Monday, September 10, 2012

I Have No Weaknesses - White Lanterns

A buddy of mine (specifically the one that Introduced me to Heroclix) said my next installment should be White Lanterns. Why these you might ask? Lets say since I got mine and have used them (theme team or not) he hasn't beaten them. So I now have to show the weaknesses of a team that really is just as vulnerable as any other figure but has a greater intimidation factor!

The first thing everyone thinks of is the Live! clicks. That in itself intimidates the opponent and is something that must be dealt with properly.

--First thing that comes to mind is Pulse Wave. But that's hardly a surprise so other tactics available are Flurry, Knockback Damage, Poison, Multiple Attacks, and Special Powers. Flurry is simple. 1st attack knocks them onto the Live! click and the second KOs them. Knockback is simple too but harder to actually do. Deal damage with doubles to the Live! click and then the knockback is into a wall so it hits them to KO.  Poison can also do well against WLs that don't have a damage reducer. Poison them onto Live! then attack for a KO. Multiple attacks seems like an obvious choice if you can. Attack to Live! then attack with someone else for the KO. This isn't always available so planning to this may take time. Special powers can do some cool things. Take 77 point Wasp from Chaos War. Use her Incapacitate to give a 2nd action token to a White Lantern, pushing them onto Live! She deals 1 damage to them after the push so you now have a KO. Or SR Thanos from Galactic Guardians will work too. They may stop on the Live! click but they won't do anything since they can't heal with Regeneration!
--Effective Figures: Anything with flurry, a mid-point cost tie up piece with poison, or Special power figures like CW030 Wasp or GG045 Thanos.

Their special healing clicks are the next thing everyone worries about. Flash healing on a Shape Change success, Superman healing on successful Impervious, etc. This can be troublesome so here we go!

--Outwit would work nicely. If they are run as a theme team, most likely they won't be using the Gauntlet and only Sinestro is immune to outwit so this would be a good place to start. Powers that ignore their use is beneficial too. Web of Spiderman Bullseye will ignore Flash's Shape Change as well as Super Senses on both Flash and Animal Man, Pulse Wave again ignores them,  Brave and the Bold Kid Zoom stops the HSS WLs, Battle Fury means Ice can't Incapacitate you, Justice League 52 John Constantine stops Donna from using PC, Chaos War Unspoken stops all the power actions and gives them all Battle Fury, and Captain America Dirk Anger stops Hal's Leadership and Sinestro's Quintessence. These are very limiting powers and figures to use against WLs but they are also effective against most other teams too.
--Effective Figures: Any piece with outwit, any piece with Battle Fury, WS042 Bullseye, BB043 Kid Zoom, JL52019 John Constantine, CW046 The Unspoken, CA047 Dirk Anger.

White Lantern ATA is really good on crucial turns where you need to survive. There isn't a great way around it but it is the same as dealing with any other modifier.

--Outsiders TA will cut down on it's use, Perplexing your attack will do nicely, and Ultimate X-Men TA will help you all the time against WLs.
--Effective Figures: there are a bunch of choices, especially for perplex, so I leave this decision to you.

Lastly, we have what I think is the biggest intimidation factor - Deadman. The Brightest Day set gave us the only non-Unique WL in the form of Deadman and boy should they have made him a Unique! His special power after taking a push damage is called Summon the White. It reads: Give Deadman a power action. Any number of friendly characters with the Brightest Day and/or White Lantern Corps keywords can be placed adjacent to him, up to the number of adjacent unoccupied squares. Those characters can't be given actions until your next turn. So the problem here is that after I have run out all my WLs (except Deadman) and attacked you a bunch of times and dealing out some good damage in the process with any luck, I can just say, "Eh, I don't like that all my team is pushed and you can retaliate against me next turn. Summon the White! Wow, it looks like you can't attack me next turn, weird!" What's even worse though? If there are 2 Deadmen on the team and they are spread out, the moment you swarm 1 Deadman and WLs, they get Summoned away to the other one. How do we stop this nonsense!?

--Sadly, not with ease. Unspoken takes away the power action if you can get close. If there are 2 Deadmen, your not gonna be able to stop both. You may think the Incredible Hulk Shadowlands map will help. Well it would if Deadman targeted his buddies but he doesn't so back to square one. The only way to reliably stop these shenanigans is to destroy Deadman. You'll take Mystics feedback but if you follow the steps to get past Live! you should be fine.
--Effective Figures: CW046 The Unspoken or multiple attackers that can get down map quick!

So as you can see the White Lanterns are tough to take on and beat - but they are beatable. Any normal tactic you'd use to get past damage reducers or past other powers will serve you well. So, go forth and dominate - if you can! ;-)

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