Tournament Report and BatDoom Team Breakdown ROC Mega Event – Sept 11th 2021
Greetings Clixed Off Community and thanks for checking out my Tournament report on my recent win at the ROC Mega Event in Huntsville , Al at Lucky Dice Café. Howard has a fantastic venue and it was a well ran event. 28 players showed from around the country including Minnesota and Pennsylvania.
In this article I want to talk about the general strategy around the team I played and go over my 8 rounds of opponents in which I exited the day undefeated.
I streamed all of my games on the Clixed Off Youtube Channel and you can watch them here-
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Team Build –
Latveria +7
75 Doom the Annihilating Conqueror
35- JLU 040 Amanda Waller
50 – WW80 Sky Tyrant
40 – 005B Batman Prime
30 – WW80 053 Flash
30 – FFFF Molecule Man
20 – WW80 053 Flash
10 Alchemical Fire
10 Waldo Arms
0 Reign of Terror Maps Bonus
Maps –
Dooms Castle, Glen Grove Cemetery, Kings Tomb
Sideline
DJ Doom
Sorcerer Supreme Doom
DOOM 67
Lord Doom
Black Vulcan x2
Lex Luthor TM
Gorilla Grodd TM
Brainiac TM
Overall Strategy of the Team –
I wanted this to be a team that excelled going first or second. With Batman Prime being a map wide range attacker and Sky Tyrant being a Map Wide Close attacker this causes the opponent to have to make certain choices if going first. If I am taken to an indoor map to hinder Batman, Sky Tyrant is easier to setup and protect and Molecule Man excels at protecting my team of no colossal figures. If I win map then going to Doom’s Castle or Glen Grove Cemetery allows Batman and Sky Tyrant full sight of the map for range and close attacks circumventing opposing barrier in most cases.
Changes to this team from debut and thoughts on variants –
I was able to debut to this first to the community at the Morehead, KY event in early July where I placed top 4 and two other variants of this team have been piloted to Top 16 at the Clix Cup and Top 4 at the South Dakota Mastermold Event. I love seeing the Batman/Tyrant Combo played in any form but want to walk through my thought process on some of these variables.
Waldo Arms versus Power Gem on Sky Tyrant – Initially I had Power gem on Sky Tyrant but Tyrant is almost always quaking on his alpha negating the need for the extra damage. The Waldo Arms and Waller Perplex gives the same amount of reach when going Map wide with the same attack value as the Power Gem and Waller Perplex. Giant reach allows Tyrant to potentially quake more figures. Rolling a 1 or 2 gives Tyrant a higher AV than the Power Gem, 3 or 4 is the worst option but does allow a third attack from Tyrant to potentially generate a TroubleMaker in the start zone. Rolling a 5 or 6 is generally the most powerful as it allows a third quake/exploit after a reposition from Tyrant’s Movement power.
Reign of Terror versus Latverian Village –
At the time of initial debut, I had planned on using the peasants to take opposing objects but this map hindered Batman too much and the consolation was nearly useless and only hurt in matchups Lord Doom was needed. Reign of Terror is a better starting map and the consolation is extremely powerful for clutch pacing situations.
Molecule Man Versus Dark Phoenix –
Initial testing had Dark Phoenix over Molecule Man on the team but simply put Molecule Man provides way more control and protection for the team than the additional offense Dark Phoenix provides. Molecule Man provides much needed defense in his insane valued 30-point package.
2x Flash Versus Mr. Oz –
While I love the opposing TK control and half-map Prob Mr Oz provides, The combo of Charge and TK flash gives my team the same TK reach, another attacker, another leadership and a lesser standard printed prob.
Figure Breakdown –
Dooms –
Conquering Doom makes the theme work and provides a pulse wave option against the Invisible Woman Team.
DOOM 67- Action Limiting, Close Offense Monster with Battle Fury. Used 6 out of 8 matches in Hunstville
Lord Doom – Limits Pogs. Typically as long as it stops Pogs long enough for the team to get its alpha strike off then Lord Doom is the choice.
