- Posts: 822
- Thank you received: 1150
Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)
Recent Topics paging, uploading images and preview bugs require a patch which has not yet been released.
Marvel Champions
Ah_Pook wrote: Yea, it remains to be seen whether they make this one fun or not
Adam Warlock looks like a super crazy deck building challenge. Equal numbers of cards from all 4 aspects and they have to all be singles... sounds ridiculous. I can't tell if you could even make a good deck that way, but I'm excited to play with it.
The first thought that jumped to mind for me was combat training, heroic intuiton, and armored vest as straight +1 across the board to his stats - Other thoughts - You could really cherry pick the best of the allies across the 4 aspects - or even go all in on the grey package and play like 3 cheap cards of each aspect - Should be fun.
Please Log in or Create an account to join the conversation.
A pretty good interview with the two lead designers of MC, if you've got a couple hours to kill
Please Log in or Create an account to join the conversation.
Playing on expert the duo absolutely destroyed Rhino and Green Goblin's Risky Business. Both recognised as fairly easy scenarios I'll admit, but GG is still fun. I also smashed through expert Crossbones with three random modulars put in.
That last one prompted me to run the pair through the Red Skull campaign proper. So I reset Crossbones with the recommended expert campaign set-up and started over where, again, the pair walloped him, getting the win before scenario 3 came in. Absorbing Man is up next.
Aggression Spider-Man is great at holding the fort while Justice Iron-Man tinkers away setting up his suit. When they're finally both ready to roll they're a force. But I can see bigger challenges ahead when Stark's mucking about getting suited up is going to cause some problems. Looking at you there, Zola...
But they're a really fun combo to play together. Spider-Man's a blast and Iron-Man has a lot of crunchy decisions as he gets ready. It's quite easy to forget about the oldies with the constant stream of hyped newbies coming out.
Speaking of... the new box reveal caught my attention, even though GMW still isn't released here. The hero mechanics seem fun and I am more than ready for some new villains. I am very interested to find out where the difficulty level lies tho.
I think they got Red Skull spot on. It feels like you could successfully take any hero pairing through it and have a fun time and a reasonable challenge. Which is how it should be. The GMW victories I've seen is mostly from people using Strange and Cap.
Please Log in or Create an account to join the conversation.
Sometimes Zola will unleash several minions in one turn, but the quartet tends to clear them out in one turn. Maybe Cap does a Shield Toss to nail several, or Hawkeye hits a couple with an Explosive Arrow if they are double-teaming one of the heroes. If a particular minion shows up heavily equipped and maybe Tough, Hawkeye takes him out with a Vibranium Arrow. And sometimes the main scheme will get some momentum going, until Quicksilver spends 2 or 3 actions thwarting, and maybe Cap boosts his own thwart for a turn, Hawkeye fires a Cable Arrow, and Scarlet Witch does some serious justice-style thwarting. However, things definitely took a turn for the worse when Crossfire showed up, especially after Arnim Zola got ahold of his Sniper Rifle.
Although this team has done well, I don't know if they are going to be able to beat Red Skull. My previous run through this campaign was with a similar quartet, only replace Quicksilver (Protection) with Black Panther (Protection), and replace Scarlet Witch (Justice) with Spider-Woman (Aggression/Justice). That team lost hard to Red Skull, and lost again after I made some changes to their aspects. They finally won the third time around with 2 Aggression decks, 1 Justice deck, and Spider-Woman still running Aggression/Justice. By comparison, the un-tuned Kooky Quartet has two Leadership decks and no Aggression. Still, I could see Scarlet Witch maybe knocking down a side scheme every turn, while Hawkeye and Quicksilver both offer a flexible response to the needs of the moment, whether mowing down goons or stunning the villain or doing some thwarting. Also, I have been saving the one-shot tech items from early in the campaign for the Red Skull this time around, instead of squandering them on Taskmaster or Zola.
Please Log in or Create an account to join the conversation.
