Monday, May 13, 2013

Killing the Justice League

Hello,

          I feel a bit like Batman right now. Not because I want to wear all black and haunt the night. It is due to the fact that I've been pondering with others how to kill the new Justice League Team Base (JL TB). The JL TB has just about every counter to the stuff that haunts one man teams (oma). So far I came up with some of the following tech. Credits to Silent Scream and rorschachparadox for some of the ideas.

First thing we need to look at is stopping their first strike ability. This will mainly come from map choice. JL TB has a +7 to map roll so you are pretty much guaranteed they will get map selection. This is where Nightmare comes in at. The JL TB can pick map and have a -1 attack or let map choice go. Thing I found is that a lot of narrow spaces that stop JL TB normal movement is needed so they are limited in placement or have to waste turns blowing up walls.  Nightmare the main issue comes in is having and selecting the right map to screw over JL TB.

This is will work but will be really unfun. Stealth suit Iron Man, the Infinity gauntlet or batcave. Just run around until you get godhood. Nothing they can do.

Next up comes something very experimental. I call this the burn out tech. Pretty much you play the Batcave with the Bat Computer only. The rest of your points are dedicated to aggressive attackers. You deploy those attackers with one goal. That is to knock at least 7 clicks off JL TB. Some how some way you got to do it. Since JL TB can auto break away from figures there is nothing that can time them down. So range or a move and attack option is needed. Once you burn out your offense the Bat computer kicks in. It can psi-blast for 4 damage on click 1. If you land this 1 attack and you have done 7 or more damage you win. If not it becomes very nasty. This tech is expensive and very 50/50 right now. Remember the Batcave gives you the Utility Belt. That leads into the next element.

Handcuffs are going to be most accessible way of locking down the JL TB. Handcuffs reads as follows: Give this character a close combat action that deals no damage. If it hits, the target character may be given power actions to roll a d6, but cannot be given any other actions until it rolls a 4-6 for this effect. This one effect can give you a turn or two for a breather. The only problem is is that the 4-6 roll can be probed.

Gas Pellets, Flash Grenades, Batarangs are also interesting tricks that can mess with JL TB. The only problem that came to mind is do you actually put the utility belt on your prime attacker or not?

The last bit of tech is the Hand and League of Assassins ATA. These ta's mess with their line of fire. It forces a melee fight. That means that combat reflexes becomes very useful. There are some figures I'm looking at that would be really awesome for this. One of which is Hobgoblin Prime and Collen Wing and Misty Knight. Both figures have Hand keyword and can really do some damage on their own. Combine in the fact that JL TB will have some major problems taking an extra token a turn from Hobgoblin this may be in fact the main element to kill JL TB. Also we can stack wild card abuse on top of all of this to make this tech very viable.

Teen Titans will be out soon. I think we are seeing a transformation in the meta to something I don't quite like with the team dials. I'm all for high end meta but most of my solutions I've offered are crazy expensive. If you don't win a Batcave then you can't use the Batcave tech period. You will notice that we are not limited to principles but figures. That is a sign of a bad meta. All 3 world champs I've talked to said that JL TB is unfun. That means something. I think we can have a united front on this issue. Sadly I know wizkids will not ban JL TB . So the only hope we have is a mechanic nerf coming.

Thanks for reading,
Edward Shelton aka Darklogos

9 comments:

  1. Mr. Shelton,

    I saw this one online....put the belt on The Unspoken and handcuff the JL TB. It requires a power action to take the cuffs off but The Unspoken nerfs power actions within 3 squares.

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    1. I have never been an unspoken fan, but genius Dubs. Handcuff ANYONE, and they are out of the game until unspoken is dealt with...He can Cuff a couple people, and just take time taking everyone out....LOL...People will be IRATE

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  2. I still say six 50 point Enchantress...Enchantress's, enchantri? But six of them will take out the justice league team dial.

    So Edward, any chance we going to see a post detailing your thoughts on a Teen Titans sealed? Since so many month six events are going to be Teen Titans, I'm curious to hear your thoughts on it.

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  3. Nope, I'm looking at mine right now.

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  4. The problem is that isn't a team that can handle much else. Besides pop off characters have them shoot enchanteress then later remerge mystics damage averted.

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    1. Or you run into a poison team that just sits there and smiles as they wittle away your entire force....But to every strategy there remains a counter.....With the belt outwitting TA, Mystics takes a huge hit for sure

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  5. Outwit only hurts JL TB if they have a character off the base. That is one thing that makes them OP.

    Also think about the fact that at 300pts they can do 10-11 clicks all by themselves.

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  6. Oh I'm not saying it is a good 300 point team, just saying it is fun little counter to the jl tb. Won't work every time but at least you'll make the player work for it. Thing is though, can you make a 300 point counter for the jl tb that also works against other teams?

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