Showing posts with label Green Arrow. Show all posts
Showing posts with label Green Arrow. Show all posts

Saturday, May 2, 2015

Green Arrows and Weasel


Build:
Two TRINITY WAR gravfeed Green Arrows for 270 points, then DEADPOOL Weasel for 27 points, for a total of 297 points.

Plan:
Thanks to the JLA TA, the Green Arrows can move around the map and it won't take any of my actions per turn, so I can devote those to moving Weasel around the map for strategic placement, and for the two Arrows shooting people.

Weasel leads the two like a sniper's spotter, always behind hindering terrain as much as possible. One Arrow will Running Shot with his special trait, picking mainly Improved Targetting across Elevated Terrain and through Blocking Terrain (and destroying it, resulting on more hindering terrain), then another Arrow moves beside them, for placement. Just repeat, and retreat when necessary.

A really simple, no resources build that has a chance to win a few games.

Addendum:
Replace Weasel with Pandora's Box with two Sins that provide ESD to complement the two Arrows' CR, set the Box to the Path of the Hunter for two Probs per turn, for 290 points.

Saturday, April 25, 2015

April 2015 haul: not bad!



Finally found the AOU movie gravfeed Hulk. Thinking about his viability when teamed with AOU starter Hulk for 550 points, then maybe Moira and Pandora's Box to round the team up to 598 points.

Also found two TRINITY WAR gravfeed figs I've been looking for (and even thought would never find), gravfeed Green Arrow and Lex Luthor. I'm thinking of a good 300-point team with Luthor at 100 points and FLASH Harley Quinn at 65 points, a surprise-KO-surprise-boost team.

While Green Arrow, with those values and the two traits ... he's a bit of an asshole. Not quite WATX Fantomex, but surely more than halfway there. A very good fig to lead the initial charge.

Monday, March 30, 2015

Battle Report in Brief: The CW Flash and Arrow Characters with theCosmic Treadmill VS the Wrecking Crew with Pandora's Box


This is going to be brief: it was a fun game that went on for two hours, but we both did a number of mistakes in our gameplay, so it's not worth recounting in detail.


What's worth mentioning, though, is that the Pandora's Box is a pretty good support resource to round up figs that lack some certain powers and abilities to make them more viable for strategic things, all the while remaining reasonable and not abusive. The Sins themselves grant Sinners mainly placement bonuses - Combat Reflexes or Energy Shield/Deflection rounded off with Sidestep, with some Plasticity - while the dial granting only one other bonus power or ability - Probability Control, Phasing/Teleport, Running Shot. A good majority of the game is played with only two or three bonuses per fig - Sidestep, CR or ESD, then whatever power is activated in the dial - with no plusses on the combat ability values, up until you reach the end dial, something you'll only achieve if you fulfill certain conditions. I really really really like this resource. It appeals to how I play the game.


The Cosmic Treadmill, too, is a pretty good strategic addition. With its special Leadership power (all friendlies in the map clear one action token) and extra Probability Control, it's kinda like having an extra ATA for your whole team, and used well (and correctly) will give the player placement and attack advantage (but not to the point of unfairness). The main trick is to use it after you've given everyone their actions. If used well, you wouldn't have to push your figs at any turn, and you'll arguably have the option to do one or two extra actions every turn. Worth remembering is that the Cosmic Treadmill is not a resource nor a relic, but a 3D object, which means you can have this while having a Pandora's Box or a Sloth relic. This also means that even your opponent can use the Treadmill for its game advantages.


The MVP from my team was Firestorm, with his damage reducer trait (you ignore all damages from figs tapping a resource or relic when you roll 4-6, and only take one penetrating damage when you roll 1-3) more or less making him a pretty good sponge. If he has extra Damage powers like Combat Reflexes or Shape Change or Super Senses, he's going to be annoying quite a number of players. I think we'll be seeing him being used in some melee capacity in tourneys, likely with a power battery (maybe Star Sapphires' battery for the Shape Change, or the Red one with Decoy for the Giant Reach and Poison and Shape Change?). Tie-up potential for resource-and relic-heavy fights.


The second MVP was Vibe, with TK and traited Quake, a very good scrapper and melee support piece for his point value. I feel like we'll be seeing more of this guy in tourneys (maybe with Hammers or the Green Power Battery). Just imagine two of these guys with Willpower with a 100-point fig, like, say DEADPOOL booster Typhoid Mary, doing placement shenanigans by yoyo-ing Typhoid Mary with Telekinesis - one Vibe catapults Mary, Mary does her Charge-BCF combo, then the other Vibe pulls Mary back in - quite annoying!


A pretty decent team, but they need something to round them off, especially against a force with a complement of a resource. Ultimately, I lost to the Wrecking Crew, but it wasn't easy!