Ah_Pook wrote: deckcelsior.com/2021/04/19/episode-37-ma...ring-for-the-future/
A pretty good interview with the two lead designers of MC, if you've got a couple hours to kill
Thanks for posting this. I finished it yesterday after a couple of listening sessions. There's some great stuff in there although I felt it succeeded more thanks to the guests rather than the hosts who were a little amateur.
To their credit they did know their stuff and had some good questions prepared that led to revealing answers, although some of this can also be attributed to the outgoing personality of the guests - especially Caleb Grace who saved many an awkward silence.
It was frustrating however that they didn't directly address GMWs difficulty spike and the community response to it. There were a few opportunities to do so that went begging. But the stuff from Michael Boggs talking about his design decisions for the campaign was great and revealed a lot about his thinking and why certain decisions were made. And there was a lot of insight into the overall design process.
So, I'd agree that it's definitely worth a listen for fans of the game.
Elsewhere... my current Red Skull campaign is still rocking along nicely. Taskmaster had me worried for the first third of the game as Iron-Man had real trouble finding his suit. With nearly the whole damn thing buried in the back half of his deck, Spider-Man was really sweating trying to keep things from getting out of hand.
But once things stabilised I was able to cruise into control. The pair were so in charge that I left Taskmaster on 8hp and did a whole extra run through the encounter deck searching for more captured heroes - which admittedly was a bit of a grind once the danger had been drained from the scenario.
I ended up rescuing three of the four captives, and with both heroes at full health and no obligations in their decks. So I'm heading into Zola in as strong a position as possible.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Edit: a highlight was him attacking us SIX (!) times in a single round.
Please Log in or Create an account to join the conversation.
Pulled Star Lord last week. Star Lord is fun, and if you use his trade an encounter card for 3 resources trick sparingly, he can be op. I teamed him with Avengers leadership and went all in on setting up the Strength in numbers, Avengers Assemble, Blaze of Glory wins. In four games against Drang/Klaw/Taskmaster/Crossbones (paired with Rocket aggro) he was good for final turn swings of 30+ reliably. Good fun.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
It's tempting to just go after the Red Skull directly. My team can often kick out 20 points of damage per turn, so even with the presence of the Red House, we could possibly beat the Red Skull in four turns. But we can't reliably put four allies into play every turn, so the heroes will soon be taking some hard direct hits, for an average of 10 damage minus a DEF ranging from 1 (Hawkeye) to 4 (Quicksilver). So we need to also do some healing, but that will give the Skull extra chances to scheme. And then he will bring out goons from time to time. On the other hand, one of his side schemes is a prison, and every time we beat that side scheme, we get to put a free ally into play, so that's a worthwhile secondary target.
One carefully tested element of Marvel Champions seems to be the existence of at least two main schemes for each villain (aside from Rhino and the Wrecking Crew). Those scheme acceleration tokens can build up to an unmanageable level, so it's a bit of a break for heroes when the villain advances to his second scheme and all those acceleration tokens get discarded. So with Red Skull, we went from 9 getting added to the main scheme each turn to just 4 for now. However, Red Skull has this really unfun treachery card that allows him to add 2 to every scheme in play. It is a demoralizing card that also drags out the playtime for a win or accelerates a loss. It also might be the first step that the creators of Marvel Champions took in the wrong direction, leading to the controversial difficulty level of the GMW box.
Please Log in or Create an account to join the conversation.

Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Re: difficulty, the designers mentioned in that interview that Red Skull originally had Legions of Hydra as his encounter set in the campaign, but they swapped it since so many testers complained it was too hard. Madame Hydra makes that scenario insanely hard tho, it's a true fact. 2 copies of the side scheme that puts Madame Hydra in play in the side scheme deck, you can't kill Madame Hydra while the scheme is in play, and she adds threat to the scheme when she activates... Brutal. I guess they didn't take that type of difficulty feedback when designing GMW for whatever reason

Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
If this is in a campaign be sure QS has the THW upgrade, he'll get the most out of it.
Please Log in or Create an account to join the conversation.