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BCumming

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Posts posted by BCumming


  1. 11 hours ago, KimJoshIl said:

    I’ve debated doing this also. My Doctor Strange pack arrived a month after release. Have you had luck with the FFG building having product in stock?

    I've heard reports that their stock has been good for at least the last few releases.  Honestly haven't checked FFG HQ in months since my FLGS is even closer.  They've gotten enough stock to put on shelves since Dr. Strange (maybe since Thor/Widow?), so that's where I'm starting tomorrow.


  2. 22 minutes ago, maniakmedic said:

    I got my "Shipping soon" email but have yet to get a tracking number. Which doesn't make me feel great about its chances of getting here by Friday. And making it even worse is that my Fallout expansion, which supposedly shipped, is stuck in "order processed: ready for pickup" limbo for the past two days.

    Yep.  This right here is why I didn't pre-order RotRS from FFG after doing so from Thor through Hulk.  I don't mind receiving things a day or two after street date but when I live in the metro area of which FFG's headquarters is a suburb and my pre-orders don't arrive until at least a week after release date, I'll take my chances driving 20 minutes to FFG to buy on release date.


  3. Okay, so Lola and Jessica are similar in broad strokes while Jessica wins functionality hands-down.  Guessing roles in Arkham are more strict than they are in Champions?  I like how Justice decks can still sport a few Aspect attacks and contribute that way while Aggression can help out a bit with threat management.  Leadership obviously does both well anyway while Protection can't do much to help with threat in-Aspect but the very nature of it leads to less scheming and has a few ways to deal damage.

    Neat to see SW's got her own pseudo-Eye, and a pair of them at that.  Hawkeye will be nice to have but Jessica looks a lot more fun to build and play with!


  4. Card text: "Hero Response (thwart): After the villain attacks you, remove 1 threat from a scheme for each damage you took from the attack (to a maximum of 5)."

    So the villain is attacking you and you block with an ally.  If that villain's attack doesn't have overkill then you take no damage and would remove no threat if you play the card.  If the villain's attack does have overkill then you take the amount of damage past what is needed to defeat the ally and could remove that amount of threat, to a maximum of 5 as stated on the card.  


  5. 45 minutes ago, TechnoGolem said:

    Sigh, I really wish Spider-Woman didn't remind me of Lola Hayes from the Arkham Horror LCG. The multiple roles seemed like a lot of fun at first. Than I realized she often ended up being useless in many situations and was more of a hinderance.

    Spider-Woman seems like a lot better version of Lola but it is hard for me to shake those thoughts.

    I'm curious what her preconstructed deck will look like. I don't think I heard anything about which aspects she or Hawkeye will be using. I've only seen a handful of spoilers.

    I'll probably go with Aggression and Justice when try her out. Really like the idea of being able to eliminate enemies while lowering threat.

    All her stuff has been spoiled as of this evening so at the risk of ruining a tiny bit of the surprise, I think you'll enjoy her pre-constructed deck.

    As someone who's never played Arkham Horror, what made Lola not work out?  


  6. 19 hours ago, ObiWonka said:

    You're right about these being other Basics that are normal to include (I said as much), I was just kinda brainstorming 41-card possibilities. And I think the original idea was 1x each "Power of", but I ended up writing 2x for some reason. But depending on other resources, if she has any, and how cheap you can keep her non-signature cards (which are pretty much all cheap), it might not be unreasonable to play 3 different Aspects on a lot of your turns.

    If maximizing her stats is your primary objective, Aggression and Protection seem to have the most cheap cards to play but many of Protection's would be in the villain phase so you'd really only get the DEF benefit.  Leadership has some good cheap ones but they're mostly contingent on having allies in play, and the cheap allies aren't sturdy enough to take more than one hit and stick around.  IMO that leaves Justice as the best pair with Aggression for this strategy. 

