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D.E.Kesler
03/10/2003, 17:55
Hello Everyone,

I just finished playing in a tournament in which I took home the prize. Now, I have three of those LE Arthur Curry figures. I am not complaining. It is better than not having any.

The team I fielded was as follows.

E Blue Beetle 35 pts
E Booster Gold 38 pts
R Hawkman 32 pts
V Nightwing 72 pts
V Robin 22 pts

Hawkman taxied for Nightwing. Naturally, I used one of the classic cheese manuvers. I kept Nightwing in hindering terrain and positioned this figure so that he could shield Hawkman from any ranged attacks. Since Nightwing has the Batman Team ability, he can't be hit by ranged attacks. Because the line of fire to Hawkman is blocked by another figure, the aforementioned Nightwing, this figure can't be targeted either. Sure. It is cheese. However, it is some very good cheese.

Since Nightwing was the heavy hitter with Outwit, this figure became to primary target. This worked out fine. Nightwing has a very high defense that just does not drop bellow a fourteen. You can't use support on this figure, but it is not an easy piece for your foes to harm.

Most of my opponets seemed dreadfully surprised by the combined effectiveness of Blue Beetle and Booster Gold. These two figures working together are pure magic. Booster can taxi Beetle for ten squares. Typically, I would taxi this figure right next to either a stealthed figure that is lingering in hindering terrain, or a close combat figure. Force Blast had my foes flying off of buildings, into walls and out of hindering terrain.

Several times over the course of the tournament I was able to employ the following delicious combination. First I would use Booster's free JLA move to taxi Beetle next to some opposing Batman Team figure who was all set to act as a roof top sniper. Off the roof this figure would fly, taking two clicks of damage after hitting the ground. I would follow this up by having Hawkman use his free JLA move to taxi Nightwing within range of the fallen figure so that he can deliver three more clicks of damage.

All and all, the tournament went very well. These are my thoughts. I look forward to reading yours.

Regards and Best Wishes,

Donald Eric Kesler

malchyor
03/10/2003, 18:06
why is it you think you can't use support on nightwing?

team abilities are optional, which means you can drop them at any time and they'll come back up at the end of your turn.

just fyi (your team just got better if you played a medic....).

irweasel
03/11/2003, 10:11
I actually have a very similar 300pt team that has went undefeated against my friends and I plan to take it to my first tournament this weekend. Ironically for an Arthur Currie figure.

http://www.hcrealms.com/cgi-bin/quickviewteam.cgi?teamname=NightwingsJLA&username=irweasel&action=graphic

When I place my three object tokens I place them in a sort of hopscotch pattern to my opponet. I will then move Nightwing into the first object, so NW can shoot out without being targeted. My first target with Nightwing is usually the opponet's big gun who I ususally use the outwit on. I move Plastic Man on the first turn then push him to tie someone up on his second (ususally a ranged combatant) therefore giving him perplex. I use the Perplex on either NW's AV or damage value. I use Booster to taxi Blue Beetle around. And you will be suprised how may people forget BB has force blast on his dial and I can usually knock away medics or taxis and sometimes knock my opponet of a roof or into a wall getting easy clicks without the roll. I will, ironically, use Hawkman to Taxi Aquaman up to my opponet for an attack. If I get in the right situation I think I could use HM for charge and taxi. Therefore, giving me the potential to pack a powerful one two punch.

D.E.Kesler
03/11/2003, 16:22
Originally posted by malchyor
why is it you think you can't use support on nightwing?



Hello There,

Veteran Nightwing's defense value only drops down to a fourteen on his final click. The rest of the time it has a fifteen. Your average DC medic figure only has an attack value of seven. The very best has an eight on his first click.

While it is certainly possible to heal this figure, it is neither easy or reliable. In a two hundred point game, every move must count. The moves potentially wasted attempting to heal up a wounded Nightwing could be better spent elsewhere.

Personally, I tend to use a wounded Nightwing as a stealthy shield in order to thwart my foes long range combatants. After all, he can't be hit while in hindering due to his Batman Team ability and an opponet can't shoot through an opposing figure.

In any event, that is why I alluded to Nightwing as an unhealable figure.

Regards and Best Wishes,

Donald Eric Kesler

dernjg
03/11/2003, 18:11
Given that this is a 200 point team, yes, Nightwing is tough to heal. You're better off using Robin's attack instead of trying to heal Nightwing.
However, in 300+ matches, a medic is a must to keep Nightwing kicking (it may take a few turns, but you'll need to do it at least once in a tourney).
Otherwise, I vote my support for this 200 point no medic team. May people continue to limit their view of the Blue and Gold, giving us easy wins.

D.E.Kesler
03/12/2003, 01:15
Originally posted by dernjg
May people continue to limit their view of the Blue and Gold, giving us easy wins.

Whoops! It looks as if I may have very well let the cat out of the bag! :)

Xian
03/13/2003, 10:52
I too think that Booster + Beetle is an excellent combo. Even on teams where I have multiple taxis, I tend to keep them together, partly for theme, but also because with each of them having Toughness, it seems to give opponents headaches.

Additionally, both of them can stand off and snipe at targets if you have the time.

Anyway, keep up the good work. :)


Xian

webhead817
03/13/2003, 10:58
DEK, great team, well played. This is what DC is all about. Robin is just too good to forgo for a medic, especially on a team this tight. All five of these figs probably belong in the Top Ten of DC tournament level figs, and you used them perfectly. Bravo.