Yep, I played this some weeks ago in a 100% Captain America set Golden Age tournament.
Nick Fury (Captain America #023) 109 + Inside Information 4 + Alias 3
Quake 67
Stonewall 62
Phobos 59
Slingshot 50
Hellfire 45
+ Kinetic Accelerator
+ Eleha’al Vine
+ Dynamostat
=399 points
My basic strategy: Use Fury’s SP to deploy the troops around Quake, whose Leadership might remove a token or grant an extra action. Slingshot uses the Accelerator to make hit&runs until Stonewall and Quake can get in Charge range.
FIRST ROUND vs. Conrad’s Nick Fury, Steve Rogers, Black Widow, Yelena Belova, and SHIELD Agent on the indoor Helicarrier map.
Conrad stayed in his enclosed starting area, giving me a decided deployment advantage.
Turning Point:
- Probability Controlled a miss into a crithit on Rogers.
MVPs: Though Slingshot made that big hit, it was Quake who scattered the enemy like tenpins, sealing my win with authority.
SECOND ROUND vs. Sammy’s Baron Zemo, Stonewall, Doorman, Quake and Scorpion on Days of Future Past.
Sammy’s only about 7 and isn’t a great player at all, but he’s needing less and less coaching and made some surprisingly solid tactical moves.
Turning Point:
- This was actually a very close game until Fury KOed Zemo.
MVPs: Quake and Fury.
THIRD ROUND vs. Paul’s Invisible Woman, Cage, Steve Rogers, Bucky Cap on Days of Future Past.
Paul’s the veteran player here, so this was going to be a challenge. I focused on Outwitting Sue’s TK, but her PC was the real annoyance.
Turning Point:
- Though Stonewall took tons of fire, he blocked for Quake long enough for her to land a crippling hit on Cap and Steve through the walls.
MVPs: Quake and Fury, again. Her SP is gonna be a game-changer, and his Outwit enabled the team to actually deal damage.
The Secret Warriors don’t look like much, with only light-damage attackers surrounding one immobile leader, but they definitely equal to more than the sum of their parts. Probably the fact that A) they don’t absolutely depend on any one member to work (aside from the Stealth-and-Mastermind-protected Fury) yet B) any one of the members still have the ability to affect the game.
- Stonewall’s the tough brick who can absorb damage and deal out plenty with Super Strength;
- Slingshot’s cheaper version of HSS works well in the close quarters that the SWs thrive in;
- Quake is doubly effective in said medium-to-close range;
- Phobos functions well in the same zone and as a great bodyguard for Fury;
- and Hellfire’s the blocker/tieup/bait piece who can’t be ignored.