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WizKids Open Primer: Guardians of the Galaxy part 3
Guardians of the Galaxy took the HeroClix community by surprise with its unpreviewed dials, but the WizKids Open circuit means many more Sealed games lie ahead for this set! The Rares introduce a few high-risk strategies; can you find high reward in them?
gotg033 R Angela
Team: No Affiliation
Range: 0
Points: 94
Keywords: Deity, Guardians of the Galaxy, Warrior
10
11
17
3
9
11
17
3
9
11
17
3
8
10
16
3
8
10
16
3
11
10
16
2
11
10
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Hunt the Hellish to the Ends of the Earth: When an opposing character targets Angela, after actions resolve you may place a Prey token on that character's card. Give Angela a power action to be placed adjacent to an opposing character with a Prey token on its card. Then make a close combat attack as a free action targeting that character.
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The Guardians gain more options with Angela, a quick-moving beatstick out for revenge. Angela is the rich man's Drax, with better attack values and a much more flexible tracking trait. Perhaps her biggest weakness is that she needs to get targeted to trigger the Hunt (keep in mind that targeting doesn't have to include an attack- think Outwit, Perplex, etc.), but has defense values and abilities that do little to survive the hits. Angela is one of those characters whose KO is only a matter of time... but she'll bring plenty to the grave to join her!
gotg034 V Collector
Team: Power Cosmic
Range: 8
Points: 235
Keywords: Cosmic, Elders of the Universe
10
11
18
5
10
11
18
4
10
11
17
4
10
10
17
4
10
10
17
4
10
10
16
3
10
10
16
3
10
9
17
3
10
9
18
3
10
9
19
3
KO
KO
KO
KO
KO
KO
KO
KO
(Special) You'll Make a Fine Addition: When Collector hits a lower point character with a close combat attack and his attack total is at least 3 higher than his target's defense value, you may place the hit character on this card. Collector considers that character as Collected as long as it is on this card. (Special) I Won't Let You Escape: At the end of your turn, place an Exhibit token on each Collected character's card, and roll 2d6 that can't be rerolled. Each Collected character rolls 2d6 and subtracts the number of Exhibit tokens on its card from the result. If a Collected character's result is equal or higher than yours, that character's controller may place it within 6 squares of Collector with an action token and remove all Exhibit tokens from its card. Opposing characters can be given a power action to remove an Exhibit token from a friendly character. When the game ends, all Collected characters are KO'd. (Damage) Let Me Show You the True Form of My Power: Collector can use Shape Change. Each time Collector is hit, after actions resolve modify his combat values by +1 until the end of your next turn, even if this power is lost.
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Somewhere out there, some brave man has steered the Collector to victory. With a series of improbably high rolls (on click 1, he needs a 9 to 'collect' an average 17 defense) and a string of tentpole-focused opponents, that man gave Collector a gallery worth bragging about. You are not likely to follow in that man's footsteps. So, is Collector enough to front your team, assuming his exhibits all shatter? At 235 points, he leaves only 65 to work with. You should have a few options there, but finding synergy among them could be difficult. What he really needs is a form of mobility (a flier may be as good as you can do), but Perplex and Probability Control will do well also. Collector has some great numbers up front, but crumbles in the end dial; his last three clicks will be defined by a desperate struggle to make a Regen roll that sticks. With so many 11 attacks and 4 damages to be found in this set, Collector doesn't stand out enough to outweigh the risks.
(though if you play 400 or above, he's worth more)
gotg035 V Killraven
Team: No Affiliation
Range: 4
Points: 76
Keywords: Future, Guardians of the Galaxy, Martial Artist, Warrior
9
11
17
3
9
11
17
3
9
11
17
3
9
10
17
2
8
10
16
2
8
10
16
2
KO
KO
KO
KO
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KO
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KO
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KO
KO
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KO
KO
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KO
KO
KO
(Damage) Encoded With All Human Knowledge and Culture: Killraven can use Outwit and Improved Targeting: Ignores Characters. When he uses Outwit, he may instead target all opposing characters within 3 squares and line of fire and counter one power each.
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You know how some characters resonate with you, despite all reason? How some folks love Gambit despite his obnoxious accent, or can't get enough of Howard the Duck? I want to know who loves Killraven, because I just can't stand the sight of him. When I found that one of my Rare slots was used on this guy, the unjustified hatred toward him only grew. But his dial is so. das't. good. 76 points is right in that disposable range, so I can bear his 17 defense guarded only by Toughness. If that's the only area where he doesn't stand out, we're doing great. Outwit that works on multiple targets is exquisite, especially as his Charge / Precision Strike isn't going to need the power-countering assistance. The Guardians of the Galaxy keyword is just gravy.
gotg036 E Black Bolt
Team: No Affiliation
Range: 9
Points: 150
Keywords: Illuminati, Inhumans, Ruler
10
11
17
3
10
10
17
3
10
10
17
3
10
10
16
3
9
9
16
4
9
9
15
4
9
9
15
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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(Special) Inhumanity: Black Bolt can use Perplex, but can't modify damage values and may only target a character with the Inhumans keyword within 3 squares. (Attack) Sonic Annihilation: Black Bolt can use Pulse Wave and Improved Targeting: Ignores Blocking Terrain. When a ranged combat attack resolves, any blocking terrain along its line of fire to the target is destroyed. When he uses Pulse Wave, the attack generates knock back and each hit character is knocked back 3 squares.
