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I went and played Rhino and Crossbones with a bunch of the GMW modular sets added in, and they were fun/nasty. Kree Militants is 8 extremely nasty minions and a nasty attachment, and it really juiced up Rhino. Him getting overkill as a boost effect when he hits like a truck is nasty, and having to constantly deal with 6-7hp minions slows the fight down so you have to survive his attacks more often. It would have been a fun fight if I hadn't been playing with Hulk
Edit: I do think they went a little too minion heavy with the GMW modulars... Most of them are like 9-10 minions and maybe 1 non minion card. I like minion heavy modulars, but stripping out everything else makes them kinda one note.
Ah_Pook wrote: I think it was always the intention to be mix and match, they just messed up by naming both the campaign and game mode Expert. The original campaign rules don't explicitly tie campaign and villain difficulty together.
Yeah that makes sense given how modular every aspect of the game is. It wasn't made very clear tho. I assumed when playing 'expert' I would play the expert campaign. That worked fine for Red Skull but clearly is a death sentence in GMW. Having seperate names for the mode and campaign difficulties from the start would have helped.
But even with this clarification it's still concerning that only a team with the very top-tier heroes like Strange have a chance to beat expert/expert GMW.
First, we played against Klaw (basic) plus A Mess of Things (Scorpion). I played She-Hulk/Aggression and he played Ant-man/Leadership. We were doing pretty well and had just beat Klaw I, when my friend suddenly got taken out. He had carefully calculated that he could handle one more Klaw attack before needing to flip and do some healing, but a treachery card gave Klaw a second attack against him. Rather than try to win by myself with my friend just watching, I conceded.
Then we went up against the Wrecking Crew (basic). My friend played Spider-Woman/Aggression/Justice. I wanted to make sure we won this one so my friend would like the game, so I ran Dr. Strange/Protection. We initially focused on Thunderball, even though Wrecker was the active villain, because Thunderball is so nasty with the stuns. Then Piledriver took over as main villain, and an attachment forced us to just fight Piledriver. By the time we ousted Piledriver, we both had a good array of upgrades, supports, and allies in play, so each bad guy went out faster than the one before, until we won. Spider-woman was reliably attacking, but Strange was only intermittently useful because his untap clock was at the bottom of his deck, and a shortage of allies forced Strange to keep tapping for defense.
Kang I was a fairly easy fight, and I ended it with that Hulk card that gives him +10 ATK for a single hit, plus overkill if paid for with just physical resources. I actually hit a Macrobot with 4 hit points that was guarding Kang, and overkill damage finished off Kang I. Then we got split up, with Hulk fighting Rama-tut and Quicksilver against Immortus. Hulk was feeling rundown, so put his ally Brawn into play to slow down Rama-tut's scheming while I took a turn to recover and ditch some Kang obligations. Some are tolerable, but I had the one that did a point of damage to Hulk every time he took a basic action. Then I came back with a couple of very effective turns and wrecked Rama-tut. Quicksilver started out well against Immortus, but got bogged down with a couple of obligations. Switching to alter ego really slows down Quicksilver. I joined the fight, but Quicksilver rallied to win on his own.
Kang III was going okay, partly becaused we denied him access to his damage-preventing Dominion side schemes. But we were gradually wearing down and needing to flip back to alter ego for healing. Especially with my arch nemesis Abomination in play, since he hits for either 3 or 5, usually 5 against the Hulk. My friend was still struggling with the idea of chump blocking. He understood the logic of it, but it didn't feel right to him to sacrifice his allies so callously, so he was only chump blocking half as often as he should have been doing. This left Quicksilver taking more hits and doing more recovery and less thwarting.
Finally, the end arrived. Kang started a turn with 7 points on his main scheme, and needed 20 on it to win. Hulk was currently in Dr. Banner form. Kang starts the turn by adding 3 scheme (including 1 from an acceleration token on the main scheme), so he is at 10. Then he schemes because he can't attack Banner, and flips a card with 3 boost icons, taking him to 15. Then Abomination schemes for 2 more, so 17 out of 20 on the main scheme. And during the encounter card phase, Quicksilver gets an encounter card that allows Kang to scheme again. Our only chance was if Kang flipped a card with zero boost icons, which was very unlikely. Instead, Kang flipped a 3-boost, taking him to 22 scheme and our crushing defeat.
But last night I couldn't be bothered setting up the AH scenario I'm on and fuelled by all the Kang talk here I decided to dust off MC and take a run at him. My 'not being bothered' also extended to setting up heroes so I just grabbed my Klaw-defeating Scarlet Witch and Quicksilver decks and went at it.
Highly optimised to deal with all Klaw's nonsense I promptly lost to Kang on the first main scheme when he threated out.
I wasn't playing to win, I just wanted to shuffle some cards around rather than watch TV. Even with the loss it was a fun little game and a nice change of pace from AH.
Took them up against Klaw + Space Pirates and got spanked HARD. then took them up against Klaw + Anachronauts and won... not super easily but it felt way less like a curb stomping anyway. A single Advance at the wrong time would have ended it repeatedly, but hey thats the game.
Also, I think the Space Pirate modular might be the new Hardest Modular? 5 minions all with quickstrike and 2atk that all permanently remove cards from the top of your deck or your hand FROM THE GAME when they damage you, plus 2 treacheries that find pirate minions and put them into play, plus a side scheme that gives all enemies +1 atk... i mean its just brutal. they come up constantly, and they just decimate your deck. its at least an interesting design, unlike most of the GMW modulars that are just "i dunno, 10 minions?"
That said I feel like he has some truly great Leadership pieces in his pack, and some serious potential as a Leadership hero even without leaning hard into his gimmick.
Giant man for 2cost + Laser gun + Comms Implant + Reinforced Suit + Inspired + Power Gloves + Teamwork + Target Practice... 8hp, attacking for 8-10 a pop for his first 5 attacks (not all at once but that's the high end)... I mean okay let's voltron this baby that's before you get into Blaze of Glory or other event shenanigans. Yea there's potential there.