Since talking with Alex Avila, I've grown to appreciate CW030 Wasp
- a lot! She is a fantastic piece, hard to hit, and that Incapacitate
special is great. So I decided that for my next tourney, I'm gonna run
this team featuring not 1 but 2 Wasps!
CW030 Wasp 77
-Stunning Blow 10
-Armor Piercing 10
CW030 Wasp 77
-Stunning Blow 10
-Armor Piercing 10
FFCW Scarlet Witch 50
M10A Iron Man 125
BB Kid Zoom 87
-Full IG 40
-Alias 3
499
So
we know that using Incapacitate from Wasp will be the first idea so we
can use that special unavoidable damage. When doing so, we get to use
the Stunning Blow feat which allows me to deal damage with my
Incapacitate attack equal to my base damage. So now I'm dealing 3
damage, giving an action token, then giving 1 additional damage. Now we
get to Armor Piercing which means her damage dealt is no less than 1.
She has 2 Lightning Bolts meaning I can target 2 figures with an
attack. So now I attack 2 targets and if I hit I deal a minimum of 1
damage to both, maybe 2 to 1 of them, give them a token, and then give
them an extra damage. 2 damage to each target and an action token is
devastating, especially when going after bigger point figures.
Scarlet Witch is a great support piece giving me PC and Perplex. Iron Man is
there for penetrating damage, perplex, and taking low damage from a
Gauntleted figure. Kid Zoom has the full gauntlet for being safe from
outwit. Why? Because of his special power that says other figures can't
use HSS. This stops the inevitable Sentry and Void from being too good,
Nightcrawler won't be much of an issue, WL Flash won't give me issues,
and Superman won't hinder my fun. Basically, all the stuff everyone
hates will show up so I came prepared. Alias is on him so if my opponent
gets in a place to hit him, he has Shape Change and Super Senses.
So
that's basically it for the team. My strategy is hit hard but keep
back, hopefully getting my opponent to come to me. If not, I can
position in a way that I keep my Wasps and KZ safe. For map, I think
taking something like the Mental Plane, Arkham Asylum, or Shadowlands
will really help limit the range of my opponent since my range is low as
well.
If you have any questions or comments, just ask. I hope you enjoyed this team talk, see you next time!
Wednesday, October 3, 2012
Battle Report!! - 9/18/12
This battle was from awhile ago but didn't get a chance to type it up or even video it. So here it is, hopefully the others will be videoed!! Dials for figures I have yet to introduce in this Blog at bottom...
The idea for this match was to be able to shut down the other team so my friend and I tried out Con Exclusive Dr. fate with full Gauntlet and The Unspoken. So with this team, carry up Unspoken so there is no ranged attacks, no SPs, and no power actions by the opposing team. I decided to play my favorite pieces that seemed like a good team. SM Magog, CW Wasp, 2x CWFF Scarlet Witch for 399. I won map and took outdoor SHIELD Helicarrier for lack of hindering terrain for the Unspoken to hide in for Stealth.
Started off by passing and he carried up Unspoken a ways, hiding on elevated. Next few turns I pass to make him overextend to me so he spins the gauntlet instead. So I start to position forward once his Fate is pushed so I can rip into him and Unspoken. He clears Fate but moves up Unspoken within 3 of my Witches and Magog but not Wasp since she was too far away. I move all of them back including Wasp but I choose to Running Shot and Incap on Unspoken which hit for a second token and 1 penetrating damage. He blocks my LoF to Unspoken with Fate and clears Unspoken so I clear as well. I perplex Fates damage to 0 and force Unspoken to charge on Magog.
The Unspoken needs a 7 to hit and after prob control, no luck with the heavy. Magog hits for 6 with exploit after the perplex, putting Unspoken in a bad spot on the dial. Fate retreats to spin the gauntlet and hides on elevated again. Unspoken pushes to attack and misses after some more PC shenanigans. I clear, and he clears. One Witch is able to TK Magog away from Unspoken and 6 away from Fate. Perplex the attack and movement of Magog and range attack Unspoken with Magog. I hit and KO so Magog gets a free action. I choose Charge and charge onto the elevated and attack Fate. This knocks him to his last click so I TK with my other Witch and place Wasp in a position to Running Shot. I Running Shot in and need an 8, I hit after a use of PC to take him to KO.
