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sniksder
03/18/2003, 06:08
Team 1

U Super Skrull
U Moondragon
U Nightcrawler
U Red Skull
LE Carter Hall
LE Kirk Langstrom
R Inv Girl
V Checkmate Medic
V Vampire Lackey
499 points



OK I use Super Skrull, Moondragon , Man-Bat, Hawkman as taxis for either each other or other peices, i leave Inv Girl next to medic at the beginning for her defense to protect the medic, one idea is to have Man-Bat carry Red Skull and keep both pieces together for a double dose of posion, Super Skull is the heavy hitter , and Nightcrawler and Vampire Lackey sneaking around to take out the lightwieghts. And i also have 2 extra chances for leadership with Red Skull and Carter Hall.


Team 2

R E Firelord
R Doombot
e Shield Sniper x2
R Inv Girl
V Checkmate Medic
U wolverine
U Elektra
U quasar
E Vulture
498 points


Inv Girl protects Medic, Firelords, Doombot, Vuture carry shields, Wolvie, Elektra, use shied ability to up Firelords damage, doombot also copies shield ability to add to FL damage,Quasar taxing either Wolvie of Elektr around to pick off other pieces

Thanks for looking and commenting

Sniksders Team 1 (http://www.hcrealms.com/cgi-bin/quickviewteam.cgi?teamname=Sniksder500Team1&username=sniksder&action=graphic )

Sniksders 500pt team 2 (http://www.hcrealms.com/cgi-bin/quickviewteam.cgi?teamname=Sniksders500PtTeam2&username=sniksder&action=graphic )

sniksder
03/19/2003, 12:46
updated with changes, can really use some comments.

Thanks

sniksder
03/23/2003, 10:35
http://www.hcrealms.com/cgi-bin/quickviewteam.cgi?teamname=Sniksders500PtTeam4&username=sniksder&action=graphic

Noman
03/23/2003, 11:01
The first team you list is the superior team, but in both cases I would put in at least one more medic, possibly two.

AtB

Noman

larkfellon
03/23/2003, 13:46
What's up with everyone and multiple medics? If you're going in to bust down doors. IE take characters out to rack up points. I suggest leaving it with one medic. In a 50 minute battle, i usually see people going about 8-13 rounds. In that amount of time, if you have been spending too much time running back to heal, you're giving your opponent time to move on you. Better you move on him (with proper support/defense in place) than let him make you the chump.

Noman
03/23/2003, 14:11
Taxi your medic(s)

A medic is worth 1 - 6 clix every 2 turns, for generaly under 20 points. A competant range attacker who does the same amount of damage will cost you 3 or 4 times that.
Multiple medics makes sense...

All the Best

Noman

sniksder
03/23/2003, 19:23
Well thanks for the replies, went with the first team and took second place, one medic was all i needed.

Thanks