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« on: March 07, 2005, 01:11:35 PM »
I'm posting this in a new thread so it doesn't get mixed up with the ongoing "when will our case arrive" and "when is the next game" topics.
I have a team building question I'd like to pose to the 'clix players. There's a 300 point team I've built which has come to be one of my favorites, and I'm thinking of altering it a little to shore up some weak spots. I want your opinion on which direction I should take it. The core of my team consists of the following two figures:
U Iron Man (Ultimates) 144 pts
E Captain America (Ultimates) 89 pts
This leaves me with 67 points. To use those points I have several options listed below:
E Hawkeye (Ultimates) 60 pts
This was how I spent the points when I originally conceived the team. He's a nice fit with the Ultimates team ability, and he's a powerful ranged attacker. The problem is he is not very strong defensively and is almost always the first fig on the team to get knocked out, and fairly early in the game. I think he draws the attention because a) he's much easier to damage than Cap or Iron Man, and b) people just seem to have an adverse reaction to him, as in, "ooh, Hawkeye! I've got to take that guy out immediately!" The latter sounds silly, but strangely enough there is some truth to it. The fact that he does draw that attention adds an advantage in that he draws the focus away from Cap and Iron Man, freeing them up to make some strong attacks early on.
V Sidewinder (Ultimates) 35 pts
E DEO Agent (Unleashed) 18 pts
E Paramedic (Xplosion) 10 pts
This is the option I'm currently leaning towards. One of the weaknesses of the team as originally conceived was Iron Man's average attack value, which has the potential for creating some costly misses. One way to address that would be the DEO Agent: police team ability gives a +1 to attack, and when you push her up to her second click perplex gives a +1 wherever you need it. Sidewinder is perhaps the best harrasser in the game. Not only is he extremely mobile but he's durable with a decent dial length for his cost, and super senses for most of it. He would be used mostly to base opponents' ranged attackers and block line of fire where necessary, which I see as a very helpful role here. If the opponent's busy trying to take out Sidewinder they're not focuising on Iron Man or Cap. The paramedic's here because I suppose she's useful and she's the only worthwhile fig I have under 15 points, although part of me doesn't like the idea of medics.
E Scarlet Witch (Infinity Challenge) 36 pts
R Vanisher (Mutant Mayhem) 18 pts
E Paramedic (Xplosion) 10 pts
This option was also attractive to me. Scarlet Witch's probability control would help to control Iron Man's potential misses, as well as my opponent's potential hits. Vanisher functions as a harasser much like Sidewinder, although he's not as durable. The paramedic's there for reasons explained above.
R Black Queen (Critical Mass) 51 pts
R HDC Trooper (Unleashed) 15 pts
The big benefit of this team is Black Queen's telekinesis, which means that Iron Man could potentially make a first-turn strike (TK + running shot + 8 range) on a standard 26' by 26' board. Black Queen can be useful with mind control later, although flinging Iron Man moves the center of the battle to the other side of the board and she takes some time to get there herself. HDC Trooper has the police team ability (helping Iron Man to hit when he can get adjacent to him,) as well as willpower. The problem I have with this option is that 51 points is a lot to spend on a one-shot deal (first-turn strike) which may not even pay off.
E Vertigo (Mutant Mayhem) 56 pts
E Paramedic (Xplosion) 10 pts
Vertigo brings two benefits to the table: triple incapacitate and perplex. And Paramedic's there because...yeah. Downside to Vertigo: range of six. And considering the other options, is triple incap. worth it?
V Daredevil (Critical Mass) 59 pts
This Daredevil would be a nice harasser: 17 starting defense, super senses, and stealth makes him hard to hit. His wild card would give him the Ultimates team ability which helps with ranged combat as well as giving him first click leap/climb on top of his stealth. He's not quite as mobile as Sidewinder, so it would take him longer to get into harrassing position, but he would last longer. He also gains outwit at the end of his dial. The problem is that this option does nothing to address Iron Man's capacity for missing attacks.
So given the above options, which do you think is the best way to go? I understand that there are probably other options out there that I haven't listed that you may think are better, but they probably include figs that I don't own. That being said, any and all advice is welcome.