So the Unspoken team didn't fair too well this time. My friend did play the team properly and I made mistakes to where Unspoken hindered me. Ultimately, it was dice rolls. Had Unspoken hit Magog with that heavy and I missed Impervious, I would've been on pulse wave and who knows where that would've gone since I had perplexes for damage if need be. The team will live another day but as you can see, I was able to exploit some weaknesses. Those are TKing something out of Unspoken's range to be able to Range attack or do power actions and giving tokens out to limit the actions they can take.
Hope you enjoyed this battle report, next one should be a doozy!
400 points Modern Age
The idea for this match was to be able to shut down the other team so my friend and I tried out Con Exclusive Dr. fate with full Gauntlet and The Unspoken. So with this team, carry up Unspoken so there is no ranged attacks, no SPs, and no power actions by the opposing team. I decided to play my favorite pieces that seemed like a good team. SM Magog, CW Wasp, 2x CWFF Scarlet Witch for 399. I won map and took outdoor SHIELD Helicarrier for lack of hindering terrain for the Unspoken to hide in for Stealth.
Started off by passing and he carried up Unspoken a ways, hiding on elevated. Next few turns I pass to make him overextend to me so he spins the gauntlet instead. So I start to position forward once his Fate is pushed so I can rip into him and Unspoken. He clears Fate but moves up Unspoken within 3 of my Witches and Magog but not Wasp since she was too far away. I move all of them back including Wasp but I choose to Running Shot and Incap on Unspoken which hit for a second token and 1 penetrating damage. He blocks my LoF to Unspoken with Fate and clears Unspoken so I clear as well. I perplex Fates damage to 0 and force Unspoken to charge on Magog.
The Unspoken needs a 7 to hit and after prob control, no luck with the heavy. Magog hits for 6 with exploit after the perplex, putting Unspoken in a bad spot on the dial. Fate retreats to spin the gauntlet and hides on elevated again. Unspoken pushes to attack and misses after some more PC shenanigans. I clear, and he clears. One Witch is able to TK Magog away from Unspoken and 6 away from Fate. Perplex the attack and movement of Magog and range attack Unspoken with Magog. I hit and KO so Magog gets a free action. I choose Charge and charge onto the elevated and attack Fate. This knocks him to his last click so I TK with my other Witch and place Wasp in a position to Running Shot. I Running Shot in and need an 8, I hit after a use of PC to take him to KO.
So the Unspoken team didn't fair too well this time. My friend did play the team properly and I made mistakes to where Unspoken hindered me. Ultimately, it was dice rolls. Had Unspoken hit Magog with that heavy and I missed Impervious, I would've been on pulse wave and who knows where that would've gone since I had perplexes for damage if need be. The team will live another day but as you can see, I was able to exploit some weaknesses. Those are TKing something out of Unspoken's range to be able to Range attack or do power actions and giving tokens out to limit the actions they can take.
Hope you enjoyed this battle report, next one should be a doozy!
Team Talk - Modern Age
Well it's been 2 weeks so I had time to think of some more material. Let's get started!
Today I would like to talk about my two favorite Comic Characters - Green Lantern (Hal Jordan) and Nightwing (Dick Grayson). Since I was a kid I wanted to be a police officer and the Green Lanterns were like space police. After I learned that, I was hooked and I started to relate to Hal as a person through his ideals and how he wants to do the right thing for everyone, even at his own sacrifice. However, this police dream has gone to the wayside so I could chase a different dream - teaching kids sports and fitness. Nightwing was more of a recent development. He is also along the lines of police but instead of having a super power, he was a normal guy with martial arts skills and good connections. When I started reading, I was attracted to the darker aspect of his character, seemingly doing things because his parents died and he wants justice. Then I came across Superman/Batman comic where in issue 60-61 they fight Dr. Destiny and he has them in a dream state. They are in the city of Gothamopolis where they meet the Justice Titans. The leader of the group is none other than Hal Grayson going by the name of Nightlantern. I couldn't believe my two favorite characters were now combined as one!
So this leads me to 2 team builds I developed where Nightwing and Green Lantern meet together as 1 team and one where Nightwing is a Green Lantern.
