View Full Version : Rate This Team Please :)
V Cyclops (Long Range)
U Wasp (Nice taxi, Leadership)
V Doombot (MoD, Leadership)
E Doombot (MoD)
R Scarlet Witch (prob. Controll)
R Doombot (MoD)
R Kingpin(Leadership)
E Hydra Medic (Hydra, Support)
R S.H.I.E.L.D. Medic (S.H.I.E.L.D., Support)
Basicaly I have the Doombots and Medics adjacent to Cyclops. Using SHEILD and Hydra and MoD we can increase Cyclops' Damage to 5 with RCE(7 Damage at Range), and a 13 attack.
So I can either attackone person with Cyclops at 7 Dam. or 3 people at 4 Dam. :) I have three Leaders, (Doombot, Kingpin,and Wasp) so I have 7/8 of a chance of getting Leadership. I'd use Wasp to carry Scarlet Witch around and make sure Cyclops hits.
:D
How can you refuse a face like this:rolleyes:
madmax#2
03/16/2003, 18:08
how many pts is it?
V Cyclops 78
U Wasp 44
V Doombot 38
E Doombot 33
R Scarlet Witch 29
R Doombot 27
R Kingpin 24
E Hydra Medic 15
SHEILD. Medic 12
madmax#2
03/16/2003, 18:14
1. take out kingpin and upgrade rookie doombot to exp and add in rook avalnche if pts permit.. this will give your doombots free movement,even if wasp goes down, and it will give you barrier to protect cyclops, which youll need since he is your main source of power..
2. take out rook doombot for exp black panther,. out qit is always good.
3. consider working in a bullseye or elektra somehow.. this will give the team alittlew more veritility, but id suggest elektra.. only because your team is mostly ranged..
those are my opinions, hope it helps
Kingpin was for Leadership so that I'd have a great chance of being able to use all SHIELD people for 7 Damage. I have Scarlet Witch for Brotherhood if Wasp goes down. I dont thing Close combat will be much of a problem for Cyclops since I have 4 flyers ready for taxi-ing him and a Scarlet Witch if he misses break-away.
madmax#2
03/16/2003, 18:22
hmm thats true... tell me how it does if you use it in a tournament, im very interested
KnightShade
03/16/2003, 18:59
I only have one question. What happens Cyclops is killed. It seems to me, even though this team has a great theme based around him, that once he is dead that the team is lost, I think that there should be a back up idea in case this happens.
~The Dark Knight
Cyclops should go after the Heavy Hitters first so that if/when he dies the doombots and wasp and such can finish the medics. Plus with a not bad defence up front and and when he's weakenedhe has a low defence wich should be easy to heal, and if it doesn't heal or if the medic only heals one clix, the we have Scarlet witch to re roll.:D
GaMBiT THe ACe
03/16/2003, 21:00
aa id take some of the extra guys out and put in some more hitters,
you have 1 main guy, everyone else revolves around him if someone got a bane, U. elektra, any bcf'er or any high close combat damage person he would get wrecked then the whole team would fall apart
My origianal team was
V Cyclops
V Nightwing
V Doombot
R Sabretooth
R Sheild Trooper
E Sheild Agent
R Hydra Medic
E Hydra Medic
R Kingpin
but this was mixed Marvel and DC, and I wanted more flyers.
shocker31621
03/16/2003, 21:54
i see a few problems with your team #1 how can you get 7 damage from cyclops with a minions of doom and sheild medic that would only make it 6 damage he only has two damage and rce the hydra makes his attack up one if she has lof to the target number two his three pronged attack would only be three to each person. number three stealth would be a big problem for you i stick a fig with stealth or a minion of doom with a robin in a bush and take pop shots with an ultron of some type
dcclixsuck
03/16/2003, 21:56
I MADE A BADASS 300PT TEAM IT WAS
V DR.STRANGE
V AIM MEDIC
V DR. OCTOPUS
E FIRELORD
U WASP
IS THEIR ANYTHING WRONG WITH THAT TEAM. IM UNDEFEATED WITH IT SO FAR. (THATS ABOUT 5 BATTLES)
3 actions
Leadership X3 make probebly 4 actions
Cyclops has 2 damge
plus 3 Sheilds/ MoD
2+3=5+2=7 for 1 attack
or 1+3=4 for 3 attacks
dcclixsuck
03/16/2003, 22:05
I CAN DO 12 CLIX IN ONE TURN IF I HIT LEADERSHIP I CAN DO 14!
