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Marvel Champions
At that point, it was hopeless. Several of the minions against Gwen had the patrol trait or guard trait, so she couldn't thwart or attack Venom Goblin. Gwen whacked a couple of the weaker minions and then went back to alter ego to heal. They did a bunch of scheming and she took another two indirect damage. She brought out the Miles ally, finally legal now that the Miles hero was out of the game, and he whacked another minion while she healed in alter ego. The following villain phase, Venom Goblin schemed out for the win.
I will play one more time with this team, but the only thing that I really learned was that Venom Goblin spams out attachments and minions like crazy, and certain attachments need to be eliminated immediately. The Hawkeye ally was worth his weight in gold, so I will make sure to use the Call to bring him out as often as possible. Otherwise, I will need some luck to beat Venom Goblin.
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- san il defanso
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The single biggest factor was the speed of the game. It takes literally half the time, so if things go pear-shaped it's trivial to get it set up again and go one more time. Beyond that I think I was better able to plan things out when there was only one deck to juggle what I was doing. I think I could just parse out what the best move was when I wasn't trying to manage twice as many cards.
Anyway, I haven't bought anything since War Machine, so I'm a few releases behind and I'll probably be that way for a while. Though Sinister Motives does look like something I want to grab eventually.
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A friend came over yesterday to play some Marvel Champions. We had never played a campaign before, so I of course suggested Sinister Motives. He played Adam Warlock/everything while I played Captain Marvel/justice. The first game, I smashed things but let my friend take the lead on strategy, rather than coach him on how I beat Sandman. We lost because my friend normally plays justice decks, so he kept spending allies for the resources instead of putting allies in play. He understands chumpblocking, but Sandman's attacks are always for indirect damage, so chumpblocking doesn't work against him. But at least a couple of allies would have been handy for managing that sandy streets environment, though my friend was overly concerned with Warlock's card flow tricks. Also, my nemesis entered play, and that is never a good thing. I gave him some feedback after we lost, and he insisted on immediately replaying the scenario. Second game was a big decisive victory for us.
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I can't wait to play all 3 scenarios as stand alones - I'm starting to get a ways up the rep track and I think I'm going to finish with symbiote suits, but not sure if it's worth it - I'll play it as it lays, either way.
Anyone else game Venom to get him used up as quick as possible so he didn't get held hostage with Snitches Get Stitches?
I ended up running a heavily modded Prot Gwen, and I through the spiderverse bits in for giggles and theme - Glad I did that - Basic Peter Parker ally is the shiz. Gwen was so dizzy from untapping all the time. Still have yet to cast Ticket to the Multiverse - I keep using it for the double resource and shuffling it back in.
I ran Miles with a modded shield set up (-3 field agents and Dugan, and i puled the sv allies) added Nick, Heli, Avengers mansion, war wachine and Power of All. Miles chilled in AE alot. And then once the deck was emptied of all that stuff, his turns were nuts - throwing out status effects left and rights, and tons of damage.
Shield Justice does a lot of work - Probably going to build a Bruce Banner, Agent of Shield, deck. I haven't played Hulk in ages.
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The default Miles/SHIELD deck is great. Agent 13 and Dugan are expensive, but you can the discount, and they are both great in the first two scenarios against the environment cards. Field Agents are good for keeping them alive if you using them for the normal attacks and thwarts.
Ghost-Spider has a weird default deck. Half the protection cards are crappy, but it still functions quite well as a highly defensive deck with a decent amount of counter-punching. Like you, I always use Ticket for the double resources instead of the card ability.
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But Venom is more of an anti-hero than a villain, so he joined us as an ally for the third scenario. With six hit points, a THW of 2 and an ATK of 3, Venom looked like a serious asset for us despite his bonus encounter card icon. But we got screwed on turn 2, when Mysterio turned him against us and we were forced to put him down. At a 4 cost, we just never got around to putting him back in play and eventually lost to a rapidly scheming Mysterio. It was a crushing defeat, with us only hitting Mysterio for a grand total of 3 points of damage the entire game, despite me running a Captain Marvel/aggression deck. We will take another shot at Mysterio this coming weekend, but the forecast calls for pain.
