View Full Version : Excuse me. Do you have something for severe Incapacitation?
JohnShaft31
03/06/2003, 20:52
or my attempt at a 200 pt Incapacitate heavy team. I always wanted to use Inc more and thought it is quite underused, so here is what I got.
Mixed of course
V Nightwing
V Weather Wizard
U Wasp
V Aim Medic
V Shield Sniper
I waver between R Robin or the Sniper. The theory is Nightwing jumps into terrain of course and used his two shots of Inc and Outwit. While Wasp does the same. WW stays back at 10 range and either RCE or more INC
any thoughts?
Shaft
harles2000
03/07/2003, 02:31
incapacitate is underrated however when using it theres a few things to consider - most incap figs have terrible AV or range, also if all you can do is incap, youll never take a team down. you need to bring in some damage with it. i saw weather wiz had rce. nto familiar with him as im primarily marvel, but im going to assume that he does 3 with rce? 4 with the sniper? that wont bring home the bacon as youre only doing 2 -3 clicks on the invuln figs(assuming you incap them to push)
look into v black widow 4 range 9 av 2 attacks incap and stealth on the first click
medusa in conjunction with a taxi has limited capabilities 2 range 2 att 9 av incap and plasticity
wasp and yellowjacket need lots of hydra to even attempt most shots
klaw has good range and incap after a click or 2 and the e version is doom friendly but costs 74 pts i think and has rce to start off with
just some things to consider - i have put alot of thought into incap teams and just havent found a way to really make it work
PantherPriest
03/07/2003, 03:01
You're John Shaft, that's cool
Wyldstaar
03/07/2003, 03:12
That is a good team, especially for only 200 points. Low point teams are when Incap causes the most chaos to an opponent's plans. The best strategy for Incap is to tie down whoever you can, then blast them. For your team, I'd taxi Nightwing with Wasp. Attack from hindering terrain. Use Nightwing's double Incap on whoever moved forward, causing them to push and be totally unable to move on the next turn, as well as lowering their Defense. Weather Wizard can then pop one of them, and the Sniper the other on your next turn, while Nightwing and Wasp pass. Your opponent can't shoot at Nightwing if he's stealthed, and Wasp will have a 20 Defense in hindering. Your opponent will have to waste another turn moving b2b with you. You can then use Nightwing to once again Incap the both of them, and Wasp can just attack, or force another push onto them with her own double Incap. It will likely be all down hill for your opponent from here on, as long as you keep him away from any Medic he may have.
JohnShaft31
03/07/2003, 06:01
Good ideas. My thoughts are to frustrate and annoy my opponent into making mistakes also. In 200 pt. games I think this team can work. The potential to Inc. 5 times (U wasp ldrship, she attacks twice, Nightwing twice and WW once) in a turn has got to confound and confuse.
I agree that damage has to be delivered, especially to the Inv and Imp bunch. But that is exactly why so many Inc. help get by those pesky damage reducers.
Anyway, thanks for the thoughts, I like many others really believe that Inc. is underused.
Shaft
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