Explain how that works:confused: :confused:
dcclixsuck
03/16/2003, 22:14
FIRELORD 3 WIT LRE. THERES 5
V DR. OCTPUS 2 WIT PERPLEX THATS 3 MAKING 8
V DR. STRANGE 2 WIT LRE EQUALING 4 MAKING THAT 12
WASP WIT LEADERSHIP CAN DO 2 CLIX MAKING THAT 14
oh.... I thought that that was all one figure:p
your vet doombot has leadership as well.
so you can safely take out your kingpin and put in rookie avalanche.
dcclixsuck
03/17/2003, 08:55
NO THAT WOULD BE CRAZY IF ONE PERSON CAN DO 14 CLIX IN ONE TURN.
SolSonic
03/17/2003, 09:30
Vet Doombots have leadership and would pull double duty taxis - just my $0.02.
Here is the 400 point version of it.
V Cyclops 78
U Wasp 44
V Doombot 38
E Doombot 33
E Scarlet Witch 36
R Doombot 27
R Kingpin 24
E Hydra Medic 15
E SHEILD. Medic 15
R SHEILD Trooper 11 (if SHEILD Medic goes out you can have still have the doombots mimic SHEILD
LE Dominic Petros 22(Barreier)
R Avalanche 19( Barriar alternates every turn with Dominic)
V Skrull Comando 18 (All doombots have a 17% chance of being safe)
E Vulture (Sinister Sydnacate all doombots have 9 attack while ajacent)
X-Inferno
08/04/2003, 03:35
sorry djc... you're relying to much on cyclops getting a giant hit with doombots boosting his damage up! If i played against you I would notice that Cyc is you're only major offensive unit, and I'd take him out right away! you neeed more options... take out Cyc, throw in V Bullseye + E task master if you want that extra chance at leadership, and take out king pin. bullseye gives any doombot next to him an attack of 11!! which all of a sudon makes all you're doombots very dangerous!;)
doc_holleday
08/04/2003, 08:35
I also think you shouldn't rely so much on Cyke alone.
As already mentioned a Stealth oriented team will give you tons of trouble.
Kick out a few of the supporting figs and add one or two figs that can really mix it up in close combat. Maybe a cheap BCF-Fig like U Elektra IC or Taskmaster or V Silver Samurai or somebody like Hercules who fits on almost any team.
Cause if Cyke gets based by a grounded fig with INV he's in deep trouble.
Apart from that you'll never get the first shot in if you really want to use 3 or for SHIELD guys to boost damage, cause you don't have that many taxis. Cyke will just be sitting ducks waiting for the opponent to come to him, i.e. he'll be fair game for any taxi + ranged shooter combo. And we all know it doesn't take much to bring Mr. Summers to his knees......
IMHO in a 300 pt game you should have at least 2 major attack options and maybe 1 or 2 secondary attackers for clean up service.
In my new 400 point team the Avalanches will alternate turns of Barreir so that noone could Base Cyclops. The barreirs would dissappear the on your next turn so it would be immosible not to get the first attack.
doc_holleday
08/05/2003, 04:15
Hm, true a Barrier is quite a good defense, but Barriers can be destroyed like any other blocking terrain.
It's not too hard for your opponent to first destroy one section of the Barrier and then taxi in a bruisers to base your Cyke.
I still stand by my opiniion that in a 400 points game you should have at least 2 or 3 major attack options if you want to be competetive. If you put all your damage potential on one figure your opponent will find a way to neutralize that figure. At least if it's not one of the Uber-Bricks like SoD Superman.....
PantherPriest
08/05/2003, 04:19
It's the cyclops show.
Lame.
Ripskate
08/05/2003, 05:28
yeah i agree....if someone two big bangers you are toast
Well..... I've never lost a single game with that team so...:cheeky:
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