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Last time we talked about team bases using the Teen Titans as our foremost example. We found out that there are definitely useful dynamics in this new mechanic. Today we'll dig even deeper with a look at the seven Teen Titans that go on that base. We'll even compare playing them separate versus on the base. How do the Teen Titans stand up and compare to before? Jump on in and find out!
Last edited by thewildeman; 03/01/2013 at 09:00.
Into the Wilde!!
My universe's fan page, Galaxy Zento
In the first segment, it showed just how worthwhile playing the team base could be. New options are out of this world, allowing for strategy and game play unlike ever before. Today, lets compare the Teen Titans of that base separately. First, their point values:
If you want to play them all together (without the team base) you are looking at point costs of 696/631; so a 700 point match. Compare that to having all of them on the team base for options of 300/400/500.
Now, if you play a cap on moves at 4 or 5, you are fine playing either way depending on how many points you are actually playing. Let's look at just a 300 point match.
There are plenty of ways to get 3 or 4 figures into a 300 point match. For 4 it requires you play Robin and Kid Flash at their 50 point versions. Yes that shortens their dials by 2 clicks, but hardly weakens them that much. I Think Kid Flash is cooler with his Faster than Fast ability anyway.
Now what are the differences in game play?
Multiple Targets: Several character bases running around are harder to hit than just one. Whether you have multiple moves or not, it's about how many targets there are. The single base or "one man army" has a decided weakness in getting mobbed. A multi-spaced base is harder to hide with than several singular ones.
Greater movement: Separate figures can move farther apart and position better than one big base of figures. This allows a whole different strategy scenario and limits targets for the single base once again. Having all sorts of options on that team base are awesome, if you can line up targets for them. Yes, yes, there's "We go where we're needed" but that only brings you to ONE target. It also risks you moving right into an ambush.
Team Abilities: On the team base you don't get Mystics, Batman, or Outsiders TA's. You don't get a Team Ability at all. While the asset dial helps to make up for this, it's still not the same as getting locked down by Outsiders or stung by Mystics. The Asset Dial also has a downfall in knowing what power or ability you will have on any given turn. That makes strategy a turn by turn basis. I see Team Abilities as a definite threat to a team base. A single base having to beat down a bunch of Mystics? Think about it.
Power Combinations: Playing them separately allows for fuller use of each figures powers and traits. The Team Base does a good job of showcasing combinations, but only a little bit of each character can show up at a time.
Clix of Life: At 300 points on the team base you get 10 clix of life. Play Cyborg, Starfire, and Changeling for 20 clix of life total. So you can represent 7 characters at just 10 clix to live through as a single target or you can have three running around with a total of 20. Again, yes the Team Base has multiple attack ability, but you have to have targets in line of sight to shoot them or have them in base contact, right?
All in all, the options are numerous on both sides. But which way is going to be the best to play them? There may be only one sure fire way to decide. Get out your map and dice!
Finally, I think we are looking at some of the best representations of the Teen Titans that we've ever seen. Raven has needed a comeback for a long time and so has Starfire. Kid Flash's special ability is very cool and all the dual Team Abilities are icing on the cake. Point values look decent, comparable to the Team Bases and flexible. While I'm primarily a Marvel guy, I look forward to getting my hands on some Teen Titans.
Last edited by thewildeman; 03/01/2013 at 09:02.
Into the Wilde!!
My universe's fan page, Galaxy Zento
it doesn't just get multi-attack, it takes one power action to make multiple actions -one for every hundred points of build total so on the 500pt dial it can running shot 5 times or on the 300pt dial, it can charge 3 times or a combination of move/charge/move or however it works best. they may sit there for their turn when they are pushed, but at that point they may have attacked 6-10 times and probably done some major damage. these team bases are going to be the new collosal beaters and can't wait to see how busted the justice league or the batcave team base will be
alfred's ko list
thanos
cosmic doom
emma frost
cuckoo's
it doesn't just get multi-attack, it takes one power action to make multiple actions -one for every hundred points of build total so on the 500pt dial it can running shot 5 times or on the 300pt dial, it can charge 3 times or a combination of move/charge/move or however it works best. they may sit there for their turn when they are pushed, but at that point they may have attacked 6-10 times and probably done some major damage. these team bases are going to be the new collosal beaters and can't wait to see how busted the justice league or the batcave team base will be
I don't think that works, the way you think it works...
