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HCRealms
10/04/2006, 14:22
halo011

taymatk
08/25/2011, 12:34
33 Points for Poison stacking and Pulse Wave? Yes please!

RSIxidor
08/25/2011, 20:49
Only thing that keeps this from being somewhat comic accurate is the lack of a mind control sort of power (or LOL Possession!).

Overall, I like the dial. Stacking Poison with a swarm of these will be awesome (too bad they don't have something like the Covenant TA). I think a lot of people are overlooking that Flurry on the last two clicks and will probably continue to do so. Yes, Pulse Wave gets through all the powers, but occasionally you won't care about getting through the powers (say, if they have Mastermind with no friendlies nearby, or Willpower) then you can Flurry and do 2 damage to one character instead of Pulse Wave to do one (of course, multiple targets will change this tactic of course).

CrazyThang
08/26/2011, 18:12
Seems just a tiny bit expensive for only having 4 clicks, but the willpower works wonders to offset that. Flurry is definitely a nice little surprise at the end and a 9 attack with flurry/PW on a 33 point fig? Sounds pretty decent to me. They do what they do in-game, float over and pop all over you, doing a tiny bit of damage until the big guys run in and capitalize on their sacrifice.

rchoch
08/31/2011, 14:33
With armor piercing these guys could be fun. However I definitely think they should have a Avengers/Brotherhood of Mutants type power/team ability that lets them take a move action without having it count against your available actions for the turn. I mean you could have 8 of these in a 300pt game with an Orange Lantern and 3 of them having armor piercing, which would might make for an interesting match, but you can only move three at a time? Some 'flood,' meh.

ADHiDef
11/01/2011, 20:35
I have to share how incredible these little guys can be with the right tournament build and strategy. The tourney was a Halloween theme requiring at least 3 monster keywords and whatever else you like for 600pts with 4 actions. Also, monster themes would be treated as named keywords. I ran a team using (6) flood infections, (1) Flood Carrier, (1) All-Star Bizarro, (1) Composite Superman[180], and (1) Congo Bill bystander for a total of 596 with 9 monster characters. Also, my venue does not play with feats and battlefield conditions 99% of the time(that means no armor piercing). ***Please forgive the long post (unless you like a good heroclix battle log)***

My goal was to make a playable team with as many flood infections as possible to capitalize on their special power and to just have fun watching them swarm. With 9 pieces I was sure to win the map role and realized that an indoor map is A MUST for flood pieces - they just do not have the movement+defense to prevent instant range death. I chose the Armor Wars "The Lab" map. It's thematically sound and it is a superb indoor arena. Check out an excellent review and pic at (http://www.hcrealms.com/forum/showthread.php?t=296276 ).

What made my team so special? My choice of map and objects. TELEPORT PAD, STRUCTURAL INTEGRITY FIELD, and (the most important) SHIELD DISRUPTOR. The S.T.I. kept figures from blowing through the walls and tearing me apart before I could set my trap. It also forced the opponent into my trap since they now have to funnel around the corners. Put the S.T.I. in square J9 or K10 depending on which side your on for maximum effect.

Once I had lured my opponent within reach of the teleport pad (using a few floods as bait), I would drop 4 flood infections right on top of them. I love the willpower, because with only 4 clicks, Who cares about damage reduction?! they got to either attack next turn or run to the next victim using leap/climb. A whole bunch of flood standing next to a teleporter pad should seem obvious and it does! But most opponents don't realize what they're in for until it's too late. They're probably thinking, "My Mindless Ones have impervious. Hahaha, pathetic little flood. I will squash you all one by one!" That's where Congo Bill comes in.

Congo Bill brings the final piece to the Flood Infection death labyrinth (grandiose? perhaps, but I like it). As planned, all of my opponents failed to make the Shield Disruptor object their top priority. Congo Bill becomes Congorilla. Congorilla carries S.D. into perfect position (say F16) the same turn that I spring my teleporter trap. On my next turn, Congorilla becomes Congo Bill, drops the S.D. which reactivates its power, and then BAM! 4 clicks of irreducible poison damage without lifting a finger.

My second match was my worst nightmare. My arch-nemesis came to the table with SM Darkseid, Pluto, WOS Deadpool, and (3) SI Moloids. My team can be seriously hurt by phasing, less by HSS, and a ton by EE, but I digress.

He laughed heartily at my team, and I felt like I was about to watch my team completely crumble and prepared myself for a humorous slaughter (darkseid wasting his time on Flood! ha!). That was until he made a critical mistake. He forgot about my shield disruptor. After two turns Boom Tubing right into my face and blowing up an infection and my Flood Carrier, he left deadpool completely alone in J13 hoping he would cut off my escape or surround me on both sides. That was my opportunity.

I teleported 4 infections right on top of him. Darkseid had to rest and Deadpool rested believing his toughness and regenerating would protect him. My next turn, Congo Bill drop the Sheild Disruptor and BAM! 4 clicks of poison that ignore his regeneration power. With each flood getting +3 to their attack, I finished him off that turn.

Darkseid and Pluto spent their actions finishing off the remaining flood who kept Bizarro and Composite Superman safe from Darkseid while they went straight to work on Pluto. A few turns with successful thematic PC's (1 PC caused Darkseid to roll crit miss against my last flood infection) I had Darkseid cornered all by himself with Comp.Supes plasticity and after getting him on his mind control clicks. He couldn't use his psychic blast and had to rest after I got him on his last click of mastermind. My FLOOD INFECTION delivered the final blow with a +2 to his attack.

One of, if not the most, awesome game of heroclix I have ever played. These guys are FUN, and their dial is SOOO easy to remember and coordinate. The attack special power really does come in handy and their 3 range is icing on the cake, especially when it comes to those sacrificial pulse waves. Use them indoors, find a way to make their posion penetrating, and don't just throw them wildly at your opponent. They are not just cannon fodder. Phew.

pokolo
11/27/2011, 11:58
some kind of support power would have been nice. i think they should have made a "Flood" keyword, then give them some kind of support power specific to Flood only characters, allowing them to bring back KO'd Infected Marines or Elites.