I recently got the new MODOK (Captain America #050), and so want to run a near-complete M.O.D.O.K.’s 11 team.
MODOK (Captain America #050) 160
Super-Adaptoid (Captain America #020) 175
Scientist Supreme (Captain America #033) 97
Armadillo (Captain America #036) 89
Nightshade (Captain America #027) 72
Mentallo (Captain America #010) 71
Chameleon (Web of Spider-Man #019) 66
Rocket Racer (Web of Spider-Man #044) 60 + Outlaws ATA 1
Puma (Web of Spider-Man #012) 56 + Outlaws ATA 1
The Spot (Web of Spider-Man #051) 51
= 899 points.
There’s no questioning that this is a F.U.N. team. There’s hardly a hint of the powergames that usually go on in 900-point teams. It’s also Nifty, being based the Super-Villain team-up comic.
That leaves only the matter of Usefulness. How in the world will I make this team work?
Well, it’s going to be a little bit like planning a heist, I think.
Naturally, MODOK is going to be the main perceived and actual threat. It’ll probably do for me to run counter to usual wisdom and use my highest-point fig, Super-Adaptoid, as tie-up and blocker. His Shape Change and long, hulk-up dial make him ideal as a damage sponge. With him being a wildcard, though, I need to leverage the Sinister Syndicate TA provided by Chameleon (who’s only good for this one thing, really) to bump up the AV of my third mobile attacker, Rocket Racer.
For the Racer to make any sort of impact, his 2 damage is gonna need Scientist Supreme’s Outwit. That’ll make her a target, so she’ll need to Mastermind damage to Armadillo, chiefly. I must resist the urge to fully hurl him into the fray. Mentallo will try to take up some of that offensive slack with Stealth-busting penetrating shots and HYDRA aid to fellow shooters like MODOK and Nightshade.
Mobility’s going to be an issue, as there’s just one taxi for the whole team in The Spot. And frankly, he may be better reserved for receiving Nightshade’s Werewolf Serum, which turns him into a potentially lethal teleporting buzzsaw of Flurry/BCF on the right map. Setting up that opportunity is going to be difficult, though. I’ll need to rely on Puma in the meantime, keeping him next to WCs and fellow Outlaws to receive the needed movement boost to get in close.
MODOK’s 11 is a team that’ll live and die by the effectiveness of its swarm potential; no hanging back and sniping with this crowd. Neither, though, is it a melee-capable group. Mid-range is the ideal zone; close enough for Scientist Supreme to use her super-Outwit and for Rocket Racer to take ranged shots while getting boosted by HYDRA and Sinister Syndicate.
Can the Eleven pull off this caper? We’ll have to wait for the next Modern Age 900-point game to see!
Unfortunately, Scientist Supreme was the enemy of the group, and you should only really use either Adaptoid or Chameleon, as both makes it kind of… un-comic-accurate.
Aaagh! I just bought the series on eBay, and then you go and spoil it for me.