Showing posts with label Teekl. Show all posts
Showing posts with label Teekl. Show all posts

Tuesday, May 10, 2016

Post-WOL games, part four

My team is Doc Ock, Klarion, Quicksilver, and Vanisher emboldened by Pandora's Box with two Sins, backed-up by the Atom.

First game was against some new X-Men figs from the new set:








Managed to kill Magneto on my third turn, and kill Cyclops on my fourth turn. White Queen conceded on the fifth turn. The player I played against had an itch in his butt to attack me right away, so he travelled a little too close to my reach, and he also used figs he wasn't very familiar with, so he was at a disadvantage.

Second game was against a mix of old and new X-Men figs:






Managed to kill X-23 on my fourth turn, and kill Malice on my sixth turn. Held out for a bit because of some placement issues as the player I played against was more patient than the previous one so I had to overextend my usual reach past the space of personal comfort.


This build is very mobile, so far plays unexpectedly so some people I play against are a bit surprised by it. High risk alpha strike build that can attack multiple times in one turn then take things back to regroup and prepare for another assault. Quicksilver is amazing and is great bait with his Shadow token, but Doc Ock is the one who really shines.

One weakness is Vanisher - I need to give him a proper damage reducer somehow, although ESD with Super Senses and Stealth already makes him hard to shoot, but still. I also need a strategy against Fury SR builds. So far, my strategy against those is to strike first - this build has a long reach, able to cross more than half the map by the second turn to make an attack. It's a good strategy so far, but it can get very hairy fairly quickly.

Still, all in all, pretty happy with this build, with four wins under its belt. It has Nats potential.

Friday, May 6, 2016

Post-WOL games, part three













It's an alpha strike team that's fairly certain of itself, one of my most aggro builds so far since I started playing two years ago. I'm still undecided if switching Faust for Mxyzptlk and the Atom was worth it as I fared better with Faust than Mxy - but that could've been just my rolls - and Mxy's Incappy Pulse Wave sure is a great way to assure locking down the force you're playing against far more reliably than Faust's D20. But I'm still undecided.

Less Sins in the Box, too, only three instead of four, so I'm stuck on dials with powers I don't care too much about as the Box excels on either two Sins or four Sins (both have Probs on the Sniper Dial and the Support Dial), and I really felt the constraints, and I kept making low rolls. I either need more Probbers or more Perplexers, and often Mxy's D6 switcheroo power wasn't enough.

Doc Ock remains to be the main attacker with his two Flurries in one turn, but this game had me rolling critmisses four times - you make enough rolls during the game and the math catches up with you - and having only one reliable Probber just wasn't enough (although that last attack I had to do with him, needing to hit 10 and rolling a crithit made up for everything), so I'm definitely thinking about replacing Mxy with another Klarion, maybe, unless I get another reliable attacker so the burden of attacking won't rest so much on just one fig. Maybe something like ...



Tuesday, April 26, 2016

Post-WOL games, part two











I won this game thanks to a very mobile and very efficient team. Everyone did their jobs well, and my rolls were good. I've been using Pandora's Box as a resource since it first came out so I'm pretty comfortable using it so that part was easy, but ultimately, placement and mobility saved the day - against a tentpole build like this, the strategy of choice is to out-maneuvre and out-action. Two major figs possessing Mystics TA will make the opponent wary about attacking so you can actually use them as shields for your attacker de jour. Two of the figs also have close-to-excessive high-risk-high-rewards attack powers, and a very mobile transporter, and all empowered by Sidestep and defense stackers like ESD and CR ... it's a pretty good build. I might run this for this year's Nats. We shall see! But with the KSI+Solaris build, this build makes it two potenetial builds for Nats. And I have two more potential Nats builds I plan to run!

Highlight of the game: Teekl killing Captain Sentinel with 6 BCF.

Sunday, February 21, 2016

Animals VS Scientists







I built a build whose basic strategy is to spit out mobile and replenishable bystander figs that cost nothing - Pied Piper's rats, Red Wolf's Lobo, Klarion's Teekl - but can yield high rewards - Charge+Exploit Weakness and Charge+BCF - and the Animals won with only two actual casualties (Rocket Raccoon and Lockjaw)! The Druids have been a revelation from the WORLD'S FINEST set, too, really effective for tie-ups and subtracting 1 from the opponents' Attack values.

First time to play on the UN Assembly/Danny the Street maps, too - Danny was easier to use! The UN map had really confusing terrain with its elevations and walls. Still, managed to dominate both maps with a camp-out tactic.

Thursday, February 11, 2016

WORLD'S FINEST!














Played sealed WF set with friends and won the rotations. Pulled the Joker and Luthor duofig, Alura, and a bunch of Mystical support figs, the figs I was actually rooting for. We played 400 points, and ended up fielding eight figs with the Underworld TA (thanks to the Joker/Lex duofig) with the Witches and Warlock Sidestepping in their first dial and Joker/Lex with the double Sidestep. Enhancement and Empower added much needed extra damage, and Druid's special Smoke Cloud worked like a charm for tie-up purposes. The final round was Sudden Death Match rules - solo fig on their last click - and I won with Poison. Drafted two boosters then traded away, ending up with these peeps:


Klarion! Teekl! Mysticals!


The complete Doom Patrol! With Crazy Jane!