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I checked the power on the card and it says the team base is given a power action and may take an action for every 100 point of team build but limited to only one move action, one power action, and unlimited on range or close combat attacks. so on 300pt dial, move/charge/ close combat or range attack/charge/close combat. still seems pretty busted.
alfred's ko list
thanos
cosmic doom
emma frost
cuckoo's
it doesn't just get multi-attack, it takes one power action to make multiple actions -one for every hundred points of build total so on the 500pt dial it can running shot 5 times or on the 300pt dial, it can charge 3 times or a combination of move/charge/move or however it works best. they may sit there for their turn when they are pushed, but at that point they may have attacked 6-10 times and probably done some major damage. these team bases are going to be the new collosal beaters and can't wait to see how busted the justice league or the batcave team base will be
Batcave is a resourse dial available in Month 6 of NML.
I checked the power on the card and it says the team base is given a power action and may take an action for every 100 point of team build but limited to only one move action, one power action, and unlimited on range or close combat attacks. so on 300pt dial, move/charge/ close combat or range attack/charge/close combat. still seems pretty busted.
You didn't read it. It says:
"These free actions may be used for any action, but you may only give the character up to 1 move action, up to 1 power action, up to 1 close combat action, and up to one ranged combat action. Any number of these actions can be used to make a ranged or close combat attack."
Because this seems like a decent place to post this, I thought I would share 25 variant 700 point versions of this team utilizing the team base at various levels, keeping at least 3 figures on at the beginning of the match, and giving myself a 15 point discrepancy:
Quote : Originally Posted by ChiRocker
Experienced Team Base - 365
Kid Flash - 5
Changeling - 5
Raven - 5
Wonder Girl - 5
Robin - 75
Starfire - 137
Cyborg - 103
Total - 700
Veteran Team Base - 465
Kid Flash - 5
Starfire - 5
Raven - 5
Wonder Girl - 5
Robin - 50
Changeling - 60
Cyborg - 103
Raven - 96
Total - 698
Veteran Team Base - 465
Robin - 5
Starfire - 5
Raven - 5
Wonder Girl - 5
Kid Flash - 50
Changeling - 60
Cyborg - 103
Raven - 96
Total - 698
Experienced Team Base - 365
Kid Flash - 5
Changeling - 5
Starfire - 5
Raven - 5
Robin - 75
Cyborg - 103
Wonder Girl - 135
Total - 698
Rookie Team Base - 265
Kid Flash - 5
Changeling - 5
Cyborg - 5
Robin - 50
Starfire - 137
Raven - 96
Wonder Girl - 135
Total - 698
Rookie Team Base - 265
Robin - 5
Changeling - 5
Cyborg - 5
Kid Flash - 50
Starfire - 137
Raven - 96
Wonder Girl - 135
Total - 698
Experienced Team Base - 365
Kid Flash - 5
Changeling - 5
Cyborg - 5
Wonder Girl - 5
Robin - 75
Starfire - 137
Raven - 96
Total - 693
Rookie Team Base - 265
Changeling - 5
Cyborg - 5
Raven - 5
Robin - 50
Kid Flash - 90
Starfire - 137
Wonder Girl - 135
Total - 692
Because this seems like a decent place to post this, I thought I would share 25 variant 700 point versions of this team utilizing the team base at various levels, keeping at least 3 figures on at the beginning of the match, and giving myself a 15 point discrepancy:
I havn't played a 700 point game in who knows when?
2 or 3 years?
Colossals should Carry, and Punch 2 squares away.
Tweak Mind Control and Smoke Cloud.
Battle Fury should allow you to throw objects.
Team bases are powerful but I wouldn't class them in the same category as some colossals yet. They need support and lacking that they can be ground down easy as anyone else. Still the 2-5 actions turn will be powerful. The only question I really have is if I give them say a power action then use the free power action to use running shot which ends with a free ranged combat action and use psy blast, would with my remaining actions left would I be able to use the psy blast again.
I havn't played a 700 point game in who knows when?
2 or 3 years?
They can al be played with several varieties at 400, 500, and 600 as well (as well as 800 and 900). I just wanted to share the 700 point versions since that is the only way to play the 7 figures sans Team Base.