Sorcerer Doom – All around great attacker and with his enhanced reroll power it helps hits really land.
DJ Doom – Limited use cases for DJ but mainly centered around taking the Emotional Modifier in matchups Batman can tee off when going second.
Waller –
Brings in Batman to Latveria but is she worth the rest of the points? Yes. Map wide token removal on a leadership roll of 6, outwit, perplex for offensive support and stealth and mastermind for defense. Also gives Batman a permament plus to a stat. This always went to attack.
Batman Prime and Sky Tyrant-
Not much to say here other than these are the nuclear options for Range and Close attackers currently. Batman also brings Stealth for the Flashes to Wildcard.
2x Flash 053-
In most match ups the Flashes are my primary equipping engine for the Alchemical Fire and Waldo Arms. TK Flash allows for the extended reach of Sky Tyrant or getting DOOM 67 in position for his triple flurry. Flash using Police TA pairs well for Batman’s Range attacks. Most games they wildcarded Batman Ally but there are use cases for wildcarding Minions of Doom. The TK and double charge combo can also destroy two opposing light objects if one is destructible and both placed favorably. One with an Object Destroy action and one with CLOSE object attack.
Molecule Man
Barrier and free Smoke Cloud for a team that is 5 out of 7 Stealth capable. Yes please. In most matchups I rarely relied on greater than two roll on the conversion of smoke cloud to barrier to protect my team.
Waldo Arms –
Typically, always on Tyrant for reasons above.
Alchemical Fire –
Typically, always on Batman, some use cases for equipping to DOOM 67. Namely on DOOM 67 in very oppressive indoor maps. 3 out of the 4 options pair well with Batman Mind control namely the Fire Token. Fire Token can guarantee a map wide KO of a Dark Phoenix the next turn after it used to Mind Control the opposing team. The Fire and Pen Damage on DOOM 67 stack both work well.
Team Nuances –
Stealth on 5 out 7 figures.
Losing Latveria Keyword to an opposing Conquering Doom doesn’t hurt that much for tons of Keyword reasons.
Waller and Flashes can still Leadership each other and Batman.
Waller can token remove anyone on a 6.
Flash can leadership Tyrant via Past keyword.
Waller can leadership DOOM 67 via Future
Flash can leadership Molecule Man via Scientist
Waller is more points than Molecule Man for Leadership.
Having this Leadership matrix figured prior to facing another Doom team was key for placement.
Starting on Penetrating Damage with the Alchemical fire has a very high success rate of getting on Fire Tokens by Turn 2.
Match Breakdown –
Round 1 versus Austin’s Mystical –
Wendigo x2
Dr Fate x5
Blackheart
DJ Doom
Soul Gem
(Austin the Win is down at the time of this writing, apologies I didn’t have your full name)
I lost Map and we went to the Widowmaker’s Lair and I chose the Outdoor side. DOOM 67 took this team for 5 actions to 3 which slowed down his alpha. I was able to get the first strike off with Tyrant and continued to whittle down his team. Of note he didn’t have any Dooms to switch into and DJ doom rolled a 3 and a 5 so it did not hurt my rolls. 215 – 30ish Win
Round two versus Malcolm McCleary’s Illuminati swap out.
Team that was fielded after swap –
Gladiator Prime
Maggot
Tempo???
Mimic SR
Planning Token Beast
The Illuminati figures Black Panther and Hood dropped Soul Gem for Gladiator and Reality for Mimics
Emotional Modifier.
