Team-Excessive Explosion 300 pts Total V Doombot 38pts - MOD team, Leadership, Toughness, Energy Explosion, taxi V Paramedic 12pts - Support E Doombot 33pts - MOD team, Toughness, Energy Explosion, taxi E Ultron 139pts - MOD team, Invulnerability, Toughness, Energy Explosion, 2 bolts, taxi E Vulture 20pts - Sinister Syndicate team, taxi R Psylocke 29pts - X-Men team, Enhancement, Energy Shield/Deflection R Con Artist 11pts - Perplex R Quicksilver - Brotherhood team, Energy Shield/Deflection Modifications: I would only drop Quicksilver, the Medic, and the Con Artist in favor of a R Black Panther or an AIM Medic. But when the taxi rules change figuring in some Mandroids is a smart move because not only can they launch out the formation farther down the map giving you more targets to hit, you can just use them to SHIELD pump an already Enhanced Energy Explosion attack. If you get rid of Vulture at-least try to throw in V Bullseye to keep the Syndicate team ability, 3 offensive Pieces (not including Bullseye) with an attack value of 13 and EE is deadly. Downgrading Doombots could be acceptable, but having a shot at Leadership GREATLY enhances this team. Maybe swapping a Human Torch for a Doombot might not be so bad, use him aggressively, because when he kicks the can your wild cards are going up a clix. Setup: If possible opt to go second (or close to last in multiplayer). Examine the map, closely to see what route is the best to deploy Quicksilver with. You'll also want to try to set up 3 squares of hindering parallel with the starting line from the shortest taxi distance (which is the E Doombot if you play this team exactly, so its 7 squares). Starting out, the Doombots should be in adjacent squares with Ultron and Psylocke, preferably with the Doombots in front like so: DD UP Vulture and Quicksilver should also be adjacent to each other. Place the Paramedic and the Con Artist in close vicinity to Ultron and the gang. Turn 1: Hopefully you have chosen to go second and your opponent has advanced his forces and you also REMEMBERED to roll Leadership. Pick out which figure is either his Key figure or your biggest threat. Move the Vulture in the general direction towards that threat and let Quicksilver use his free move to run down the field and tie up said figure. While doing this, pay attention as to whether or not you can block his line of fire for things like Probability Control and Outwit, while at the same time not blocking your OWN line of fire. You only use one of your 3 actions with this first deployment. Next, taxi in Ultron with a Doombot and Psylocke with the other. Take them up to those 3 squares of hindering terrain you should have picked out or set up with objects and arrange them like so: DUD P You still have 2 actions left. SO... if you can hit a big figure, Take a regular attack with Ultron(make sure you declare is a regular attack or else they'll call you on Energy Explosion). He's got a 13 attack Value so you're really not likely to miss on anything other then a U Wasp. Since Psylocke is behind Ultron tack on an extra clix of damage. Thats going to soften up most of the bricks. You've got 1 action left, I recommend you move the Con Artist towards a location where her Perplex will be the most useful (hindering terrain with a good line of sight to most figures). Turn 2: Remember to take a leadership roll at the beginning. Push your Con Artist to gain perplex. Now if you rolled Leadership you'll have 3 actions left. Perplex Ultron's damage up to 4 and push him to take another regular shot at either your first target or somebody else vital to your opponents team. Ultron will be dishing out 5 damage thanks to Perplex and Psylocke's Enhancement. Use your third or last action to take advantage of Ultron's wild card ability with Psylocke's X-men team ability. This way he goes' back to his first clix and Psylocke takes one but still retains Enhancement. If you got leadership now is a good time to move your Paramedic up to close proximity with Psylocke. Turn 3: Thanks to their wild card abilities and Vulture's Sinister Syndicate team ability your Doombots will be sharing Ultron's hefty 13 attack value. Their range isn't exactly something to be desired, but you can always perplex one of their range values up to 7 w/ Perplex. Remember to roll Leadership. If you can tie any other threat to your team do so with Vulture, but position him in a way that he's hindering your opponents line of sight and not your own. Also, if your opponent is trying to heal whoever you just smacked with Ultron, try to get Vulture base to base so that support isn't an option for the time being. Take a pot shot or two with your Doombots, use enhance EE when possible. Keep in mind Energy Explosion can't be perplexed, but... the target's defense can ;-) Closing: Can't stress remembering the Leadership roll. Only because I CONSTANTLY forget I have that option when using characters with it. 9 out of 10 times that roll could have saved me some grief. Do not be afraid to expend Quicksilver. He's there to be a Kamikazi. Once he's been removed use the Vulture to tie somebody up with. Vulture is also great for blocking line of site to anyone on your opponents team that has Probability Control or Outwit. That alone makes up for not having either of those with this team. Ultron can dish out 9 damage over his first 2 turns if you perplex him right (5 to a target with Invulnerability, 7 to one with toughness, and 6 to one with Inv/Toughness). You don't have to worry about pushing him at first since Psylocke is there to exchange a clix with him. She can healed later on a turn when you're clearing your hitters. Its an aggressive team, and should be played as such. Only turtle if you have to move first. If thats the case I would only move your Con Artist some place she won't be hit so you can push her the next time around and gain perplex. Questions/Comments: gammaclix@gammabomb.com