Total = 300
This is a standard Net-Deck team that uses the IG equipped on Superman (because he can turn the dial faster than the Rad-one) and requires little thought or strategy to work on a map and do reasonably well. In short, it's a point and click team.
It works well for what it is too. With Metropolis (or Kryptonian) as a keyword this theme team gets 2 PC Rerolls, and it has a lot of teeth, with HSS'ing Superman and a bold anti-Stealth Running Shot/PB combo on the Eradicator who also has defenses that Nightcrawler is nearly jealous about.
But is it all that and a can of Kick-@$$?
I honestly don't think much of the R 150 point Superman. Sure he's got HSS, an 11 attack, Outwit, and 4 damage with Super Strength, plus Indomitable to do it all over. But the Man of Steel is stacked like Power Girl - he's top loaded, a glass jawed joe, with one click drawing a line between Awe-some and Aw-ful.
Okay, maybe not totally awful, but when he gets Earthbound the seams on the cape really start to show. More on that in a bit. In the meantime I'd like to take a minute to talk about Kryptonite Man.
Note that Superman's Bane gives Superman Earthbound. Many don't know, or have forgotten, but Earthbound got an upgrade in the last PAC update. Earthbound now essentially reads:
This character can’t use combat abilities and possesses the boot, fist, shield and starburst symbols instead of its combat symbols. This power can’t be countered or ignored.
- If 150 point Indomitable Superman already has one action token when he is given another action and
- 150 point Superman ends his action anywhere within 8 squares of Kryptonite Man then
- Superman is going to take a click of damage because...
EARTHBOUND CANCELS INDOMITABLE.
Of course, so far we've only discussed one half of a potent two pronged team. With the Eradicator running around on the loose, a tie-up piece like Ragdoll is probably in order. Why? Because Ragdoll will prevent Eradicator from using Psychic Blast.
Even if "Raddy" manages to break away from the Secret Sixer, the doll will cling to him with a death grip thanks to his SP. Worried about Eradicator's superior defenses? With K-Man on the board, you should be able to POISON the heck out of both Superman & Eradicator.
K-Man's kind of a slow walker so he's going to necessitate a taxi. Someone with high speed, that isn't slowed down by carrying people should suffice. That leaves a few extra points to round out the team, and there's plenty of options left.
You could add someone with a Wild Card or Superman Enemy TA to give K-Man some Outwit (Matter-Eater Lad comes to mind as a flying Wild Card who also acts as bomb disposal) and add some extra PC/Perplex/or other Support. Instead, I prefer adding a threat that not only can't be ignored, but will likely be singled out.
Take this sample build:121 BB032 Kryptonite Man - meant to Poison Superman
50 GX031 Angel - to Taxi Kryptonite Man.
75 GG204 Drax - a strong primary attacker.
46 AN035 Ragdoll - should cling tight to Eradicator.
3 ATA023 Secret Six - hurts Eradicator if he manages to KO the doll
5 GXS101 Crimson Gem of Cyttorak - Filler, and a way for Drax/K-man to be a bigger threat.
Looking at this team on a map one thing is apparent: the opponents will want to focus on Drax who is deceptively the biggest threat, so Drax should not advance too far out where he can be hit early.
With the right map in play and good positioning Angel should get a first strike in on Superman, and if carrying K-Man with him, some of the 2 damage will stick. Should Angel charge Superman when Superman has 1 token on him, then Superman is in trouble. Angel can set K-Man down next to Superman, and if Angel missed his attack then Superman is left with these options:
- Outwit K-Man's Poison, clear and hope K-Man misses an attack the following round
- Outwit Superman's Bane, take a token to attack and attempt to HSS away.
- Outwit Invulnerability on K-Man, take a token and take a push because he's no longer Indomitable thanks to Superman's Bane.
- Outwit Angel's Super Senses and hit Angel, Ignoring K-man for some reason.
If Superman picks Option 2, then he's in serious trouble because Angel should just be able to push and fly/carry K-Man net to him the following round, and Superman will have 2 tokens on him and have to take the damage.
Option 3 posses the biggest threat to this team, because if Superman manages to hit K-man with a heavy object he could possibly KO him (critical hit!). Also try to position with Knockback in mind. if either Superman or K-Man take knockback, it ruins some element of the chase.
Option 4 is just sheer stupidity, leaving K-Man to Poison Superman 2 turns in a row, not to mention beat on him.
Now, this all hinges on tying up Eradicator so he can't help Superman KO K-Man. Ragdoll must have moved up, and possibly pushed to get next to Eradicator to prevent Eradicator from PB'ing K-Man . Thanks to the Secret Six ATA (found with art on the Heroclixin' blog) Ragdoll packs a punch even if he's KO'd.
Drax then moves into charge range of Superman when Eradicator is tied up and Superman is busy dealing with K-Man and Angel.
Another route you can take with this team is adding some Perplex/PC to make sure Angel gets first strike while carrying K-man. That way you don't have to worry about K-Man getting hit by a Heavy Object. I went with Drax however, because he makes for a well rounded team should you not face Super-radicator, AND because at a glance he's the biggest threat on the team, but here he's actually a bit of a decoy which is just deliciously evil. Opponents will be so intimidated with Drax that they'll likely forget Kryptonite Man is their real threat.
Obviously this team is a bandage solution to an opposing team in the most meta of fashions, namely building to deal with something you expect to face. It's meant for one thing, and one thing only - to KO Supermen Allies. That's not an entirely bad thing, but it does mean the team is nowhere near min-maxed for well rounded play which is mostly why this article is found here, and not on the front page of HCRealms.com.
Thanks for reading!