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View Full Version : help me w/400-pt team - trying to beat the tar out of a friend


skforeman
03/07/2003, 19:19
Ok - i have yet to be able to take down the friend who got me hooked on this plastic crack, and i'm wondering what y'all think of this roster. note: he likes to play goodguy/badguy teams, so i can't mixing good & evil for my team. here's my thought:

Piece/Reason:
Magneto (R) - free motion w/brotherhood team, TK, leadership
Spiral (U) - B/C/F, flurry, wild card team ability
Super Skrull (U) - running shot, energy exp., super strength down dial
Doombot (V) - leadership, energy exp.
Bullseye (V) - 10 range, RCE
Hydra Medic (R) x2 - heal, +1 ranged attack value
AIM Medic (R) - heal, +1 ranged attack value
Hydra Operative (E) - +1 ranged attack value

Strategy:
- use magneto's free motion to get into range & then TK spiral into battle & let her go off like a grenade. use magneto offensively & to taxi spiral back to medics. spiral will be hard to hit thanks to her being able to mimic the skrull team ability
- use super skrull really offensively & have him carry a medic to heal himself - stay at long range & pound away (will rarely miss thanks to hydra team ability), then, if hit, move in & brawl.
- have doombot carry a medic, too, to boost the bot's attack. use the bot's energy explosion vs. a nest of mooks (i.e., SHIELD, Hydra, etc.) & use medic to heal when necessary. can also place medic in range of magneto/spiral to heal them, too. again, the bot will be hard to hit thanks to mimicing the skrull team ability.
- set up bullseye, a medic & an operative up high somewhere & provide cover for the 3 front line teams. again, by adding 2 to his already hight attack, he'll generally kick booty.

what does everyone think? can i be successful, generally, with this team? the pal i'm playing LOVES using SHIELD snipers & long range attacks, and also enjoys bringing a Black Panther (E) into range & outwitting me. am i missing something to counter that? what can i use, given my ability to only draw upon badguy reserves?

any advice i can get will help me. thanks!

hudson20
03/07/2003, 19:48
Originally posted by skforeman
and also enjoys bringing a Black Panther (E) into range & outwitting me. am i missing something to counter that?

Yes you are. If you had dc you could counter black panther rather easily. Since you don't I would suggest adding a close combat guy that you can taxi, and then finding a taxi with a 10 inch range. My personal suggestion for the hitter is vet sabertooth, because then you can use a vulture and he just charge to make up the distance. That way when black panther moves within the 10 inch range you can taxi your guy in and clobber him.

Your team currently looks like:

Originally posted by skforeman
Magneto (R) - free motion w/brotherhood team, TK, leadership
Spiral (U) - B/C/F, flurry, wild card team ability
Super Skrull (U) - running shot, energy exp., super strength down dial
Doombot (V) - leadership, energy exp.
Bullseye (V) - 10 range, RCE
Hydra Medic (R) x2 - heal, +1 ranged attack value
AIM Medic (R) - heal, +1 ranged attack value
Hydra Operative (E) - +1 ranged attack value

I've changed the team around a bit to look like this:

Magneto(V)-103 points: This version of magneto is still a bad guy, but he is also able to do 4 damage at an 8 inch range. He also has a 19 defense against ranged attacks. He is a big improvment over the rookie.
Sabertooth(V)-69 points: You can taxi this guy or throw him with tk. Then in the same turn he can move 4 additional spaces and also attack with BCF. It should be pretty easy to take this guy over to the experienced black panther. Once he's there just sit back and watch the fur fly.
Spiral(U)-56 points: I left in your bomb to go along with magneto, so you can still pull off your favorite combo with her.
Super Skrull(U)-127 points:I left him in too because I know you have him and he can be an effective piece. Don't forget that you can taxi sabertooth four spaces and still take a shot with his running shot.
Quicksilver(R)-18 points: This is the cheapest best tie up figure around. He has a twelve movement and he only costs 18 points. Use him to aggravate your opponent. Move him next to your opponents best characters so that if he wants to do anything with those characters he has make break away rolls. Half the time your opponent will miss those rolls and your little 18 point figure will have stopped your opponents best figure for a turn. He's also good for running up to shield snipers because he has an 18 defense against ranged attacks. He's only 18 points but he could be the difference between winning and losing for you.
Hydra Medic(R)-12 points: No explaination needed.
Hydra Medic(E)-15 points: No explaination needed.

Team point total 400 exactly.

Actions shouldn't be a problem for you since magneto has leadership and four out of your Five non medic figures can move without costing you and action. High damage won't be a problem either. Magneto and Skrull each do 4 and sabertooth has BCF. I don't even have enough time to talk about spirals damage.

Also, I double checked and these guys are all villians(the quicksilver I included was in the brotherhood of mutants.) In fact, storyline wise they are all enemy's of the xmen; except for the super skrull (and I think I heard he beat up wolverine once.)

Above all just think when you're using this time, with good play decent luck there shouldn't be a team out there you can't overcome using this team. (Unless your opponent fields multiple firelords. In that case your screwed, and you'll have to play all firelords yourself.)

Try this out and let me know how it works.

skforeman
03/08/2003, 01:10
thanks for the careful thought & advice! i'm going to try & kick his tail next weekend - i'll post an update when i'm done...

hudson20
03/11/2003, 17:25
Still waiting on that update.

skforeman
03/17/2003, 15:35
just got back in from a weekend of clix with some friends, and a version of this team came out on top!

we upped the point total to 500 so i had to reorg the team a bit, and i had to borrow a V Magneto from another friend, but it worked! it was a 3-person, last man standing game. it was a couple days ago, but here's the basic breakdown:

- V Mags tossed in Spiral against a V Black Cat & V Checkmate Medic. Took out Cat in 1 hit, but rolled a critical miss on the medic. spiral got ko'd by an E Bane pretty quick.

- Deathbird (!!! - got her in a trade!) taxied in Sabretooth & both got pounded by V Hawkeye, V Thing, and V Booster Gold. Not much else happened, because they both had BIG targets painted on them.

- used R Quicksilver & R Doc Ock to great tie-up effect - wonderful strategy tip

this went down a few days ago, and my memory is fuzzy, but by the end, because i was so offensively-minded my entire team had been wiped clean by my opponents, save for V Magneto, an AIM medic clicked past her Support, and a R Hydra Operative. I regrouped, and used Mags' long-ranged attacks, AV boosted by 2 thanx to hydra team ability, and took out nearly every character on the board: V Booster Gold, V Spider-Man, V Hawkeye, V Thing, E Bane. Opponents' E Blade, E Bane, E White Queen were taken out during other fighting, and it came down to an E Dr.Doom with 2 clicks thanx to pushing and my fresh V Magneto. Doom never touched me & i ko'd him in 2 rounds.

to sum up, V Magneto was the best advice anyone's ever given me - my new favorite fig now, and the tie-up strategy saved my buttocks more than once. I ended up losing many a fig because I put my medics in harm's way to get the +1 AV from the Hydra team ability. the tie-up figs, like Quicksilver and DocOck are also great, and have made their way into a number of my teams.

thanks for the advice! oh, and if anyone's got a V Magneto out there, i need one of my own. i've got a trade list up for him, please take a look:

http://www.hcrealms.com/forum/showthread.php?s=&threadid=31827

thanks!