With the D10AN Nightwing, he is a wildcard and gets any single keyword from a friendly character to make theme. He is my favorite Nightwing to date so I decided to combine him with my favorite Hal Jordan.
D10A Nightwing 93
AN Hal Jordan 169
-Justice League Silver Age ATA 4
Infinity Gauntlet w/ Soul, Time, Space Reality 30
297 - Green Lantern Corps or Justice League Theme
This team has great synergy. Gauntlet can go on either one though I prefer Nigthwing so he can heal on the short dial. Nightwing copies the ATA for a 12 attack and you basically just have a tie up and ranged shooter going around. There isn't much I can say on strategy because this team is adaptable to most situations. It's fun charging in and using quake on some Mystics when you have the Soul Gem active too. So that is the Hal Grayson Team!
No we have Dick as a Green Lantern and to make it feel more lantern like, he is wearing the full IG.
D10A Nightwing 93
-Full IG 40
GLGF Abin Sur 70
-Green Lantern Honor Guard ATA 5
GLGF Tomar Re 80
-Green Lantern Honor Guard ATA 5
293 - Green Lantern Corps Theme
You get +6 to the map roll because of Tomar Re's Trait, get two willpower figures, 10 range attack to help support Nightwing, barrier if need be with Nightwing removing tokens through his leadership to do it every turn, and Abin Sur can pass the power to really boost Nightwing. Nightwing copies the ATA and they all get a healthy attack boost from it.
Two teams built for fun that can actually be competitive too! I hope you enjoy these, let me know what you think of them.
Today I would like to talk about my two favorite Comic Characters - Green Lantern (Hal Jordan) and Nightwing (Dick Grayson). Since I was a kid I wanted to be a police officer and the Green Lanterns were like space police. After I learned that, I was hooked and I started to relate to Hal as a person through his ideals and how he wants to do the right thing for everyone, even at his own sacrifice. However, this police dream has gone to the wayside so I could chase a different dream - teaching kids sports and fitness. Nightwing was more of a recent development. He is also along the lines of police but instead of having a super power, he was a normal guy with martial arts skills and good connections. When I started reading, I was attracted to the darker aspect of his character, seemingly doing things because his parents died and he wants justice. Then I came across Superman/Batman comic where in issue 60-61 they fight Dr. Destiny and he has them in a dream state. They are in the city of Gothamopolis where they meet the Justice Titans. The leader of the group is none other than Hal Grayson going by the name of Nightlantern. I couldn't believe my two favorite characters were now combined as one!
So this leads me to 2 team builds I developed where Nightwing and Green Lantern meet together as 1 team and one where Nightwing is a Green Lantern.
With the D10AN Nightwing, he is a wildcard and gets any single keyword from a friendly character to make theme. He is my favorite Nightwing to date so I decided to combine him with my favorite Hal Jordan.
D10A Nightwing 93
AN Hal Jordan 169
-Justice League Silver Age ATA 4
Infinity Gauntlet w/ Soul, Time, Space Reality 30
297 - Green Lantern Corps or Justice League Theme
This team has great synergy. Gauntlet can go on either one though I prefer Nigthwing so he can heal on the short dial. Nightwing copies the ATA for a 12 attack and you basically just have a tie up and ranged shooter going around. There isn't much I can say on strategy because this team is adaptable to most situations. It's fun charging in and using quake on some Mystics when you have the Soul Gem active too. So that is the Hal Grayson Team!
No we have Dick as a Green Lantern and to make it feel more lantern like, he is wearing the full IG.
D10A Nightwing 93
-Full IG 40
GLGF Abin Sur 70
-Green Lantern Honor Guard ATA 5
GLGF Tomar Re 80
-Green Lantern Honor Guard ATA 5
293 - Green Lantern Corps Theme
You get +6 to the map roll because of Tomar Re's Trait, get two willpower figures, 10 range attack to help support Nightwing, barrier if need be with Nightwing removing tokens through his leadership to do it every turn, and Abin Sur can pass the power to really boost Nightwing. Nightwing copies the ATA and they all get a healthy attack boost from it.
Two teams built for fun that can actually be competitive too! I hope you enjoy these, let me know what you think of them.
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