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Well, i've been challenged by my local judge at the store i play at, and the challenge is to design a 300 point team to rival his LAMP Team. His LAMP Team stands for Lockjaws And Mastermind Poison team. It consists of:
R Lockjaw (FF) 24 pts. Feats: Double-Time 5pts
E Lockjaw (FF) 29 pts. Feats: Double-Time 5pts
V The Joker (IC) 88 pts. Feats: Armor Piercing 10 pts and the feat that returns 1 damage (I cant remember the name)
E The Joker (IC) 107 pts. Feats: Armor Piercing 10 pts and the feat that returns 1 damage (I cant remember the name)
The theme of this team is to double time with Both Lockjaws to where ever the opponent is standing, sit the two Jokers next to the oponents units. Each turn they take 1 damage from each Joker for a possible of 2 damage. Then each Joker outwits whatever they want outwitted (Normally HSS/LC/Defences) And the V Joker attacks first, then the E Joker takes the 11 attack of the V Joker and attacks, if both of them hits thats 6 damage, in one turn they do a possible 8 damage. If you try and run from them they outwit your HHS/LC/PT, even if you possibly run they catch you straight up with the Lockjaws. When you manage to get a hit in, they simply mastermind it to the Lockjaws and those pesky critters can take a total of 7 clicks including 2 clicks of toughness! So you can see my problems, they are rather large.
Any feedback is appreciated, if you would like a list of the best characters i have i can give you it... although its a rather long list!
1) Play a team with flyers and the feat Drag. Drag cannot be outwitted because you are a flyer but make sure to play a theme team so that you may ignore crosswinds. Drag Joker away and shoot him to his demise.
Regards,
Mark
= Clix Team Building --IT's WHATS FOR DINNER --
= Playing Clix -- IT's Whatever is Left
play a theme team so that you may ignore crosswinds
I don't suggest this, rather play Poor Teamwork... if he plays crosswind then fine, but If I was playing the LAMP team I would be packing OD
I like the Drag idea, similarly, I would use the Lockjaw's low DV to get a low cost MCer in there to make the dogies run away. E Karma could be decent here. Nova Blast comest to mind as well as a decent tactic.
I was thinking two Deadmen with 3 R Destiny's... Possess one of the V Joker, outwit the other Jokers Mastermind, Attack him, Possess the other Joker and outwit the V Joker's poison.
I was thinking two Deadmen with 3 R Destiny's... Possess one of the V Joker, outwit the other Jokers Mastermind, Attack him, Possess the other Joker and outwit the V Joker's poison.
Isn't Deadman Unique? and then again, that seems to much of a 1 trick pony. Jocker has stealth so outwitting him may not be that easy.
I just posted this on another thread, but it would also work on this one:
All Pulse Wave, all the time...
Just make sure the Pulse Waver is a flier, so you can ALWAYS make a ranged combat pulse wave. Someone like Cyborg would not be good for this, as a Lockjaw could easily negate his Pulse Wave.
Jack of Hearts with Nova Blast is a good choice, and maybe back him up with some probability controllers, maybe 4 or 5 rookie Destinies!
Batman & Robin will never die!
"But when I think about Jason...and what I would endure to have him back..."
-Bruce Wayne, Superman/Batman # 12, Sept. 2004 Yahoo Customs Group: cmgg2006 · Custom Miniatures Gaming Gallery Superman is killing himself tonight, Hollywise, Hollywise...
The problem with the Ares or any other Outwit idea, is that Joker (most likely) will always be in Stealth, so it will be impossible to Outwit the Mastermind!!!
Batman & Robin will never die!
"But when I think about Jason...and what I would endure to have him back..."
-Bruce Wayne, Superman/Batman # 12, Sept. 2004 Yahoo Customs Group: cmgg2006 · Custom Miniatures Gaming Gallery Superman is killing himself tonight, Hollywise, Hollywise...
Icons U Brainiac 251 + Fortitude 25 + Nova Blast 8 + Whatever
With the threat of nova blast he'll have to keep his distance. Since joker has stealth you'll have to take out the lockjaws first. Shouldn't be too hard.
Multiple TK characters with Fortitude. If he decides to base you with a Joker, TK him away from his meat shield and fire away.
A giant figure is nice, so you can hit around Joker and take out his steed, leaving him stranded and vulnerable. Chemo is nice for this, as he also has his own Poison, Forceblast to shove Joker away if your opponent mispositions him, and two ways to heal himself up.
"Blowing up the moon was a plot point. Blowing up the earth was a tempter tantrum" -- Keith Giffen