    Aggression gives you Skilled Strike, Press the Advantage (RotRS), Chase Them Down, Toe to Toe, and Jarnbjorn as main options.  Maybe 1-2 each of Mean Swing, Battle Fury (a readying effect), Counterattack, and Martial Prowess to round things out.  You'd likely pick the most generally-useful cards here since Justice's cheap stuff is mostly conditional to play or has other limitations.  Interrogation Room, Followed, Spycraft, and Skilled Investigator (RotRS) are the 0-1 cost cards you can run and I wouldn't put more than 1-2 copies of any in my deck so this is where I start looking at more 2-cost cards.  Quake, Heroic Intuition, For Justice, Surveillance Team, Counterintelligence, and Under Surveillance would mostly be 1-of in my deck except for For Justice.  I haven't seen all the details for the other new Aggression and Justice Events she comes with so there's more to think about when we get that information but I think this is a pretty good place to start.  For a base this cheap, I wouldn't use "Power of" cards at all and that'll give the deck more room for Aspect cards that trigger her buff.  One certainly could play three different Aspect cards on good turns but that isn't likely to be the norm and only 4/40 (10%) of your deck will be off-Aspects to give you that potential +3 buff all around.  Depending on how easy it is to ready her, focusing on buffing might not be the best bang for your buck.  Honestly, that's why I'm more interested the the cross-Aspect combos she's capable of.  There's merit in analyzing all possibilities so I hope this is the sort of fruitful discussion you're looking for.  :)


  7. 41 is possible and the ratios of drawing X card(s) at certain times are barely different from 40.  That said, I consider the starting point Basics for most decks to be Energy/Genius/Strength, 1x Avengers Mansion, and 1x Helicarrier so that's five cards right there.  At five Basics you get 20 Aspect cards to play around with, of which ten of each seems solid.  As intrigued as I am by her deck-building possibilities, I'm waiting to get my hands on the product so I know what all her Hero cards and pre-constructed deck comes with before I dig into customizing.  I greatly enjoy deck-building and try to keep a deck for every Hero pre-built so she's probably going to start off as my home for janky combos between Aspects using cards that would otherwise mostly sit in the pile of extras (Enraged + Med Team? Sign me up!).  First Aid and Honorary Avenger are the main Basics that jump out at me as being useful enough in the right builds to justify running fewer Aspect cards in an Ally-focused build.  Nick Fury and Mockingbird are great but might not make the cut there as neither of them are the kind of Ally that needs to stick around for best value.

    The "Power of" cards probably don't find a home in my Spider-Woman build since the targets to provide double resources will be noticeably fewer than in other decks.  Assuming a 10/10 split in her, do I really need to have a pair of "Power of" cards for the 10 (8 plain Aspect cards + 2 of her Hero/Aspect) other cards of that Aspect in the deck?  If I'm running a lot of expensive stuff in an Aspect then I'll consider one or two of the "Power of" for that Aspect but I highly doubt I'll ever play enough expensive stuff to justify E/G/S and four "Power of" cards.  Seven cards that only provide resources can make for some ugly hands when too many of them show up together, which is why I usually cut the "Power of"  cards from resource-rich decks like Black Panther and Captain Marvel.  I believe we still have yet to see if Jessica has a unique resource card along those lines and I wouldn't be surprised to see if she has her own version of a "Power of" that makes double resources for any Aspect card.  Even if my hunch is a bust, we probably don't want more than one copy each of two different "Power of" cards unless the deck also really wants Wild resources to fuel cards like For Justice and Relentless Assault.


  8. 5 hours ago, Duciris said:

    This card is going to be huge in Thor decks where half his cards (including Mjolnir) have Asgard, as do both sides of his hero card.  He can use this to drop every one of his non-event signature cards into play, plus Valkyrie, Jarnbjorn, & Heimdall.  I mean Mjolnir only costs 1 resource.  Odinson & Hammer Throw (from play) already bounce it back into your hand, now this bounces it into play (and you can have 3 of them)!

    I can't wait for Thor to bond further with Mjolnir thanks to TBE.  I kind of like how TBE doesn't stack with other copies of itself since that means I'll be less-inclined to use all three physical copies in one deck.  Tricky part will be figuring out which two decks besides Thor will get a copy!


  9. 13 hours ago, Venompuppy said:

    I appreciate all the spoilers and all, but is anyone else tired of seeing all of these allies? 60% of these spoilers have been allies, and I was kind of hoping for more variety. Not a single encounter card yet, and most of the aspect cards have been allies. I don't know, that's just my personal opinion though.

    Although, I really shouldn't be complaining. It's not like I have a right to these spoilers. These spoiler weeks are always a huge blessing.

    One of the two hero decks in the set is Leadership and Ally cards have much more name recognition or excitement than 'generic/thematic card name,' though I'd like to see what else Hawkeye's Leadership cards have to offer too.  Quite happy with the preview cycle as a whole and very much want to see FFG continue this sort of thing!


