View Full Version : Sinestro to the Max!
Ok. I promised several friends I'd make it so here it is. A team I designed with the new set that I honestly and humbly believe to be nearly impossible to beat. Yes, of course it can happen. But how easy would it be? Not very. I've worked out strategies for every situation I can think of (not going to list them all in the first post, just the most obvious ones) and I don't see anyone really beating this. Suggestions comments and ways to kill this team are appreciated and most welcome. Welp, here we go. The name of this team is still being decided on. I would like you all to tell me your preference in your responses. A. Uber S. B. Bit** Slap of Doom.
300 point
1 Rookie Sinestro (100)
1 Rookie Invisible Girl (37)
1 Rookie Blizzard (35)
1 Rookie Paramedic (8)
1 Experienced Paramedic (10)
10 Rookie Con Artists (110)
Total Build --- 300
At this point, I'm sure some of you are wondering what is this guy thinking exactly? I'll tell you what I'm thinking. First move of the game, Sinestro moves to block off path to your con artists, carrying Inv. Girl whom start moving within half of blizzard's range. You want to arrange him so that he's blocking the wall, but still has the widest range. Now, Inv. Girl is behind Sinestro, giving him 18 def with energy shield deflection. Next, when all the conartists are around blizzard, he pulse waves, bringing them all to their perplex click. Blizzard is now finished unless Sinestro.
*IMPORTANT NOTE- Do not let Blizzard get hit! He is your *Just in case* man.
Allrightiee then. Now, one or two of your medics moves up behind Inv. Girl in the event of an energy expolosion to Sinestro, which would damage Inv. Girl too. You MUST keep Inv. Girl alive, at all costs. If you have to sacrifice Sinestro, do it. Ideally though, Sinestro's so #### big that all shots will be buffed by him. Now what? You arrange the Con Artists behind sinestro, pumping 10 into whatever stats you want to pump them into.
*NOTE- You may sacrifice one medic for another Con Artist if you choose, but I like two medics in case on gets hit.
Ideally, this should be your setup
xxx
----xxx-----
G
P
ccccc ---= Wall. x= Sinsestro G= Inv. Girl P= Medic c= The Bit**es
Cool! Allright.. this is how it works. Sinestro get's all pumped out, doing basically whatever he wants. 20 range... 14 attack, 15 range.. Doesn't matter. If a Firelord is coming at you, I suggest you pump up range and attack and grab the dirty little punk. Same thing with heavy hitters who have high def, many clicks and inv/tough/imp. Just grab them. Best thing is, with that huge amount of damage, no one will want to close with you. And if they use one of those long lifers, that's half their team. The other half prolly won't be able to hit your 18 def (with EGD I might add) If they use two heavy hitters, grab them both, game over. Just pump up your attack till you only have to roll a three to grab them. Somebody sitting outside your range? Not anymore. You have 20 range with 4 damage and multi attack. Smack that annoying medic from far off. Being stealthed to death? Perplex movement, run up to them, then perplex your attack and damage and smack them. Now if Sinestro dies, which he shouldn't with all that life, use blizzard first. Keep the medics near him so they can heal if he gets hurt with his 18 def and long range and high damage. If he dies, you have a mobile perplexing tank. 8 con artists surronding an invisible girl. How embarassing to die from a 11 attack, 6 damage, 18 defense con artist. Yeesh.
Things to kill first-- Energy explosion, Pulse wave and of course medics. You want NO area covering attacks hitting you.
But why Sinestro? Well let's see. For 100 points.. energy shield def, ranged combat expert (of course you can perplex damage up as much as you want if you turn off RCE to inflict more damage) and immunity to all sorts of nasty problems. Also, what the heck are you gonna outwit on sinestro? Jack. Nothing TO outwit that'll matter with this team. So there, have fun! Post all your comments to me and I shall respond.
shin-goji
03/07/2003, 10:53
I may be misinterpreting your post, but you won't be able to capture at range. That is a close combat action. Also, in order for Sinestro to have ANY stats perplexed, RCE MUST be turned off. Now that's small change when you can pump his damage up to 6, then use the special multi-strike for two shots of 5 and 5. Just watch his poor attack values. I would definitely perplex his attack for grabbing.
I'm *so* glad this wasn't posted multiple times....
shin-goji
03/07/2003, 10:55
Yeah, what is with the multiplicity recently. HCRealms'ers coming down with personality disorders?
Yes, sorry. The short range is what I meant for grabbing. As for long distance, he starts with the 10 range so it doesn't have to go up any higher. And no, I don't use RCE with perplex. I turn it off and just give him the damage back with two perplexers. Giving his attack value and range a boost more than compesates don't you think? You can get him high enough to overcome any defense value with ease. And as far as range goes, in this case it'll be suicide to go against him with a ranged attacker. You can barely hit him as it is, and with all that health... well. You see. There are ways to beat it, but I like my idea. Especially the fact that Sinestro IS important, but it's not a big deal if he dies. Any single character can be made uber.
