ROC States Team List – Pro-Jet – David Paul Gauselman

Majestix - Team List

13062549_10153404320537077_8791120392204757464_nby David Paul Gauselman

Attention Clix players, we are about to enter the MOST exciting point of the year! No, not Nationals or Worlds, we are entering the META SHIFT.  Out with the old and in with the new I say, let the new meta take form! One of my favorite aspects of this game is team building, getting together with friends and discussing what to play, and bouncing ideas off of one another.  This weekend will form our game for a new age.  Team builders all across the US will start to form new teams, new tricks, new combinations that form our metagame going into Worlds.  The threat of Zombies looms, casting a shadow over the land, but not over my “Ole’ Kentucky Home”.  Zombies will meet their doom in the commonwealth of Kentucky, home of the Wildcats, thoroughbred horses, some fine whiskey, and great clix players.  I present to you my offering towards the goal of the coveted Kentucky State Championship. A mix of current meta with a fun twist.

Team Pro-Jetjetpro

Quinjet 140
-Resource 5
Ultron-8 Drone 30
Ultron (Age of Ultron) Drone 30
The Atom 15
Morlock 10
-Proteus 35
ID Cards 35
-Nightwing
-Hawkman
-Green Arrow
-SHIELD Level 7
-SHIELD Level 7
-Batman
-Superman
Sideline: WF Superman 001, 017A; LE Nightwing 100, KC Hawkman 120, Green Arrow 135, SR Nick Fury 120, Peggy Carter 60, TW Batman 85, WF Superman 90jetpro ID's

Let’s Start this breakdown with the Quinjet Resource

“Clicking the Dial – When you remove an ID Card from the game using its Call In Help ability, you may roll a d6 and turn this resource’s dial clockwise that many times. When Quinjet clears action tokens or takes damage from an opposing character’s attack, after actions resolve, you may turn this resource dial once clockwise. ”

This is fairly simple, anytime a piece calls in an ID card via power action you roll to click the resource dial. Any time the jet takes damage or clears it clicks up.  This means more exciting games become even wilder for a Quinjet player. The real gem is in the second ability:

“I Have Some Time to Help – Give Quinjet a free action and choose an ID Character on your sideline of equal or less points than the resource dial indicates. Place that ID Character on the map adjacent to Quinjet, remove that ID Card from the game and score it, then roll a d6, turning this resource dial to the click number matching the result. That character is no longer an ID Character, can’t ignore pushing damage, and is returned to your sideline when it takes damage.”

Quinjet1As the dial turns, the amount of points for the free action increases.  Pieces that are called in via the Quinjet’s free action cease to be restricted by regular ID card standards. They stay on the map, they can be carried, and they can be replaced.  It opens a world of options for a mere five points. The only downside is once the free action call in is used, the dial will reset to correspond with the click number you rolled on the d6.

Now that we know what my resource on the Quinjet does let’s spend a little time with the jet by putting a few areas into focus that make it so formidable.

Quinjet2“WAKANDAN DESIGN: Quinjet may occupy squares of different elevation. Quinjet can’t be targeted by Mind Control. When Quinjet is dealt penetrating damage, it can be reduced.”

So not only is the jet a reliable attacker, the taxi for my team, and my resource, it’s also deep dialed and can reduce penetrating damage.  This grants me more time to make my move. Since the jet is my highest point piece it grants a small amount of protection from those pesky Nick Furys (ID card or main force). Also, the Quinjet occupying multiple levels of terrain means if it calls in an ID card piece it can place them on the level where it helps the most.

PATCH INTO THE THREAT ANALYZER: Quinjet can use Defend. Give Quinjet a free action and choose an adjacent friendly character. That character can use Outwit until your next turn.

As the taxi for my force, the jet also has the benefit of Defend, bumping the defense of my Ultron Drones to an 18.  Not a huge increase but every little bit helps.  The second part of the power says I can grant an adjacent friendly piece the use of Outwit, which comes in handy for Ultron-8 Drone who is a sharpshooter.

The Quinjet starts out with Running Shot/Precision Strike.  It is deep, picks up Hypersonic Speed mid-dial, and late dial Support for my other figures. Sprinkle in some Enhancement and Empower throughout the dial and the Quinjet is a solid support piece, taxi, and attacker for its entire dial of 17 clicks. It’s Resource Dial gives it the ability to taxi your team right into the enemies formation and use an ID card to make things interesting right away.  On any given turn the jet can impact the game in its players favor.

Let’s look at the rest of this team.

Ultron-8 Drone

Ultron-8 (Drone)
This guy starts out as a basic drone; Sidestep and Invulnerability.  The thing that makes him stand out is the Sharpshooter ability, which goes nicely with the Outwit from the Quinjet. Its second click gives you Running Shot/PB with a very nice 4-Damage. So despite its 30 points it can be much better than just an ID card Call In piece.

Ultron (Age of Ultron) Drone

Ultron Age of Ultron (1)
Same story here, great for ID card purposes.  Standard Sidestep and Invulnerability on click one.  However, on click two this monster gets Pulse Wave, Flurry, Impervious, and Outwit.  An option for almost any situation.

