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View Full Version : How to obliviate Dr. Doom and other masterminds


kevlear
03/13/2003, 13:47
An EXELENT way I found to destroy Dr. Doom or anyone with mastermind is to shoot him and any Doombots in front with an energy explosion, preferably all around him also. The best move would be to use Ultron V (or if your lucy with dice) Boomerang V or Pyro whith 2 or more attacks. It doesnt matter whom Dr. Doom gives his attack to it still will hit him in splashback!!!
Then move in someone with CCE to come in and polverize him. Someone like Doomsday could charge in and really pound him to pulp!!! how does this attack sound?:D

kevlear
03/13/2003, 13:49
First to post!!!

I Am The Game
03/13/2003, 13:55
I'm not sure I totally understood what you were saying, but Doom can mastermind splash damage back onto the Doombots.

kevlear
03/13/2003, 14:01
Mastermind can not avoid splashback. The attack must be directed at him (according to the super power card). The one that is aimed at him he can avoid but he can't avoid the splashback damage.

kevlear
03/13/2003, 14:20
Can anyone think of a better atack than this to take out Dr. Doom? or any mastermind

I Am The Game
03/13/2003, 14:29
That's what you get for not keeping a powers card handy!Herocomplex says it works, so I retract my statement.

Big smile, though... at least someone's enjoying the game!

themark37
03/13/2003, 14:32
I am pretty sure he can mastermind the splash damage but I will check. The easiest way is to just outwit it and hit him hard.

melon_head
03/13/2003, 14:36
Just don't target Dr. Doom himself. Mastermind kicks in if he is the target of the attack. And since the EE and any splash damage is one packet of damage if he is targetted he can mastermind all of the damage onto one of his bots. If you only target his minions then he cannot MM the damage off and has to take it all.

themark37
03/13/2003, 14:40
The PAC does state it does have to target the figure. Which EE does not do unless he is one targeted in the explosion. If he is then he would be able to master mind all the damage off if the roll is high enough to hit thier defense, since it is all taken at the sametime.

kevlear
03/13/2003, 14:41
yes, but if you take out Dr.Doom befor he has outwit than he can't use it now can he.

double_ones
03/13/2003, 14:46
1. THE EASY WAY - Outwit MM. Preferably with a monster like Unique Batman or Darkseid, then let Doom have it. Maybe drop a Vet Bane in his face after MM has been turned off, just for good measure.

2. THE HARD WAY - If you're using mostly Marvel guys with their paucity of Outwit, MM is tough to deal with. One nasty trick is to stand Redskull (with POISON and MM) next to Doom. That way, you get a guaranteed hit on Doom every turn, and as long as you have some backup to MM damage onto, you'll last a while. This'll give you time to chew up Doom's minions to make MM useless for him. The EE is another good suggestion, though Doombots will soak the damage since most of them have Toughness. Other suggestions include Barriers to keep Doom's lackey's out of base contact or even something really silly like Force Blast to knock minions away. Mind Controlling minions to move away from Doom (assuming they can break away) is also an idea.

kevlear
03/13/2003, 14:48
Dr. Doom would not take any damage if the role doesn't make his base defence this is why you should use Ultron V to attack, you would only have to roll a 4 to attack the V Dr. Doom.

Angelofhate
03/13/2003, 15:05
That tactic would only work for so long though. After you splash him down 2 clicks, he has invulnerabilty and some EE for himself.

While this will get him past his first to clicks of MM.. you need a lot more to take him down, especially if he has medics close by (when he loses MM he gets Leadership...)

Just my $.02

XSuicidalX
03/14/2003, 00:21
Originally posted by kevlear
move in someone with CCE to come in and polverize him. Someone like Doomsday could charge in and really pound him to pulp!!! how does this attack sound?:D

Just a reminder, not sure if this is what you meant, but CCE and Charge cannot be used in the same turn.