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| Michael's Fantastic Four [Golden Age] - 500pts |
The best offense I have is the range with both Punisher and Captain America to keep the other team at bay. Captain has five spaces to Punisher's six. I am also fond of Punisher's ammo tokens that amps up both a dual attack or a special attack where I can use more than two dice. It increases my probability of a successful attack. I also have the Ghost Rider who can use the hypersonic speed to clip any opposing characters that would be getting too close. Wonder Woman can also take a close attack while slicing and dicing her way through. Her best method of attack is to make sure her trait prevents any attacks with outwit, probability control or perplex. If I can't redo my rolls, I have to prevent other players from doing so. I also have super strength, so I must bring on a few heavy tokens to increase the damage.
Defensively, I have to make perfect use of my impervious rolls or at least minimize them to where other damage reducers can prolong my team's elimination. I don't have any theme team probability control, so I have to hope on my opponent having a bad roll day.
There are a few variations on this team, but this team takes the most advantage of Cap's leadership skills. A Wonder Woman who could use mystics team ability can share it with Punisher who is a wild card.
Replacement:
avx001e Captain America and dp032 Punisher and ssww033 Wonder Woman

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