Hey, i am working with a new idea (for me at least its new) I am calling it a "Rush" Team my goal is to get everyone accross the board in the shortest amount of time, while doing as much dmg as i can along the way. Also i am only working with Marvel because i dont play DC. So far i have come up with . . .. .. . .. . .
U Ironman - 144
E Cable - 96
V (Ult) Cyclops -69
V (Ult) Hawkeye - 73
V Havok - 44
V Polaris - 76
LE Clarice Ferguson - 44
Total - 496
I used IM to break up formations and if i am in the middle of the defenders attackers his late dial pulsewave will be helpful, that and even after a big hit he can still move and attack via charge
Cable gives me another running shot attacker with outwit, He will prolly be the first to drop
Cyclops again dual EE to break up formations 4 Base so he can hit for alot even when based
Hawkeye 5 Damage is much to pass up
Havok is to good for the points and again with late dial pulsewave
Polaris 4 base 8 range and TK and she can carry Blink after they are done TKing, she is also useful after the first turn for a good 2nd attacker
Blink cheap moble TK and good for handling support
Like i said this is a new idea for me, i am trying to work with the guys i have so i am sort of limited, While polaris is costly i think her range and late game she will be hitting for 4 once my main "Rush" has weakend them enough, Tell me what you think, It will mostlikely be a fun game
You have seven figures on your team and only five actions in a 500 point game. V Havok has a click of leadership, so you might have 6 move actions.
Additionally, C. Ferguson has no move-and-shoot capability, so she may be able to launch someone out there, but she's going to get left behind. V Hawkeye doesn't get Running Shot until the end of his dial, so he doesn't have a move-and-attack option, unless he is who you are going to TK with C. Ferguson. V Havok also does not have a move-and-attack option.
The result will be, I think, that your figures will get split and you'll only get "1/2 to 2/3s of a rush". Which is pretty much, I think, what a normal game breaks down to.
For a real "rush" affect, consider using all figures who can move and attack at once. In the Marvel format, Avengers and Brotherhood will be good to at least get everyone across the board together.
Running Shotters are obviously better than Chargers, because they can generally attack longer ranges that Chargers. The Clint Barton LE has RS up front (I don't have that one, but I read that a lot of people swear by it here.)
Pounce offers another move+attack option.
Perhaps consider using E Northstar, who's Avengers free move action + HSS gives you a free move and attack option.
Wildcards, like Spidey Allies, will be good as well.
Overall, I'm not sure what "getting across the board in the shortest amount of time" does for you, unless there is a scenario that says you want to be on the other side of the map. HeroClix as a game is "force oriented" -- which means that killing the opposing force is the key, unless you are playing a specific scenario that dictates other victory conditions. So going across the map for its own sake doesn't accomplish anything. I think the idea of being able to have all your figures attack at one time, moving across the board in a "rush", is an interesting one -- and that you could do it again for a second turn, with pushing, but that third turn where you have to clear could be a painful one.
Also, with first turn immunity, this almost begs that you go second (or you won't have anyone to attack that first turn).
Just some thoughts...
95% of Iron Man 3 better be them explaining why he doesn't just call the other Avengers.
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