On an indoor map have him phase in and out of walls with someone with psychic blast. The blast shoots through the defenses and you can phase a hasty retreat through a wall to get to a healer if need be.
One of the nice things about Vision is he's the only character (I think) with both Super Strength and Phasing. My understanding is that this allows him to pick up objects while moving, similar to SS and Charge but without the attack. He's a solid piece. The problems you'll encounter are that he only does 2 points of damage, so he'll need to use SS (or perplex) and because his Defense doesn't drop too much, it'll be hard to get him patched up with a medic. Check out the recent review by asz (acz, azs, azc? whatever) for more tips and tricks.
I opened Vision in like my second booster ever so I grew an affinity to the clix. I like Vision because he has a very deep dial, nice abilities, and some decent powers. He is also a really cool sculpt. Unfortunately, only dealing 2 makes the sculpt less than efficient in a competitive game. SS helps but is not enough in my opinion. The longer the game goes the better for Vision. He always seemed to stick around forever. He is that much better in an Indoors map (obviously) but still isn't worth 1/3 of a 300 point force. Sigh, if he only did 3, oh well. In reality, he is the Ultimate Taxi. If you feel you want durable, seemless, long range mobility and that is a priority for whateve reason, Vision is it. But with Shadowcat coming in to play soon, he may become all but obsolete in a tournament capacity. Ultimately though, I would just have fun with the figure. He has a nice array of powers and he makes for a cool centerpiece of a casual 300 point team. MY first few teams with Vision were something like:
La Cosa Nostra 300 Pts
R Scarlet Witch
The only one that didn't fit was Wasp but oh well. Not the most deadly team configuration but fun and I played this for weeks.
The Omega Man wrote:
>>I just paid a fortune for a unique Vision...and now, while I await his arrival, I'm wondering if he is gonna be worth it?>>
The Vision is really good. He has fantastic stats that never actually drop (he is almost as good on his 8th click as on his 1st), has 10 clicks, and is filled with general utility. His strengths:
-High stats. He starts with a 9 move, 11 attack, and 17 defense. By the time he gets to his last click, he is at, like, 9 attack and 13 defense. And most of the time, he stays in the 10/15-16 zone.
-Good powers. Super strength most of his dial. Phasing his whole dial. Invulnerability or Toughness most of his dial.
-10 clicks of life.
-Range of 10.
-Only 2 damage. If he is carrying around a heavy object, he can hit for 4, which is good. At range, he can only do 2 damage, btu he has a high attack, so he makes a good back up sniper.
>>How do you guys play him?>>
He is really good on an indoor map, where is flying/phasing combo gives your team unprecidented mobility--carry a bruiser through a wall, and when you start getting mangled, pull your bruiser out without rolling breakaway and run away through a wall. Have him pick up a heavy object and Hercules. Fly Herc into combat. Hit someone for 4 with the object. Don't push him early, as he only has one click of Invulnerability and you don't want to lose that too soon. Late in the game, when everyone is really hurt, the Vision truly shines--in the end game, if you have, say, a damaged Vision and a damaged Wasp, your opponent's are going to be very hard pressed to hurt you, as you still have significant defense numbers.