  10. Took some time to tinker with the Hulk deck in order to cram more Physical resources in it so now I like the way it looks for multiplayer.  That prompted me to split She-Hulk out from the Aggression deck she was sharing with Captain America and make one around her.  Since the true strongest Avenger likes Energy and also a good bit pf Physical for Jarnbjorn and Relentless Assault while Hulk hero is very Physical-focused, I made Jen's deck a little heavier on the Mental resources to lean into her slight Mental bias from Superhuman Law Division.  Toe to Toe gives her another tool to help with setting up a big Gamma Slam and it's cheap enough to play in the same turn if you've got a couple extra resources from somewhere.  While Bruce is going to be fun, I'm more excited to try out his cousin's 'punch smarter, not harder' approach!


  11. 11 hours ago, TheSpitfired said:

    tl;dr - asking for a mini-review on the current state of the game, are there packs you think are must-have, and how are the aspects currently? 

    1 - I consider all the hero packs so far as "must-have" thanks to the aspect cards they bring to the table, both for the main aspect and the extra cards for each other aspect.  The core set is good but the card pool is fairly shallow so there's not much difference playing a given aspect paired with a different hero.  To that end, at bare bones I'd recommend picking up at least one hero pack for each aspect to open up deckbuilding and variety.  Green Goblin villain pack is definitely the higher priority between the two villain packs so far.  I love the Wrecking Crew in the comics and their pack has a great feel but it's limited in customization and difficulty.  

    2 - I enjoy playing all aspects, probably Aggression the most and definitely Leadership the least.  I don't play much solo anymore so from what i remember Aggression and core-only Protection struggle in solo yet can be tons of fun with at least one other player around.  Now that each aspect has at least one hero pack, the card pool has opened up how aspects can play so you can really build an aspect more to boost a hero's capabilities, shore up their weaknesses, or anything in between.

    3 - Thor is my favorite new hero pack which comes from being one of my favorites in comics.  While it's odd that he's less straightforward than you'd expect, he can be a beast in the right scenarios.  Ms. Marvel and Dr. Strange are close runners-up thanks to their neat hero cards, playstyles, and goodies for Protection.  The good Dr. comes with more new and awesome Protection cards than she does so that's notable enough to mention when budget is a concern.

    4 - Each hero has been enjoyable to play and build for so I don't have a clear-cut favorite in game.  Haven't played Hulk yet and expect he'll be fun too.


  12. 3 hours ago, Abyss said:

    The exception is if you're designing a deck specifically where Retaliate is an issue (or it becomes far more common) or in the Avengers deck. I think he's probably pretty solid as a big body for Avengers - you only need to pay once unlike Wonder Man or Vision, and he's got more direct combat applications than Falcon or Iron Man.  

    Direct combat application is War Machine's middle name!  

    I agree that having Ranged isn't too exciting right now but he doesn't seem to cost extra for it and it's only going to get better.  I'm most intrigued by him having the S.H.I.E.L.D. trait as I think this set could start promoting that theme to the level of Avengers support in Leadership.


  13. 8 hours ago, FearLord said:

    I would argue that the launch of Ms Marvel is anything but lazy - they worked extremely hard to create links to the wider Marvel Universe - establishing a connection to the former Ms Marvel (which explains why the character would take on the name) and the Inhumans. What do the Inhumans and Mar-vell have in common? Their powers come from the Kree... They also clearly pushed the character cameos early - stories with Wolverine and Spider-Man? Shameless popularity boosts, sure. But part of what was definitely not a lazy strategy to give the character a fighting chance.

    Establishing connections is a great thing.  I picked up my first Ms. Marvel comic because it had Lockjaw on the cover and I love that dog.  Read a couple pages and they were great so I had to buy it.  Got home, read it all, and knew I had to get more.  Wasn't long before I picked up everything I could find and added her to my weekly pull list at the comic shop.  She's well-developed, well-written, and most importantly, fun to read.  If someone says they don't like Ms. Marvel (or any character for that matter), that's a personal preference and that's fine.  When someone goes on and on about why a character they don't like is bad, despite popular and critical opinion otherwise, motives become suspect. 

    I greatly dislike coffee.  Can't stand a strong coffee smell and need a ton of chocolate, whipped cream, or other pleasant things to handle the taste.  I don't start arguments about how coffee is bad because tea is the original heated caffeinated drink and how anyone who likes coffee is wrong, nor do I find or invent facts to prove that my opinion is "correct."  I just don't understand why some people can't just admit their dislike as a personal preference and leave it at that instead of doubling down when called out on it.