The Atom

For 15 points, there aren’t many options that can outshine The Atom.  His Colossal Retaliation gets by Shapechange, Super Senses, and Combat Reflexes. It’s also penetrating damage. The best part is that if he needs to Colossal Retaliate right next to the Quinjet, his penetrating damage doesn’t get through the jet’s defense early on.

Morlock (equipped Proteus)

Proteus

This is the crown jewel of the team, the thing that’s going to put it over the top.  Make no mistake about it, Morlock is on the team so he can die and get Proteus onto the map.

At that point, I make Proteus the pilot of my Quinjet.  Now my Quinjet can increase its damage to 4, its range to an 8, and pick either Probability Control or Pulse Wave.  For 17 clicks, my opponent has to constantly deal with threat of a Pulse Wave or Probability Control as well as ID card pieces coming at them. Add in The Atom just waiting for the chance to jump into the fight and you have an attack on several fronts with many different ways of being used. If you notice the defense power for Proteus you will notice that he only takes damage from a close attack. Meaning even when you KO the Quinjet, Proteus comes out and does not take damage from being ejected.  So, a reliable attacker stays on the map when the jet goes down. Not only that, Proteus cannot be Pulse Waved, and his defense power cannot be countered.  He does not take pushing damage, Mystics amage, Poison damage; he has to be punched.

As much fun as the team sounds thus far, the real fun begins with the ID cards.

LE Nightwing

Nightwing2
Inspiration: Can use Leap/Climb, Improved Movement: Ignores Hindering Terrain, and Improved Targeting: Ignores Hindering Terrain.

I am a huge Nightwing fan, so the fact this guy is a great call in makes me super happy.  Charge/Flurry or double target Incapacitate works wonders in the right situation.  However, the real shining jewel of this Call In is the free action Tony Zucco who stays on the board after Mr. Grayson leaves the map.  Support to keep the Jet in the fight and Perplex really helps for a 5-point call in piece.

KC Hawkman

KC Hawkman
Inspiration: Modify attack and damage values by +1 when making a close combat attack.

The embodiment of feathers himself, this guy looks and plays awesome.  For the price of 5 points you get to bring in a big mean bird who wants nothing more than to smash something.  Charge/Super Strength/Battle Fury is a great combo for absolutely smashing a Nick fury or Super Skrull off a team base in one good shot.  KC Hawkman can leave most pieces KO’d or crippled and ready for a follow up attack to KO in most situations.

TW Green Arrow

Green Arrow
Inspiration: Modify attack value by +2 when making a ranged combat attack

To call this Green Arrow a jack of all trades may be an understatement.  With top dial Running Shot/Precision Strike coupled with the arrow tokens he can use, this guy is perfect for almost any situation.  With Improved Targeting Ignores Characters and Hindering Terrain this guy can put a nice hit on whoever you need a nice hit on.  The arrow tokens only add another dimension.  Have an opponent that Barriered up? Blow the Barrier away. Opponent have a Defend ball or Nighthawk? Energy Explosion. You get the point, this guy rules.

SR Nick Fury

Nick Fury (2)
Inspiration: Character can use the S.H.I.E.L.D. team ability. Modify attack value by +1 when making a ranged combat attack.

I really don’t need to take the time to explain how awesome and annoying this guy can be, everyone should already know.  However, when the Quinjet calls this guy out via free action he gets to stay on the map to add so much more to the team.

Peggy Carter

Peggy Carter2
Inspiration: Character can use the S.H.I.E.L.D. team ability. Modify attack value by +1 when making a ranged combat attack.

Peggy here is a great Call In for those pesky problem pieces with powers you just want to make go away.  She is also a direct counter to the Red Hood and the Outlaws ATA that’s been giving high point ranged pieces such a hard time. Move Peggy in and blast one of those Koriandrs down with the Quinjet and company.

TW Batman

Batman
Inspiration: Can use Barrier, Smoke Cloud, and Stealth.

Another jack of all trades.  With Outwit, Perplex and Probability Control and choosing a standard attack or damage power this guy offers what you need.  Batman is ready to help with almost any situation for a savvy player and makes a great call in even at his 85 point dial.

WF Superman 001, 017a, 033

Superman1
Inspiration: Can use Invincible.

When I made this team I just kept experimenting with this “last ID card” and Superman became the guy.  With three Supermen on the sideboard I can pick the best Superman for facing my opponent. The best part is if I Call him in using the Quinjets ” I Have Some Time to Help” ability he is no longer restricted to regular ID card rules and can be replaced.  So now I add the versatility of the Shifting Focus trait to my team. Now I can Charge/Super Strength, Running Shot/PC, or add some more defense to the team by bumping the defense of adjacent friendly pieces.

This team has versatility, it has heavy hitters, survivability, support powers, attackers, colossal retaliation, and it’s incredibly fun to play. It has answers for a lot of match ups and enough power to punch through the ones it doesn’t. It has great call in’s that fit my play style and I truly hope it will win matches before time is called.  Make no mistake, this team has the ability to purge points, but I think every 5 points spent gives you more value then what you paid. I would like to thank Majestix Apex Insiders for allowing me to share my team with you, I hope everyone enjoys reading this as much as I enjoyed writing it. Please leave some feedback on what you thought of the article. Good luck at states to all!