Thursday, July 21, 2011
By the Numbers: MODOK's 11
You can play all 11 of MODOK's team for 988 points, putting it in the thousand point bracket. It's a highly versatile team with four running shots, two chargers, a hypersonic that ignores most terrain, a mind controller that sees through stealth, an outwitter/perplexer with phasing, shape changing, super senses, impervious, some free blades/claws and a fair dose of psychic blast. The main drawback is that only three of them start with an attack value above 9. The rest start at 9, so that's a good thing. A couple even improve when hit, so that's helpful too. Their average ranged attack is six spaces, but two of them are higher than that. 11 figures in a thousand point match is also pretty good on numbers. It's not the best you can do for the points, but it's not absolute crud either. Use their collection of abilities right and you could be a real pain in your opponents kiester.
Now, how about in other point matches? What could you play in other point matches using MODOK and the MODOK's 11 theme? Here's my take. Opinions will vary, but:
300: use Mentallo and Rocket Racer with their leader in a 300 point match. Why? Because Mentallo ignores stealth and RR ignores all terrain for movement except for blocking. MODOK already gives a lot to his team with running shot and psychic blast, outwit, perplex and reroll. His psychic bomb ability is nothing to sneeze at either, but it comes late in the dial. What Mentallo can do is force pesky stealthers to step out into MODOK's line of fire for his heavy damage scores. Rocket Racer can hit them where ever they hide. Choice of map can get in the way a little, but smart players can get around this with patience. This combo hits 291 points. Thanks to the 1% rule you can fit an armor piercing on RR for extra damage ability. OH, and let's not forget the Hydra team ability possessed by Mentallo and MODOK and copyable by RR.
Hydra Team Ability: "When a friendly character making a ranged combat attack is adjacent to one or more characters using the Hydra team ability, each opposing character targeted by the attacker modifies its defense value by -1 for each character using the Hydra team ability if the characters using the Hydra team ability also have a clear line of fire to the target."
The target does not have be in the actual range of all the Hydra users, just in line of fire.
400: Same as with 300 but add Living Laser for his running shot and long range. Having ranged combat expert for doing up to 5 damage doesn't hurt either. He has the best range and highest running shot out of the whole group. The 9 attack levels are still kind of harsh, but proper use of Hydra can overcome that. This makes for 382 points with room for card usage once again.
500: Same people as above once again, but now add Scientist Supreme for her frontloaded outwit and perplex. She can only perplex someone with the scientist keyword but that's half your force at this point. Phasing mixed with outwit means getting into position to use outwit instantly. The only reason I wait until a 500 point match to use her is that she's 97 points. This comes to 479 points. Plenty of room for card usage now. This team could actually be really lethal. Mobility, traits and psychic blast damage and support powers. Ouch.
600: Still adding to the roster from above, we bring in Puma and the Spot. You may laugh at the Spot, but he's a scientist (perplexable by SS), a transporter with phasing and a decent 18 defense with super senses. Add his cute parlor trick of popping out of walls to flurry on people (after being perplexed for higher damage of course) and you have a real irritant on your hands. This also brings your force up in decent numbers for game presence and tactics. Puma is an obvious one with front loaded charge, blades/claws with super senses AND shape change. The dual protection makes him good.
700: Now I change it up. I like my magnificent sevens and this point range creates a different need in points. The varied points of the figures also create a challenge as point levels go up. You wind up having to look for the best mix for those points. So, MODOK, Mentallo, Living Laser, Armadillo, Puma, Rocket Racer, and Super Adaptoid. This is an outright assault team. It's loaded with move and attack goodness. It has the tactics of the 300 point team and plenty of damage ability. Super Adaptoid fits nicely here. He's a wild card in team abilities and able to use the powers of others. Living Laser makes a good taxi as well. Losing two on his movement still leaves him with 10 space traveling. This comes to 702 points, legal by the 1% rule.
800: Now we're back to adding to the previous roster, this time from the 700. Add Scientist Supreme for her abilities.
900: Now add Nightshade to that. Why didn't I use her a long time ago? You know, for her ability to give adjacent characters blades/claws? Because, frankly, Mentallo is better. He sees through stealth, has a one click longer dial, has mind control front loaded and psychic blast. Nightshade's ability is okay for minion teams and some close quarter issues. Her running shot is good too. I just found her to be too much of a one trick pony for the needs of the team. She just didn't fit the strategies until now. Am I undervaluing her? Maybe, maybe not. I know she could really help out a character that's been based by opponents. It just didn't fit my strategy style.
1000: And we put Chameleon and Spot in the mix. Chameleon will make an okay tie up piece now, but he also didn't fit the strategies above. He doesn't have enough attack and damage to him. All he can really do is hide and incapacitate. He shuts down alter ego abilities, but I've found those fairly rare. When I do come across them, I don't usually care.
So there you have it. I think MODOK's is best played as a higher point team, though maybe most effective in the middle ranges. I like the looks of 600 and 700 points especially. So, keep on clicking and we'll catch you on the roll next time.