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Marvel Champions
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After I pick up Rogue and play her a few times, I am going to have some fun with her with my own variant rule. To simulate that early X-Men era when she had permanently stolen Ms. Marvel's powers, I am going to borrow the Captain Marvel (same Carol Danvers character) hero cards and put them in the Rogue deck in place of 15 basic and aspect cards. It will probably be over-powered, and that's fine, because I can run it against each of the over-powered final bosses from the campaigns, like Loki and Magneto.
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I'm happy with the grawlix token, but the Venom Goblin glider token came out somewhat grainy. The Cyclops token is to remind that the Field Commander card is in play, which means that Cyclops always goes first each turn. It also serves to remind me that his upgrades on minions are no longer temporary,
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The first game, I got careless. Rogue and Gambit don't have a superhuman amount of hit points, but they are both good at defending. Rogue is running protection aspect and Gambit has a DEF of 3 plus a couple of very powerful defense cards. Plus, Gambit is unusually effective in alter ego, so he can spend more time there than most heroes and avoid attacks. So both of them were down to 5 or 6 hit points, though Thunderball was defeated and Wrecker was battered. Then both Rogue and Gambit exhausted their decks at the same time, earning them each an extra encounter card. But they both had a good defense card for the next round, so I left them in hero form. Bulldozer attacked both of them, and they defended successfully. But two encounter cards gave Bulldozer an attack (Bullrush and Headbutt), and another gave Wrecker an attack, which was for an extra +2 ATK because it was undefended. Wham Bam, and both Gambit and Rogue were defeated.
Second game went better. Gambit's thwarting ability was generally enough to keep all the schemes under control, though Piledriver's went off once and took out a couple of good upgrades in play. Mutant Education helped Gambit cycle his best cards, and Rogue learned that the best card for her to borrow from him is often Natural Agility, which still gives Gambit a free charge token. Implacable is a nice protection card for any protection hero, and a couple of them in a play can nicely offset the usual cardflow challenges of playing defense cards. They took down the crew one at a time. Both Gambit and Rogue have very solid, playable starting decks, but I think I will swap out a couple of their justice and protection cards with other decks that could use a boost.
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from get up and game - I listen to it while I'm driving/deck-building - really good content.
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Ah_Pook wrote: Thematically who would be a good Marvel villain for giving out a lot of Stun/Confuse statuses?
Angar the Screamer? Angar does a sonic scream that makes targets hallucinate. But that would probably just be a Confused status card.
Ruby Thursday can shapeshift her head to an extreme degree, which could maybe deal a Confused state. She can also blow her own head up (and reform it) to Stun opponents. Her teammates in The Headmen would make for some weird minions.
Doctor Bong might be the best answer, if you can tolerate a Howard the Duck villain, which I can't. He wears a helmet shaped like a bell and has one hand that has been replaced with a metal ball. He strikes his helmet for a variety of effects, including concussive force (Confused), temporary paralysis (Stunned), creation of energy barriers (Tough), and teleportation. He has a castle hideout where he experiments with clones and animal/human hybrids, which could serve as minions.
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At the beginning of the game, the Hood added the Brotherhood. Rogue and Colossus got set up very nicely at the start, and we had things under control for a while. Shadow of the Past brought in Juggernaut, and he immediately got worse when Hood completed his first stage and brought in Armadillo, who has a side scheme that gives tough characters +3 ATK!
Then we had a nasty wave turn where my heroes performed just great and managed to wipe out several minions, do some thwarting, and have Karma take control of a very buffed Toad. Wolverine annihilated a tough Armadillo with a piercing Lunging Strike, and took out Pyro and a reaver with Slice and Dice and a Precision Shot. It was glorious, especially since Armadillo had buffs that were going to make his next attack 9 points of piercing overkill!
Then the Hood recruited another modular set (Exodus) and Dark Phoenix entered the game. All of my heroes are close to full hit points at the moment, but the bad guys currently have a total of six Tough cards, including two on Armadillo. The Blob isn't tough, but he stuns anybody that he attacks for at least one point of damage. The Hood is only halfway through his second stage, but there are six other side schemes in play, each with a nasty effect. When I sit down to finish this game, I will almost certainly get stomped and start over.
Sometime down the road, I plan to do a similar setup with the Avengers. Four heroes against the Hood, with every modular set that includes at least one member of the Masters of Evil. Who would you recommend for that Avengers team? I'm thinking Thor for big hits and minion whacking, Iron Man and Cap for versatility, and Scarlet Witch for big thwarts.
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The hero decks are performing well, but only Phoenix is running Justice. Two Protection decks is one Protection deck too many, though both Rogue and Colossus are capable of big attacks. I have only slightly adjusted the Wolverine deck, but it does an admirable job of dealing damage. The second time Dark Phoenix came out, a tapped Wolverine took her down in a single turn, with a piercing Lunging Strike (via his claws) for 8, and Outta My Way for 3. Then he finished her with Precision Strike for 2, which allowed him to heal for 2 points. Nearly every time Juggernaut or Armadillo has shown up, Wolverine has quickly dismissed them with a piercing Lunging Strike or Fastball Special.
This scenario has been a stark reminder that Marvel Champions scales nicely, but is a very different game if you are playing four heroes instead of one. It's nice to have other to help when your hero is getting attacked for the third time in a turn, or coping with a couple of obligations or similar hassles. But the high hit point total of the villain requires a dedicated assault, and the side schemes can become a heavy burden if you are only running one Justice deck with your four heroes.
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So I went back to two-hero mode, with Storm and Gambit against Venom and the Shadow King. And Storm's nemesis Callisto came out quickly. Once again, Storm got defeated early on, before I get her cloak out or her extra hit points. With a Defense of 1 and just 10 hit points, Storm is very fragile, which is probably why her starter is a leadership build. But I kept playing with Gambit, who was surprisingly effective. The symbiotes are small enough that he can easily deal with several in one turn, and his ability to seriously thwart while healing in alter ego is great. He also has a Defense of 3. He made a very respectable showing against Venom and could have easily won if this had been a true solo game. Sadly, Venom eventually schemed for the win.
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