  14. I like the deckbuilding portion and prefer to have decks pre-made so I can just grab one and go.  Also like to have decks built for each hero, though the card pool isn't quite deep enough for that to be at the level I want.  To that end, a while ago I made an Aggression module to swap between She-Hulk and Captain America.  Because their kits like Mental and Physical resources, respectively, there are almost no Energy resources so it's not going to fit as well with Captain Marvel or Iron Man.  Other than that it's fairly generic though definitely geared for multiplayer.  

    Aggression:

    3x Uppercut

    3x Melee

    3x Chase Them Down

    2x Combat Training

    2x The Power of Aggression

    1x Counterattack

    1x Tigra

     

    Basic:

    1x each Genius/Energy/Strength

    3x Honorary Avenger (mostly for the Physical resource)

    1x Down Time

    1x Avengers Mansion

    1x Helicarrier

    1x Mockingbird

     

    Hopefully this gives you some ideas on where to start.


  15. On 8/1/2020 at 11:28 AM, Janaka said:

    Well in didn't take long for your wishes to come true.

    Like Icehot, I'd like to see the original Guardians appear in Marvel Champions - but sadly I think this is unlikely.

     

    OG GotG could certainly happen someday but they're certainly more of a deep cut.  Capitalizing on popularity and advertising from the MCU & Disney is too good to pass up.


  16. On 7/26/2020 at 3:26 PM, Janaka said:

    This does make me wonder though - has anybody tried building a deck without an aspect at all? i.e using basic cards only? I might have a look and see if its possible to do this with the current card pool; Just out of interest.

    Built this a while ago for fun.  Haven't played it yet so can't say if it's any good.  It'll rely heavily on Iron Man's natural thwarting ability.  Damage output should be just fine though.   https://marvelcdb.com/decklist/view/1978/tony-stark-built-this-in-a-cave-1.0


  17. 7 hours ago, James Ravenwood said:

    The problem many have with him Solo really isn't there when you play in a team.

    This right here.  Thor's weaknesses are on full display in solo whereas in multiplayer you can see his strengths more often.  In solo, a slow start or poor luck developing your board early can be game-ending.  That's not really any different from Iron Man.  Thor is definitely a high-variance character that's somewhat scenario-dependent as well so there will be weaker match-ups and swingy turns.   He starts a bit behind most other heroes so his floor is lower however those turns where you get a minion in the previous villain phase and another during your turn can be incredibly impressive.  I would even say Mighty.


  18. 20 hours ago, urloony said:

    This is a good point, if you already have Stark Tower up, it can help finding tech along with futurist.  Your deck link doesn't seem to work do to sharing setting on your Marvelcdb account.  I may try Justice and see if that buys more time early on to help set him up.  It's tough paying for cards to mitigate threat and invest in armor items that don't offer much value early on, which certainly adds to the challenge of playing Iron Man.  

    Lets try this link!  https://marvelcdb.com/decklist/view/1538/metal-justice-1.0


  19. 12 hours ago, urloony said:

    My Iron Man is usually long dead before I get a chance for the full armor to be up and running.  I typically deck out just before losing, or the occasional win.  It almost seems like when you play IM you should plan on decking out at least once.  Run through your deck to build the suite and then spend your next reshuffle defeating the villain.  Buying enough time to last that long seems to be the challenge.

    Iron Man for me, is by far the hardest hero to play.  I haven't had a chance to dig into my Black Widow pack yet, but after looking at her nemesis, it sounds like she has her work cut out for her too.

    You don't need the full armor out but you should prioritize finding Tech and putting it into play during your first two turns so you're in a good position with hand size when flipping to IM mode.  You'll want to keep building up to that 7-card hand size as turns progress, though 5-card will be fine for a while early and 6-card is plenty.  Tony is pretty much guaranteed to deck himself out at least once during a game and that's fine.  I rarely play Repulsor Blasts during my first time through my deck but they're very handy for removing a big minion or sometimes putting Tech in your discard pile for Stark Tower to bring back.  Threat is absolutely a problem during those first two turns if you're playing solo so I find focusing on lowering for the next couple of turns after going hero.  You may find Justice suits him well for that.  If you're looking for early burst damage, he can do it with the right draws and luck but he's much more geared for building up for a few turns then switching to butt-kicking mode.