Sorry about the multiple postings. my computer was messing up.
Hmmm... Possible counter attack would ring something to the tune of lots of barrier types like Blizzard, one Mandarin, and lots of con artists.
Essentially, we've got an old-fashioned cold-war arms race happening on each side of the board. whoever gets first shot should probably win, except you can't heal Sinestro.
Counter to Barriers, Multi Attack. Counter to madarin, high def. Counter to perplexers, I'd have more.
Wow, this thing is just all over. Crazy I tell ya, crazy. However, in the sake of completeness here's my thoughts on the team. Oh, for a name how about: Qwardian's *new* Weapons (the ladies) Oh man, my geekdom cracks me up. Anyways, my reply to another of this thread's postings elsewhere;
Greetings,
It's a neat idea but is hardly unstoppable. Allow me to demonstrate with my example team.
Flaming Cheese:
E Firelord
E Firelord
E Wasp
E Wasp
R Panther
255 points. The extra points can be spent on...I dunno a Bullseye and a Vulture? Maybe a upgrade of Panther. Maybe a Doombot and a Paramedic. It doesn't really matter and only makes the team more powerful.
You go and move up the death Sinestro of godliness with his Energy Shield+Invisible Girl defense and gather a passle of perplex. I run up Panther (free move) and outwit energy shield.
Then I fly up my two Wasps, each carrying Firelord. (free moves) Now I have many options. Two attacks with a 12 attack value mean I need a 6 to hit you, that's pretty easy to do. SO I could smack you for ten damage. WHat I'd probably do is attack you once for five damage (putting you at 7 attack) then slap up a barrier to cut off line of sight between the con artists and the Sinestro.
Bam, no perplex, heavily wounded Sinestro.
Your options then include using an action to blast holes in the barrier, which will only allow some of the perplexers line of sight. Leaving you to push Sinestro with only partially boosted stats (a perplex or three) Better put them all in attack (let's say you get four lines of sight on him somehow) 11 attack vs. 18 defense, need seven. Maybe a hit for minor damage.
My turn, maybe fly up Bullseye to put a hurting on the Sinestro too? Maybe push both Firelords to execute him? Maybe push a Wasp so I can get a line of fire on Invisible Girl and execute her, then slap up another Barrier? If I brought in a medic, freemove them up via Doombot and heal a Firelord after his pushing/being hit? Options are many.
As soon as Sinestro is down I fly the Cheesball duo away for healing. You now have two attacks and a swarm of perplex. Panther sits in his bush and outwits whatever I feel like he should. After the Cheesehead twins are healed (easy enough to do after pushing, damage) I fly them back and either execute your attackers or drops some energy explosions onto the masses to eliminate support and perplex whereever I do hit.
I'm not saying it's a bad team idea, but it's a highly limited one. Any solid team with stealth+damage capability+outwit (which is pretty much every team at tourneys) is going to be able to stomp a nasty mudhole in this group. Heaven forbid if you get an inside map and have to waste turns blasting down walls so Sinestro can get through them. Also, with so many con artists and only three actions you'll never be able to really move them out of your starting area. That means either Sinestro is stuck within ten spaces, or if he moves out of that range he's on his own (say if he has to rushed a E Annihlus copying Batman team ability who is zapping away from 10 range with a perplexed 4 damage and that 11 attack...cost of that combo, 103 for Annihlus, 44 for R Harley and Robin) Leaves another 150 points for a Firelord, a Wasp (free move for Annihlus) a medic and an outwitter.)
Mostly I wrote this up as a way to show my opinions about Con Artists "unbalancing" the game. I'm not saying you think that, just want to stomp some of the fires before they get pointlessly big. Also just pointing out some of the obvious flaws in the team.
Regards,
Thor.
Originally posted by Shade
Counter to Barriers, Multi Attack. Counter to madarin, high def. Counter to perplexers, I'd have more.
Counter to Multi-attack; costs you chances on Firelord, and you'll be too damaged to drop the barrier at that point anyway.
Counter to high defense; Firelord, need I say more?
Counter to perplex; Death to anything worth perplexing. (aka Firelord)
Ok thor. Why that won't work. Ready? Wasp. Movement of 8. E Cheese lord, range of 8. Sinestro- Range of 20. You'd still have to move your firelords up again, leaving me two rounds to pound away. Gee, how much damage do you think I could do? lesse. At LEAST 4, with multi attack. So by the time your cheese lords got a chance to attack, they'd each have taken 8 clicks. Dead, if not close to. Wanna try barrier? Once again. Multi attack. Blast through, hit one for 4. The other won't be moving anytime soon. Also, to create barrier you need a little something called LINE OF SIGHT. Good luck seeing through sinestro to block him from my peplexers. If you get too annoying? I have a barrier I can put up for a turn too
Oh. One more thing. Sinestro has ESD. That's 20 defense against range, therefore an 8 or better. So first, get in range. By then, you get to try and hit my 20 with your about.. oh.. 8 attack. And if you do hit, you'll do.. oh.. a damage. Good luck with that team son. Try harder.
