Sunday, June 28, 2015

Battle Report Short #006




Hadn't played in three weeks so I felt my gaming was a bit rusty, and I was rolling 5s on average on the dice, so I was surprised I won last night's game against the Black Panther and the Silver Centurion with the weird torpedo terrain marker token, all empowered by the Phoenix Force. Hulk was an absolute beast throughout the game, even with the low rolls. Needs some refinement, but still glorious.

Saturday, June 27, 2015

Battle Report Short #005







Clunky team, strategy needs refining, but made it work nonetheless. Arcade and She-Hulk's initiative roll traits worked pretty much as expected, Maria Hill as always worked her ass off. Seyfert declared She-Hulk his Sentinel, and She-Hulk triple-timed as main bruiser, caller of ID reinforcements, and as Arcade's remote attacker. Main problem was not being familiar with Arcade's power triggers, and also, lacking ID callers that cost at least 100 points. Managed to kick Scarlet Witch's and Ms Marvel's Phoenix-Force-empowered collective butt, though, despite problems, so, hooray.

Earth's Mightiest Super-Heroes!



Scenario time soon!

Friday, June 26, 2015

Team-ups to consider, #006


Captain America and Victoria Hand with the Round Table for 275 points - I need maybe a couple of pogs or replace Hand with a 65-point Avengers support piece! I want to run them against the Red Skull with maybe three soldiers. We shall see!

EDIT: I realised I can use Lockjaw in his 25-point setting for the cheap taxi service!

Friday, June 19, 2015

Battle Report: Captain America VS the Red Skull


Build:


* AVX Captain America for 200 points


* AVAS Red Skull for 200 points

Map:
* Avengers FCBD Street Battle Outdoor map with five papercraft cars

Report:


Captain America wins the initiative roll. He runs to half of the map for placement, then activates his ESD. Red Skull then tries to runshoot but needing a 9, misses.


Captain America runshoots Red Skull and hits. Red Skull pushes himself and bases Captain America. Both are pushed out.


A battle of punches commences, with Captain America forcing Red Skull's dial down to his last click twice, but Red Skull manages to roll a 6 and a 5 for Regeneration. Red Skull then systematically Outwits Captain America's Imperv and Invuln and Poisons him down to his half dial.


Captain America then misses his next two attacks while Red Skull manages to land a blow for 3 Damage, pushing Captain America's dial to his last click. Captain America revvs up for a final blow, rolling a 9 to hit Red Skull, but then Red Skull rolls a 6 for his Super Senses. Red Skull then simply Outwits Captain America's Toughness, and Poisons him to death.

Winner:


Been wanting to run this scenario for so long. Quite amazed how it turned out. Something worth repeating, but with soldiers and minions!

Sunday, June 7, 2015

Battle Report Short #004







Fiddler, Mirror Master, and Pied Piper with the Red Lantern Battery and three Avengers IDs - A build that's a couple of points shy of 300, but a build where I finally made the Red Lantern Power Battery work. Basic strategy was Pied Piper producing rats who are then assigned with Constructs primarily to give them Penetrating Poison and Giant Reach. Mirror Master provides excellent taxi service by having MM carry PP and Fiddler who then carry Rage Rats who then carry normal rats. MM and Fiddler provide Prob support, PP with Perplex and also copying MM's Suicide Squad TA.

I played against a Star Sapphire Toyman build with a bunch of reinforcement Toys. Advantage with Rats that Toys don't have is that opponents don't score any points when they KO them, and they replenish two at a time with no population cap, while the Toys are not respawnable and are scored when KO'd. Toys generally have really good Defense powers, plus a potential +1 boost thanks to a Perplex shared via Toyman, but the Rage Rats' Penetrating Poison will always trump those powers and advantages. The Rage Rats also have Giant Reach, which means they can do a basic Exploit Weakness attack or a Charge+Exploit Weakness attack from two squares away, and can Carry and position other Rage Rats for more Penetrating Poison action. They also have Battle Fury, so they ignore Shape Change.

What it came down to was 'porting my way across the map in three steps to base Toyman with three Penetrating Poison figs and two Probbers (one of whom ignores Stealth and characters), which in two turns Poisoned Toyman to death. It's a very effective team that can deal at least 1 Penetrating Damage in one way or another, and can do that as a respawnable horde, and can more or less move across the map in three turns. It's a team that has Nationals potential.

Thursday, June 4, 2015

I, Vampire, Catwoman, Greed, Gluttony, and Splitlip


Build:
JLTW's I, Vampire at 70 points, Catwoman, Greed and Gluttony chases, FI's Splitlip, with Greed, Gluttony, Kuurth's Hammer, and Doc Ock's Arms as relics.

Plan:
Assign Greed Doc Ock's Arms for free via his trait to give him 13 Attack with Mind Control for 3 targets. Have Gluttony pick up Kuurth's Hammer via Splitlip for 12 Attack, Charge, ignores and breaks blocking and hindering terrain for movement, and Toughness. Grant I, Vampire the Greed relic via Greed's trait for ESD and Sidestep and Perplex through 10 range for opposing figs assigned a relic or resource, and grant Catwoman the Gluttony relic via Gluttony's trait for CR and Sidestep and a free action to destroy adjacent walls and blocking terrain.

Basic plan is to arm the four fighting figs their respective relics. Vampire will carry Catwoman for most attacks (Charge+Exploit Weakness with BCF) and place Catwoman beside opposing and blocking terrain or walls to neutralise team abilities and for easy Stealth via Catwoman's Gluttony relic power.

Greed will provide frontline support via Mind Controlling either two figs to attack one to two figs or Mind Controlling three figs and move them adjacent to himself for the extra two tokens Greed's MC grants then have those figs attacked by Vampire, Catwoman, or Gluttony.

Gluttony will provide clean-up support via Charge and act as attack sponge thanks to his special Defense power ignoring all damage dealt except 1, and Kuurth's Hammer's Toughness reducing things like Poison to nothing. Gluttony's 12 Attack with Steal Energy and late click Regeneration will also more or less assure he'll be okay for the most part.

This team looks good on paper - hopefully it'll perform well!