You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
A (not so) short look at a Doom 2099 strategy (probably new to some, old hat to others)...
Today, while playing for fun, I tried out a lot of figures that I have not played before or would not usually consider playing. Doom is not one of those figures. He's fun and somewhat effective. Thunderball is one of those figures, however, that I saw once and never really picked up again. When Doom and TB were paired together today, I was pleasantly suprised.
The team was:
Doom 2099 150 - Wildcard, Outwit, RS, PsyBlast, Regen etc
Thunderball 140 - MoE, Exploit, Charge, SS, Perplex etc
Wonder Man (MM) 97 - MoE, Charge, SS, End of dial upswing
Mr. Fantastic (FF) 62 - L/C, Perplex, Outwit
Ultimate Wasp 47 - Ultimate, RCE, Super Senses, Decent Taxi
496
We were not playing feats or BFC's.
Doom was used to fly in Thunderball or Wonderman, while landing in stealth. Wasp had her movement perplexed up to carry in the other MOE, and MR. F leap/climbed to the best position.
From there, Doom could either attack or carry his buddy up to a better spot, usually the latter. Wasp either cleared or carried. MR. F cleared.
The beats usually started here. Doom could continue to push thanks to MoE team, usually to attack. This second push put him on his best click. He has Outwit, RS, 11 AV, and Invul. He could then push or clear the next turn, per MoE. Thunderball was usually clear or able to make his second attack with EW. Wonder Man, Wasp, and Mr. F were cleaning up and providing support. The beats didn't stop until I was out of MoE team members, and the games against a tentpoles went very quickly.
I realize that this is by no means a great revelation, that you can wildcard MoE, but using it with Doom 2099 was new to me. His 6 range and 10 AV have always kept me from playing him very much. But with MoE, he can not only get other pieces into position and actively outwit, but he can also get to his best clicks a lot quicker.
This type of team's rarely going to win anything that's very competitive, but it is fun, especially for people who enjoy playing Doom. For next week, I'm actually considering taking a similar team to 500 pt Unrestricted. It's a venue with newer players and they just enjoy playing for fun, so it stands a decent chance.
Next Week's Team (Possibly):
Doom 2099 150
Mr. Miracle 64 (Perplex & no outwit, but he is harder to hit)
Thunderball 140
Merlyn 55 (Needed some range back up)
Trick Shot 20 (Because I dropped Ultimates)
Green Arrow 70 (Or someone in the 60 - 70 point range & Nanobots for Merlyn)
1st - that's awesome that you used Thunderball. I'll play him soon too i think. Maybe in a big game with the new Wrecker and Ab Man.
2nd - Possibly back up Merlyn with Wiccan. He's a good taxi, he can Enhance Merlyn's already impressive damage, or he can be your PC. Also, you can T-bolt him to a TA that Doom would like to copy.
I like it. I have only played Wiccan once in a fun game, so that could be fun. Also, I like the enhancement idea and the prob, and that would leave room for nanobots on Merlyn, which I really wanted to do. Thanks.
Enjoy Thunderball. His mid-dial perplex comes in handy, and my opponent forgot about his 6 range, which was helpful. Of course, I forgot about it once or twice too...
The MoE are my team of choice when I just feel like PLAYING an event.
It's sooooo easy to get bogged down in games of "hyper-positioning", that I like to play a Kang+Ultra Boy+Cosmic Boy team for maximum aggression.
If you REALLY feel like "rolling the dice", try using Endurance on an MoE-using figure that has a good first click (again, Ultra Boy...or possible Nathaniel Richards) to get a little extra life out of them.
The MoE are my team of choice when I just feel like PLAYING an event.
It's sooooo easy to get bogged down in games of "hyper-positioning", that I like to play a Kang+Ultra Boy+Cosmic Boy team for maximum aggression.
If you REALLY feel like "rolling the dice", try using Endurance on an MoE-using figure that has a good first click (again, Ultra Boy...or possible Nathaniel Richards) to get a little extra life out of them.
Endurance and MoE do not work together.
People have hounded me with the question"What do you want to be when you grow up?" And now I can successfully answer them. I wanna be...A Krogan Battle Master.
MoE TA is awesome. For Doom 2099 or the old school CT doom, it helps to keep dishing out the punishment every turn. I would recommend a cheap xmen fig or 2 (hopefully one with regen) or a Suicide squad fig and a bunch of pogs. If you can swing it, have doom in hindering in front of a phone booth so those pogs can kill themselves with a free action. Acting every turn is even better when you can heal the damage you take
I think Tidge was refering to the initial push, not the continual pushing of the MoE team ability.
I'm glad to see that others share my affinity for the MoE TA, Tidge. I think acting every turn just tends to catch people off guard. Clearing is such a basic part of the rules, that planning around it is just natural.
When you expect your opponent to clear and then realize that they plan to smash you in the mouth instead, that throws a rather large wrench in the works. Sometimes it unravels plans laid several turns before.
And Seth's figure design is just what the MoE team needs. His tendency for making more thematic and original dials, as well as his attempts to make figures useful past their opening 2 or 3 clicks, really clix with the TA. He makes it a lot easier to push your own figures to death and take everyone else's with you.
Mbauers, I thought about using the 60 pt Wolverine the other day. I was all excited about having a heal battery (since I've never really tried that before), but then I remembered he was shield TA. He has nothing to offer DOOM
I guess I'm going to have to go with a different version, but I'm still liking the idea.
I think Tidge was refering to the initial push, not the continual pushing of the MoE team ability.
Absolutely. I'm well aware that "continued" MoE actions come at the cost of a Click, not as "extra pushing"...but in the case of a figure like Ultra Boy, staying on that top click (HSS, 18 DV w/ Impervious) and acting two turns in a row (and then a THIRD, with MOE...at which point he's taking both clicks from MOE and possible clicks from Endurance) can be absolutely brutal against some teams.
For example, I played that MoEndurance combo on Ultra Boy against some "Detectives", and Ultra Boy was able to obliterate any pesky Outwit/Stealth while the rest of the team advanced.