My setup versus this team took a bit longer as first turn involved having the Flashes destroy the Emotional Modifier. Then rounds two and three involving equipping Sky Tyrant and Tyrant Quaking the back line while Batman kept his team separate and fighting each other. Only Gladiator was left at end game. Malcom is a seasoned team builder and player and this team proved way more complex and powerful than on paper. Illuminati swap is legit. 200-0 Win
Round 3 versus Alex Cooze ‘s Latveria-
Doom
Dark Phoenix
Molecule Man
Mastermold
Shifting Focus Wonder Woman
Prime Giganta
Mr. Oz
This was versus my fellow teammate and podcast host Alex Cooze. Alex took us to Date Mine. Alex has a very well-built control team and I recommend watching this one as the first two thirds of the match consisting of creeping into position so Sky Tyrant could get off one major Giant Reach quake on the team. This was ultimately the down fall of the match for Alex. BatDoom is built for match ups like this one and ultimately Batman drove the colossal figures indoors and the battle of the Molecule Mans went off. This particular matchup could also go to a 0-0 loss if BatDoom loses Map and the Molecule Man roll heavy. 300-0 Win
Round 4 versus Jay Major’s Latveria –
Doom
Prime Gladiator
Dark Phoenix
Molecule Man
2x Flash
Power Gem
Remaker
I lost map and Jay took us to Kings Tomb. In the battle of the Molecule Mans Jay’s left an opening leading to a huge alpha including a free attack swing from the Waldo arms that netted 90 points of Jay’s build. Unfortunately, I miscalculated reach not taking into account being able to take a second flurry attack on his Molecule Man. This put me down 5 points mid game as Waller/Tyrant/Arms fell. An aggressive move up on my end along with barrier netted me being able to take down DOOM 67, Molecule man and a Shiar Soldier to with stand losing my other figures. Batman did nothing. 200ish-120ish win
Round 5 versus Easton’s X-Men Swap –
Easton was playing Double Professor X.
Figures left on the Map after the double swap out.
Mimic Prime
Chase A
Two Cable Clones
Multiple Man
Two Maggotts
Egg
Dr. Moria
Winning map was huge for me in the situation. With Easton having no leadership and no full map reach versus my stealth I only had to wait two turns before Egg was tokened out. My alpha turn netting me both Maggots revived, Egg and Dr Moria KOed. At the cost of Sky Tyrant and Black Vulcan on Easton’s turn, Batman continued to whittle down Easton’s team. Mimic went in for a huge Charge Flurry taking out both Flashes I believe. The final Mind control from Batman saw Mimic Prime get KOed as time was called. 220ish – 110ish win
Top 8 versus Andrew Mashburn’s Hellfire club
The team on the map after the swaps
Chase Emma XDPS
Harry Leland
Blackheart
Swap Magneto
Dark Phoenix
Power Gem
Winning Map was a big help here even that Batman was neutered by Chase Emma. Andrew had no full map alpha into Stealth. Once he creeped slightly the team, Sky Tyrant’s Alpha netted Blackheart onto his first STOP click, a KOED guard and Dark Phoenix. Blackheart came back with with KOing my Doom 67 after he healed up a click. It was an uphill battle here for me. I battled through the Harry Leland Negative and modifiers and Blackheart masterminding to Harry and Two Guards. The value of the JLU sideline pieces shine here. Two Black Vulcans saved me by poisoning Blackheart constantly back down. Once Black heart fell it was nearly over but I was able to also KO Chase Emma before time was called. 300 – 115ish Win
Top 4 versus Jay Major again –
Same story here as Jay wins map and takes us to Kings Tomb. I believe Jay miscalculates his actions versus my DOOM 67 on this turn and doesn’t get to Power Barrier with Molecule Man and only rolls a 1 on the barrier conversion power. Sky Tyrants Alpha is devastating , taking both Flashes, Molecule Man, Dark Phoenix and deal 4 dmg to DOOM 67. Doom 67 falls shortly afterwards. Gladiator falls last. 300-0 Win.
Finals versus Easton-
In a somewhat anti-climatic finals Easton concedes as I win map again and result is overwhelmingly to be the same.
Thanks for reading the article here and check out our next Episode where we will talk about experiences at the ROC Mega Event. And always practice, practice, practice.