Your wrong about at least two things in your post.
1) As Thor665 pointed out, ES/D would not be a problem because Panthor could outwit it.
2) Barrier does not need line of sight.
Please post all thoughts in the main thread for this thread. My computer went whack and I accidentally posted multiple times.
1. I've been corrected on the barrier issue, it actually helps me much more than it hurts me.
2. ESD is an added bonus. I don't give two flips if it gets outwitted.
Also Shade, though I'm fairly confident a team using 2 E Firelords and 2 E Wasps would beat your team, you get points for being far less cheesey(though mixing sets is still kind of cheesey).
Greetings,
As mentioned about Es/D and Barrier. Though to clarify I would be putting the Barrier between Sinestro and the Con Artists to cut off perplex, after that 5 damage hit I wouldn't be sweating what Sinestro could do to Firelord without perplex.
Next; "Ok thor. Why that won't work. Ready? Wasp. Movement of 8. E Cheese lord, range of 8. Sinestro- Range of 20."
First off you need to move up to get in position, to do that takes an action. SInestro doesn't have running shot. So you'll move up, then I'll fly up and attack. With Wasp and E Firelord I have an effective range of 16. i'm not sweating that twenty. Also, they're called corners...you can avoid clear line of fire behind them. Y'know, buildings and stuff...or being more then one space back from a roof's edge. Ect. Ect.
So to clarify the sequence I was trying to present.
You set up with Sinestro by a wall and pulsewave your Con Artists.
Panther freemoves up and outwits energy shield. I fly up and zap your Sinestro for five damage. I fly up second Firelord and put a barrier between Sinestro and the Con Artists. (don't need line of sight, just to be within range.)
You now need to blast a hole by perplexing Blizzard and pushing him. You *could* multi attack, but you wouldn't get any perplex to help Sinestro out. Your attack is now also seven.
Next turn I push both Lord's to burninate you for ten damage and push Wasp to freemove them back to medics.
Sinestro is dead, you have many Con Artists masquerading as painted jezabels.
Or, perhaps you feel that team is too cheesy. Okay, let's build a non-firelord team to do a similar job on Sinestro. Since you've mixed sets so will I, since this is obviously a mixed team battle.
E Annihlus - 103
R Batman - 85
E Doombot - 33
R Hydra Medic - 12
R Harley - 27
260 points.
Batman moves in to outwit. Both he and Annihlus stay in hindering terrain. You may talk about 20 range all you like, it doesn't matter if you can't shoot me. Harley can perplex up Annihlus' damage to 4 or attack to 12, it hardly matters. I pick away at Sinestro from 10 range, and you can't shoot back. Batman can also help out with attacks, or position himself to see Invisible Girl and outwit Support.
Base Batman to capture him? You move up, I use Willpower to leap/climb away.
Base Annihlus to capture? You'll have to move out his ten range (putting you out of range of perplexers. Annihlus will just have the Doombot behind him fly him away.
You base both. (how?) They both attack you for some serious damage. You push to capture (reasonably possible) Then Batman outwits Defend and attacks Sinestro to rescue his friend.
Once again, I think this team would walk all over you, and with no Firelord *or* free taxi.
Once again, I'm not saying it's a bad team. I'm just pointing out that the team is not all that dificult to beat with even a reasonably normal team build. (f'rinstance my extra points here could go into a taxi for Batman, so he's even more mobile and can help in the atack. Harley can perplex whatever she has a chance to, and stay well away from Sinestro (and blocked by Annihlus and the Doombot's stealth in any case)
Shade sez; "Good luck with that team son. Try harder."
I think that's two teams now. Honestly, and with no bitterness, I think either one of them would smack the Sinestro team around.
My opinions,
Thor.
One, please post from now on into the other thread, the main one. Computer messed up, made multiples. Ok, another reason firelord won't work. I'll be fully in position in one turn. One. That's all you have to get close. If you DO get close, you'll be pushing to get that close first of all. Guess what. I have barrier too. And with batman.. um.. exactly WHAT are you planning on outwitting? There's not much besides ESD, and that's not gonna hurt me too bad. Now it will suck when annihuls gets hurt so bad you can click him back to life and beyond... I call this the Sinestro Support move. See? you can techincally heal someone!
REading your post more and coming up with more ways to stop it. 1, I've since revised my plan to cut out the only weakness in it. Take out the medics, put in an avalance. ok. So what you say? Well, blizzard and avalance both push to create barriers around 2 fighters, while sinestro runs up and grabs annihuls. I can move 4 perplexers up in that time, giving him an attack of 13. You do the math... I grab, I run.
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