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My team, which had never been beaten in a tournament, fell in battle. So did everyone elses team during a recent tournament.
I am making an effort to get an idea how this two hundred point team functions. It is certainly not like any team that I would build, but the fellow who defeated me used it masterfully.
R Steel
LE T.O. Morrow
E Hawkman
R Booster Gold
E Huntress
My team consisted of the following figures.
V Robin
V Bane
E Man-Bat
E Mad Hatter
R Hawk Man
Essentially, T.O. Morrow made it very difficult for me to keep Mad Hatter adjacent to Bane. Difficult, but not impossible. I was able to netralize part of this by careful figure placement during the course of the game, but I was not able to move my figures as freely as I normally do. Still, Man-Bat's decent attack score kept the Mat Hatter viable during a good portion of this game.
Bane was nickle and dimed at every turn. My primary target with Bane became T.O. Morrow who was thwarting my efforts at keeping my Batman foes together. I wasted a good deal of time dealing with this figure. I have never seen Super Senses prove so very effective. I finally landed a solid blow on my third attack with Bane, but by then this figure was not the power house that he was at the start of the game.
Thanks to a new hat from the Mad Hatter, Huntress was also using her crossbow on my behalf. Sadly, she could not hit the broad side of a barn (or a Booster Gold).
Also, he positioned his figures in such a way that I could not strike at any of them without leaving myself open to a ranged attack from another of his figures. Throughout my efforts, Hawkman was charging into the fray or Booster Gold was shooting at me from what seemed like Texas. Toward the end of the game, Steel joined in.
Oddly enough, I had him effectively defeated on manuverability. None of his figures had the free JLA move and his team was devoid of leadership. For the bulk of the game, his Steel remained in his starting position. I understand that when playing against another team that had a Batman and Nightwing combo, this figure was far more active. But I digress.
I still can't get my mind around the thinking behind this team. Personally, I would have gone for a rookie version of Hawkman and an experienced version of Booster Gold. This would have given both of my taxis the free JLA move. Along similiar lines, I would have either upgraded Huntress for a couple more clicks of staying power, or downgraded this figure in order to get the Batman Team ability. Rookie Steel works on any team as does the LE Booster Gold; however, I would rarely have this much ranged combat ability on a single team. Huntress, T.O. Morrow and Steel? Talk about ranged combat overkill.
Don't get me wrong. I am not upset that this team worked. My opponet played well and was gracefully victorious. Rather, I am attempting to understand the thinking that went into the creation of this team. After all, while we can chalk up one or two victories to the players having an off day or suffering from a bit of the bad dice Mojo, we can't simply disregard complete and total victory. I have to acknowledge that this team has something going for it that works. Naturally, I want to know what it is.