Tuesday, May 10, 2016

Post-WOL games, part four

My team is Doc Ock, Klarion, Quicksilver, and Vanisher emboldened by Pandora's Box with two Sins, backed-up by the Atom.

First game was against some new X-Men figs from the new set:








Managed to kill Magneto on my third turn, and kill Cyclops on my fourth turn. White Queen conceded on the fifth turn. The player I played against had an itch in his butt to attack me right away, so he travelled a little too close to my reach, and he also used figs he wasn't very familiar with, so he was at a disadvantage.

Second game was against a mix of old and new X-Men figs:






Managed to kill X-23 on my fourth turn, and kill Malice on my sixth turn. Held out for a bit because of some placement issues as the player I played against was more patient than the previous one so I had to overextend my usual reach past the space of personal comfort.


This build is very mobile, so far plays unexpectedly so some people I play against are a bit surprised by it. High risk alpha strike build that can attack multiple times in one turn then take things back to regroup and prepare for another assault. Quicksilver is amazing and is great bait with his Shadow token, but Doc Ock is the one who really shines.

One weakness is Vanisher - I need to give him a proper damage reducer somehow, although ESD with Super Senses and Stealth already makes him hard to shoot, but still. I also need a strategy against Fury SR builds. So far, my strategy against those is to strike first - this build has a long reach, able to cross more than half the map by the second turn to make an attack. It's a good strategy so far, but it can get very hairy fairly quickly.

Still, all in all, pretty happy with this build, with four wins under its belt. It has Nats potential.

Friday, May 6, 2016

Figs in focus: Quicksilver


Is it too early to call Quicksilver the new albeit slightly nerfed Fantomex? His ability to run around the map on Hypersonic Speed and placing his Shadow Token on any square he passed through then being able to close combat attack anyone adjacent to that token with Flurry is rife for exploitation.

The easiest strategy I could come up with is him possessed by Eclipso and picking Precision Strike, boosting his damage to 4, then running up to the opponent's force, dropping the Shadow Token, running back down to a safe distance beside HENRY for Empower to boost his damage to 5, then rolling for Flurry. That's easily 11 Precision Strike Attack Flurry for 5 Damage each for a potential 10 Damage from one fig. If you had Perplexers, you can boost Quicksilver's Attack to 12 for even more assurance to connect. Quicksilver is also Avengers keyworded so he will work very very very well with AOU FF Captain America's mobilisation power: Cap takes a token and any fig on the map that has less than two tokens and shares a keyword with him can move half its speed value for free, which means Quicksilver can HSS from safety, drop Shadow Token, Flurry from afar and deal 10 Precision Damage, then run even farther to an even safer place, for a total of 20 squares of movement, all in one turn.

Quicksilver is just 75 points, plus Eclipso possession for 25, then HENRY for 15, then Captain America for 50, that's a very reliable build so far for 165 points, with still enough room for maybe another attacker at 70 to 80 points, then the remaining points for a resource (an ART built around close combat, maybe?). Not bad.

Post-WOL games, part three













It's an alpha strike team that's fairly certain of itself, one of my most aggro builds so far since I started playing two years ago. I'm still undecided if switching Faust for Mxyzptlk and the Atom was worth it as I fared better with Faust than Mxy - but that could've been just my rolls - and Mxy's Incappy Pulse Wave sure is a great way to assure locking down the force you're playing against far more reliably than Faust's D20. But I'm still undecided.

Less Sins in the Box, too, only three instead of four, so I'm stuck on dials with powers I don't care too much about as the Box excels on either two Sins or four Sins (both have Probs on the Sniper Dial and the Support Dial), and I really felt the constraints, and I kept making low rolls. I either need more Probbers or more Perplexers, and often Mxy's D6 switcheroo power wasn't enough.

Doc Ock remains to be the main attacker with his two Flurries in one turn, but this game had me rolling critmisses four times - you make enough rolls during the game and the math catches up with you - and having only one reliable Probber just wasn't enough (although that last attack I had to do with him, needing to hit 10 and rolling a crithit made up for everything), so I'm definitely thinking about replacing Mxy with another Klarion, maybe, unless I get another reliable attacker so the burden of attacking won't rest so much on just one fig. Maybe something like ...