medic 17
E-Checkmate Medic 17
-------------------------------
Total points: 300

The stealth and Outwit of Batman & Nightwing are hard to counter, but if someone is using a Bat team, don't worry. Booster Gold can carry Hawk (who should have pushed once) near the enemy Bat, then Hawk can charge up and grab the object he's on, hitting Bats for 3 natural, plus the object! Or you can taxi Nightwing in and hit Bats for 3. Nightwings high attack is really nice in DC. The medics should hangout in the back to heal anyone (duh) but can move in for the kill if needed. I've killed an E-Flash with them before.

The only problem I had with this team was rolling to hit with Hawk. Apparently I can't roll a 5 when I need to. Or a 4. I'll get a 4 or a 3. And watch out for someone with Mind Control. If they get controll of Hawk, they can push to attack Booster Gold, or even you Bat guys. Try not to push him past charge, because that's what lets him take out Bats.


Though if you want a close combat team, try using any Bane and E Manbat for a taxi. You can base the opponent with both, hit with Bane, then (if needed) next turn push Manbat to hit for 2 more using Bane's attack. Taxis are especially important without any willpower to attack the turn after moving, so try to fit in some cheap, free, taxis. Like R-Hawkman, or E-Booster Gold. Here's an idea off the top of my head.

R-Booster Gold 28
R-Hawkman 32
U-Catwoman 85
R-Bane 61
E-Manbat 27
R-Dove 46
R-Checkmate Medic 19
---------------------------------
Total Points: 298

dernjg
03/06/2003, 13:09
A charging character cannot pick up an object as he/she comes into a space adjacent to an opposing character.

So no, you can't have Hawk pull the rug out from under a Batty. However, a little prep and you could pick an object up along the way.

Also, if you ever start facing a lot of Bat-based teams, get Rookie Steel out. His Superman Team Ability slices right through the Batmen.

CoachCraig
03/06/2003, 15:22
Ok I've done some more tweaking and I have come up with two other optional teams. Any advice if I am getting better or worse.

R boost
R hawkman
R bane
e man bat
r dove
r hawk
u desaad

3 roving bands of muscle with desaad for outwit and to serve as 2nd healer when it gets tight

or

v nightwing
v steel
e boost
v hawkman
e check med
r bane

hawkman taxi's bane in for double b2b smash
boost taxi's steel for range support
nightwing outwits and snipes

so any other advice? are these teams better than the first?

thanks for all the suggestions

CoachCraig
03/09/2003, 18:01
Just wanted to say thanks for the info.

I played my tourney today and after the advice revised my team to.

e boost
e man bat
e bane
v nightwing
v steel
r checkmate med

I whalloped all three people i faced and won a Carter Hall for my trouble.

Thanks

CaptainCarl
03/09/2003, 18:08
congrats the team u used was the best of the lot

bane steel and nightwing are hitters

plus you got mobility cant go wrong their

good luck with future tourneys and maybe you can use carter hall =)

thecaptain

CoachCraig
03/11/2003, 23:42
well I just wanted to take time to thank everyone again. I played in my second tourney tonight and again handed out three whoopins. I feel that a ton of the reason I was so successful were the tips that I recieved here not only on this post but on many, many others. I really appreciate the feedback and willingness to help everyone has shown.

It was a sealed booster but i got a great draw of exactly 200pts.

e man bat
r bane
e aquaman
v boost
e lackey
r intergang medic

I basically thrased everyone due to the fact that outwit was my only real weakness and since this team was so mobile i easily took out those pesky outwitters first.


Oh and I got an Eddie Nashton this time Le count up to two.

D.E.Kesler
03/13/2003, 00:35
Greetings Coach,

Well, with six straight tournament wins, it almost sounds like you are done with training. Still, I would suggest a couple of things to improve even further.

First off. Read the rules again. I know that may sound silly, but whenever I give the rules a fresh read over I always note at least one tactical option that I had completely overlooked on previous readings.

Secondly. Go back and try building teams out of all of those figures that you decided were ineffectual when you first started playing. Try these teams out with your friends. You will be surprised at how much some of those figures have improved. :)

Regards and Best Wishes,

Donald Eric Kesler

CoachCraig
03/13/2003, 08:40
Well yesterday thanks to a carefully placed sick day. I was able to compete in back to back marvel and Dc sealed booster tourneys. I am happy to say that my DC win streak is alive three straight 1st places. I fell to 2nd in the marvel tourney and will now be switching over to the marvel threads to try and construct my 300 pt team for the next tourney.

Thanks for the advice D.E. I will do both of those maybe i can find a use for joker afterall. well ok maybe not that much use.

D.E.Kesler
03/13/2003, 12:53
Originally posted by CoachCraig

Thanks for the advice D.E. I will do both of those maybe i can find a use for joker afterall. well ok maybe not that much use.

Hello Again,

As someone else pointed out, not too many people realize that the experienced Joker has Poison on his first click. You could pair this figure up with another figure that your foes could not afford to ignore. Experienced Steel fits this bill nicely.

Swoop in with Steel acting as taxi for Joker. Of course, you want to move in next to an opposing figure that has already moved so that he can't readily smack either of your figures. Now, your opponet must make a choice. Either he works on Steel, a figure who delivers solid damage with every successful attack, or he works on the Joker, a figure that will automatically inflict a single click of damage at the start of every turn. Either way, your foe is not going to be happy.

Regards and Best Wishes,

Donald Eric Kesler