    I don't play much solo and only get to play a 3-player game once a week online so I wouldn't call me the best deckbuilder.  I used this Justice deck a few weeks ago and it cleaned up Threat nicely after the typical 2-3 turns of building in Tony mode: https://marvelcdb.com/deck/view/31518


  20. I don't play Iron Man enough to go into depth on his synergy with Aspects, other than the extra Tech in Protection, so I'll leave that to others.  What is worth noting is the synergies within his own cards and how much damage his cards are capable of.

    For damage, his kit contains three Repulsor Blasts, two Supersonic Punch, two Powered Gauntlets, and War Machine.  That's half his hero cards!  He needs it since a base ATK of 1 is hardly exciting but it also works reasonably well with how he plays.  Repulsor Blasts are indeed high-variance but that can be played into with deck construction and I find them best used either on the boss or early in the turn on big minions so I know how much extra damage I need to apply if Repulsors don't defeat them.  Supersonic Punch is perfectly playable without Aerial but oh-so-sweet with that extra damage.  Powered Gauntlets are great pingers that get a bit better with Aerial - they can't be big chunks of damage because of how reusable they are.  War Machine isn't great unless you're in minion-heavy scenarios.  Since he has a lot of damage-dealing capability in his own cards I like to play him in Aspects that round him out rather than do more of the same, so I really like IM with Protection and Justice while avoiding the redundancies in Aggression.

    As for Aerial and his own synergies, they go hand in hand.  Tony does want to be Aerial for maximum effect but it's hardly necessary to do on every turn.  He has the potential to get more from Aerial than Dr. Strange, Thor, or Captain Marvel which is a balancing factor that makes IM's Aerial more of a hoop to jump through.  Right now Tony's Aerial capability is tied to Rocket Boots but it's easy for him to find them (Alter Ego ability, Stark Tower), they're super cheap, and you don't need both Boots in play to do even better Aerial.  Having a Mental Resource ready when you need it can be tricky so Enhanced Awareness, Quincarrier, and good planning with Pepper Potts can help there.  I get good use from one or two copies of Enhanced Awareness in the deck, depending on how much I expect to need Aerial.  Obviously Energy resources are nice for a big Repulsor Blast, just remember that's only 3/40 cards that when deckbuilding and make room for some Mentals since they're often more useful on a turn by turn basis.  So what does building the armor really do for IM?

    • Arc Reactor - the most important single piece IMO since it doubles the amount of actions your identity card can take
    • Mark V Armor - extra HP, ranges between decent to lifesaver
    • Mark V Helmet - reusable threat removal that can get better with Aerial
    • Powered Gauntlets - 1-2 damage doesn't seem like a lot but you can have two out and each copy will do 1-2 damage every turn until the end of the game which can really add up with Aerial
    • Rocket Boots - your Aerial enabler!

    The decision to go Aerial on a turn is directly related to both what you want to play from hand and need to accomplish on the board.  If the only card in play or in hand that cares about Aerial is a single Powered Gauntlets then it's rarely worth spending the resource to lift off.  On the other hand, having both Powered Gauntlets, the Helmet, and a Supersonic Punch in hand can turn that one Mental Resource into six (four from Punch plus one each from Gauntlets) extra damage and extra threat removed if there's more than one scheme in play.  That's not even a best case scenario or terribly difficult to set up.  And while IM's armor cards don't all interact with each other to form an unstoppable juggernaut, getting more pieces out means more actions that can be taken (besides the action-less Mark V Armor).  

    In the end, IM absolutely ramps up effectiveness as he builds throughout the game and does at times need some good decision-making to get the most out of him for a turn versus building more.  That's why he's fun to me and I hope he'll be more fun, or at least interesting, to you.


  21. Speaking from previous playtesting experience (original L5R), balance is much more like 'is X card/deck too weak/powerful or have a negative play experience' than ' everything needs to be approximately equal.'  Perhaps Thor is a bit under the curve but his hero cards and deck are still functional, and he seems more than capable of having huge turns here and there.  Also, I doubt that the playtesting guidelines require that all heroes are optimized for solo play since this is primarily a multiplayer game.  Haven't played him yet but expect to do a bunch of solo once I get pandemic preparations complete.

    Wrecking Crew being easy/beatable is very accurate to the source material.  ;)

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