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I love every one of these scenarios and plan on playing them as stand alones repeatedly - Good stuff - Moves up to the top of my recommended buy list for conver....new players.
Had a 2 player game with a friend last night - He pulled aggro Gwen (Skilled strike and Chase them down!) with Godslayer and Jarnborn - I love playing with him, because he hasn't grokked this stack of cards for unhealthy amount of time like I have, and I learn a fair amount adapating to his play style - I operate in a White/Blue mentality in most of my deck building and playstyle - Focusing on not losing, and then once board control is set, overwhelmingly smashing the villain - Eric is more Red Deck Wins - He plays his damage cards when he could be clearing threat off ALL the side schemes! BLASPHEMY! He points out "That's just an extra threat each round. No big whoop." And he is right, which is infuriating.
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We moved on to fight the Sinister Six. When I previously played this scenario three-handed solo with Spider-man, Spider-man, and Ghost Spider, it was fun and not too hard, with lots of pummeling of the villains. This time was bad. We kept getting impediments that blocked us from thwarting the main scheme or going after the crucial tunnel side-scheme, and we only knocked out out a few of bad guys. Finally, my friend got caught without a blocker again, and got hit with a surprise attack for too much damage. We plan to try the Sinister Six again soon.
The SHIELD tech has been a mixed bag. The Wrist Navigator works well with my friend's Adam Warlock deck, because it boosts his card flow. But the Shock Knuckles have rarely been helpful to my Captain Marvel/aggression deck, because she is usually tapped to defend herself.
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I figured they'd do a new base set with this. This has huge vibes with me, most likely way to get me to buy in. I'm guessing there are a lot of people like me who aren't already all in on a different coop lcg.
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Looking at these card previews, I see some interesting details. Kitty and Peter are only mutants in alter ego; as heroes, they are X-Men. Kitty functions like a new and improved Vision. Her card Phased Strike would be especially useful in the Sinister Motives campaign, as a couple of those scenarios feature really nasty villain attachments. Colossus gets the same 4 hand-size as all the other physical powerhouses (Hulk, Thor, She-Hulk), and has the minimum hit points to benefit from the upcoming Unshakeable upgrade in the SP//dr set. His card Made of Rage is a reference to the excellent Joss Whedon run on Astonishing X-Men circa 2009. Professor X functions like a discount Nick Fury, and will likely hit the table a lot more often. Wolverine can thwart forever, but attacking will use him up quickly. Though he is not specifically mentioned as one of the six individual hero deck expansions for Cycle 6, it's safe to bet that one of them will be Wolverine.
They really lean into the Tough status card in this set. The Sentinels are all tough. Magneto and his whole Brotherhood are all tough. Polaris deals out a tough status card when she enters play. Colossus can have multiple Tough cards. Looks like each Brotherhood member is worth 2 VP, so maybe this campaign will have a reward track similar to Sinister Motives. Magneto looks to be another ridiculously difficult final villain for a campaign, right in line with Red Skull, Loki, or Venom Goblin.
Once I get the Cyclops and Phoenix decks, I will implement a new house rule. Every time the villain attacks Cyclops, the Phoenix player must shout SCOTT! Every time the villain attacks Phoenix, the Cyclops player must shout JEAN!
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Gotta say that this box looks like it will live up to the hype. The Villain design all look cool/interesting and an X-wave is going to bring a lot of people in.
I'm glad they didn't go with a new core box. With so many heroes in the game I personally find villain content more desirable.
Standard art rant below...
With that rant over I'm very much on the hype train for this box and that mutants are coming into the game. Am hoping Wolverine (in the classic yellow and blue!) and Gambit are incoming.
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