Local Tournament Report – 1/08/14 Comics & More


I’m tired, but I will give a quick and dirty run down of tonight. I leave the 4000 word introductions to Hypefox.

The Format: 600 point modern. No Colossals. No Resources. No special items. No vehicles larger than a peanut base. 40 minute rounds.

What I played:

BM031 Alfred Pennyworth

NML002 Batgirl

BM016 Batgirl

BM025 Batgirl

FFBM003 Nightwing

BM001R Batman

BM206 Red Robin

ATA074 Batman Family * 7

(side boarded) BM100 Nightwing and Batgirl

Total = 598 Points

Round 1: Played against  IIM001A Iron Man, IIM029B War Machine, IIM016 Pepper Potts, and FI301 Splitlip. The first few turns went like you might expect. I knew he would get the first shot(s) with his huge ranged advantage. My 5 perplexes all went to defense for my approach. War Machine moved up, fired, and missed. Iron Man shot batman for 6 through a wall while he was sitting in hindering with increased defense. On his last click Batman ran to Alfred. It reminded me of the movie. “Alfred I need you!” Everyone else ran to base the other team because they had pushed for their alpha strike. The next round NML002 Batgirl got a perplex to hit and 2 perplexes to damage. She charged/flurried on Warmachine and hit both times. He went to click 7. The other two Batgirls took up firing positions. Iron Man Hit BM025 Batgirl and she ran to Alfred. Red Robin finally got to the fight and used running shot to knock WarMachine up to Click 10. War Machine sidestepped behind Iron Man. Iron Man then Shoots NML002 Batgirl and KOs her. Nightwing finally shows up and Bases Iron Man. The next round with a Perplex he knocks Iron Man to Click 3. Over the next two rounds Iron Man breaks away and then he and War Machine KO Nightwing from range. Batman finally rejoins the fight and gets into firing position on a pushed War Machine and… the judge calls time. The match ends with zero points for me and 175 for the other team. I think I could have taken this match with more time, but it ends up a loss.

Round 2: Played against GG034 Super-Skrull, IH104 Black Bolt, GG208 Super Skrull, M10A022 Wolverine, GG035 Replica, and GG202 Skrull Assassin * 2. In theory I would have said this was a good matchup for me. However playing the game turned out differently. After Nightwing was so slow getting into battle in game 1, I decided turn 1 to merge him and Batgirl into BM100 Nightwing and Batgirl. My opponent’s Super Skrull and Black Bolt had running shot, but due to hindering and elevation we both closed on each other without any ranged action. BM016 Batgirl and BM206 Red Robin take up elevated firing positions. Once we started mixing it up I realized I had a big problem. On my first turn of real action I charged NML002 Batgirl into a Super Skrull. Shape change roll was made. No attack. Then BM100 Nightwing and Batgirl charged that same Super Skrull. Skrull roll made. No attack. Batman based Replica and the Skrull Assassins intending to flurry them to death. He make it to the next round unscathed but Skrull rolls and a miss mean that only one assassin took damage. The following round replica crit hits Batman. The BM100 Nightwing and Batgirl duo holds it’s own for quite a while, but everyone else is getting KOed as my opponents forces went from one side of the map to the other. That’s pretty much how the match goes. IH104 Black Bolt misses his first few attacks, but eventually his running shot and ranged attacks started KOing my figures. This match also ended with time expiring. I KOed roughly 200 points of his team and he got 400 points of mine. Had this match continued I definitely would have lost all my pieces.

Round 3: Played against ASM020 Rhino, M10A018 Green Goblin, ASM031A Kraven the Hunter, ASM029 Demogoblin, ASM002 Shocker, ASM030 Lizard. Immediately went to the BM100 Nightwing and Batgirl duo again. No ranged action due to elevation and hindering. I send out BM016 Batgirl as bait. The goblins both bite and BM016 Batgirl is down to her last click and heading to Alfred. Kraven uses leap climb to base Alfred. Batman and the Duo are sent into hindering near the opposing team with their defense perplexed up. The Lizard has no problem rolling an 10 to hit Batman’s 20 defense and a blades roll puts bats on his worst click (3rd click). The following round Bats runs to Alfred. BM016 Batgirl uses her outwit to take away Kraven’s defense and NML002 Batgirl and the duo charge up an elevation to KO him. Red Robin shoots a Goblin. Rhino and Lizard are left without opponents on their elevation and they starting walking. That elevation aggravation will continue for them the rest of the game. M10A018 Green Goblin does get off an awesome energy explosion on four of my guys around Alfred. But, no one is KOed and he goes down the following round. This match was eventually called for time. Being in the losers bracket we didn’t bother counting the points. I definitely would have KOed all opposing pieces with more time.

What I learned:

FFBM003 Nightwing is awful. I only played him to merge into the duo. I would say play Blackbat over him every time.

Skrulls are irritating and effective if you are lucky.

IIM001A Iron Man is really pretty good.

IIM016 Pepper Potts is pointless if your opponent read my earlier article and knows not to KO her.

If you play BM001R Batman he will always end up on his one bad click every game and you will hate it.

NML002 Batgirl is very good with some perplex backup.

Improved movement or a taxi are pretty must a must for stealthy characters.

What Batman Family team would I play if I could go back and do it all over again?

BM031 Alfred Pennyworth

NML002 Batgirl

BM201 Batman

BM010 Blackbat

BM206 Red Robin

BM100 Nightwing and Batgirl

ATA074 Batman Family * 6

(side boarded) BM205 Nightwing
(side boarded) BM025 Batgirl

Total = 600 Points

This team has 6 characters in a 600 point game so I can move them all every turn. All of the close combat attackers now have improved movement and all attackers have move and attack abilities. No more basing the opposite team and hoping they don’t hit me before I get a chance to hit them. Red Robin has a taxi now to get him into firing position. Batman has exploit weakness to help soften up impervious tent poles. The number one best improvement is no more FFBM003 Nightwing.

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