Thursday, March 7, 2013

Let's look at the magic

Hey,

         This is a bonus blog. We are going to look at how to annoy people playing Brother Voodoo. I understand that he is the new hotness. Universally everyone see's him as a power piece. That means we can start looking at some solid counters. So lets get into it.

          The first natural preditor is Mongul from D.C. 75TH. He has a special power that will limit the mobility of Dr. Voodoo.

DIMENSIONAL INVERSION CUBE: Mongul can use Phasing/Teleport. Opposing characters using Phasing/Teleport take 1 unavoidable damage after using it.

With this special power Dr. Voodoo is walking. He is not going to take unavoidable damage just to get that mind control off. A lot of people are not looking to the old goodies. While the cost for Mongul is high and he is taking the place of a main attacker he can be a fun option to have.

       The second tactic you can use is poison. Brother Voodoo never wants to push. You can force him to push to move to get away or force him to use his mind control or other resources to get your poison figure out of the way. Thing is you need toughness because Brother Voodoo has poison as well. Here are some good options #208 Super Skrull, Manthing, Larfleeze, and Red Skull.

      Damion Hellstrom is the direct counter to stop mind control. He is worth the 113 points. The 66 points is not really worth it in my opinion. I think getting a solid second attacker to just point blank better than a silver bullet that shields your friends.

     The next thing you want to think about is map. Since Brother Voodoo has a middle ground range he can be mildly hurt by a map with lots of walls and elevated terrain. This means an open map is the worst thing to have to fight Brother Voodoo on.

   Hope this helps you think about some options.

Check you later,
Edward Shelton

2 comments:

  1. Other counters, hard and soft:

    Suit of Sorrows on Utility Belt (gives Battle Fury).

    John Constantine (prob control on Voodoo has a lot to do with his effectiveness; take that away and he's more mortal).

    I'm not sure yet whether it's meta, but I'm also liking a Franken-Castle and Incap team. Castle tags BV (or anyone) once, then your Incap figures keep a token on that fig until it's dead. If the fig can't do a double power action, it can't prevent the damage from F-C's DD gun.

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  2. I played Brother voodoo against a friend in a 500 point match. Brother voodoo destroyed his entire team. I barely used my Maelstron at all. We played again where I gave him an advantage where he made a 500 point team and I made a 300 point one. He took dr. voodoo and others against my Lord Marvel with the Gauntlet (I never played him so I wanted to run him) He hit his mind control against Lord Marvel and I looked at him and said now what? My point being if there is no reason that a mind control would be beneficial then Brother voodoo is neutralized. I played a game with black heart and voodoo against an Imperiex with the gauntlet. By mind controlling Imperiex I was able to move him back, and since he lacks move and attack it really slowed him down. So super one man armies still leave some room for positive mind control options, but the fact remains that if you eliminate the reason to mind control the mind control would not matter. Voodoo is awesome and I believe is meta because even if he doesn’t effectively mind control he is a prob perplex piece. Now you don’t want that to be all you get out of him, you want to be able to run that mind control as much as possible, but if for any reason it is neutralized, then it is not a wasted click, because his prob and perplex would still be very useful.

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