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Another 150 point figure with 7 clicks, Black Bolt fills every one of them with the same trick: Running Shot / Pulse Wave. Now that's a great trick, but it has its counters as well. As his only method of 'penetrating' damage, he relies on it heavily; but a smart opponent can control the bleed by placing a second target in his radius, forcing Black Bolt to ping away at the team rather than bomb his target. Black Bolt probably needs to use his Perplex on his own defense, as a 17 with Invulnerability doesn't offer much protection. With a few Inhumans from the Uncommon slots, he could be a contender; but for perhaps the first time in primer history I'm going to say use this Pulse Waver with caution.
gotg037 E Lockjaw
Team: No Affiliation
Range: 0
Points: 75
Keywords: Animal, Inhumans, Pet Avengers
12
10
18
2
12
9
18
2
12
9
17
2
12
9
17
2
12
8
17
2
KO
KO
KO
KO
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(Improved) Cosmic Teleport: Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Blocking Terrain, May move through squares adjacent to or occupied by opposing characters, but still needs to break away normally. (Special) Transport the Royal Family: Lockjaw can use the Carry ability. He may carry up to three characters that share a keyword with him regardless of their speed symbols. (Special) Inhumanity: Lockjaw can use Perplex, but cant' modify damage values and may only target a character with the Inhumans keyword within 3 squares.
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Everyone needs a good dog! Lockjaw comes with a decent enough dial for a taxi, including a nice dose of probability control. He can even hold his own in combat. His perplex may end up being used on his own values, but will be put to better use on a teammate; if you can manage to get some keyworded allies, his uses skyrocket. If you can manage to get three of them, Lockjaw mobilizes the entire team. Still, you may have some better choices for your support crew, as 75 points isn't exactly cheap.
gotg038 E Maximus
Team: No Affiliation
Range: 5
Points: 75
Keywords: Inhumans, Ruler, Scientist
9
9
17
1
9
9
17
1
8
9
17
1
8
9
16
1
8
8
16
1
7
9
16
1
KO
KO
KO
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(Special) Inhumanity: Maximus can use Perplex, but can't modify damage values and may only target a character with the Inhumans keyword within 3 squares. (Special) Alpha Primitive: Twice per game, give Maximus a power action and place GOTG #018 Alpha Primitive on the map in an adjacent square. (Speed) Mental Override: Maximus can use Mind Control. When he does, modify his attack value by 4 minus the number of squares to the target. If he hits, modify his target's attack value by the same amount. (Damage) Putting the "Mad" In Mad Scientist: Maximus can use Outwit. When he does, roll a d6 that can't be rerolled. On a result of 1, he loses this power until your next turn. On a result of 5-6, he may immediately use Outwit again. This power can't be countered.
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I wrote this review once, bogged down by what Maximus couldn't do in sealed. But then I took another look, and had to rewrite my review. Like the mad genius he is, his potential isn't always immediately evident. Maximus wants to back up a strong primary attacker, as his 1 damage and likely inability to spawn Alphas in sealed isn't going to KO anyone; but he leaves 225 points for an attacker or two, and offers help in more ways than one. Sidestep + TK is my new favorite combo, letting you stretch out your TK bomb or follow the guy you just threw. Sidestep + Barrier is a nice combo too. Maximus' biggest boost, however, is in his highly risky Outwit. If he keeps rolling 5s and 6s, he can disable the board- but one 1 and it all crumbles! Recommended for the bold!
gotg039 E Medusa
Team: No Affiliation
Range: 4
Points: 75
Keywords: Fantastic Four, Frightful Four, Inhumans, Ruler
9
10
17
3
9
10
17
3
8
9
17
2
8
9
16
2
8
9
16
2
7
9
16
2
KO
KO
KO
KO
KO
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KO
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KO
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(Special) Inhumanity: Medusa can use Perplex, but can't modify damage values and may only target a character with the Inhumans keyword within 3 squares. (Speed) Deadly Locks: Medusa can use Charge and Plasticity. During the beginning of your turn, give Medusa a free action and deal 1 penetrating damage to a single adjacent opposing character with 1 or more actions tokens.
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Free penetrating damage is hard to say no to, but with Medusa's defenseless 17, you may have to. Of course, like all Inhumans, that 17 could just as easily be an 18; still, there's a lot of risk involved in delivering that 1 click. Charge and Plasticity help her get where she needs to be, and her stats make her a capable close combatant. Empower should be right where you need it: adjacent to an enemy. But outside of an Inhumans theme, she'll struggle to earn her keep.
gotg040 U Martyr
Team: No Affiliation
Range: 6
Points: 160
Keywords: Assassin, Cosmic, Guardians of the Galaxy, Herald, Kree, Warrior
10
11
17
3
10
10
17
3
9
10
17
3
9
11
17
3
9
9
16
3
9
10
16
3
8
9
16
3
8
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Improved) Cosmic Awareness: Improved Targeting: Ignores Hindering Terrain (Speed) Shadow Agent of Oblivion: Martyr can use Hypersonic Speed and Stealth. (Damage) Martyr to Oblivion: Give Martyr a free action and deal her 1 unavoidable damage and choose one: heal all adjacent friendly characters 1 click or heal one adjacent friendly character 2 clicks.
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Martyr has 1 more click of life than we've been seeing at her price point, and it really helps make her feel durable, despite the flat Invulnerability and average defense values. Martyr instead avoids the hits with Stealth, which she's more likely to make good use of thanks to the mobility afforded by Hypersonic Speed. If she manages to get a standing shot, Psychic Blast tears throigh defenses. As the dial turns, Precision Strike, Pukse Wave, and Blades all appear, giving her a great array of deadly attack options. The Guardians & Kree keywords round out the package.
gotg041 V Deathurge
Team: No Affiliation
Range: 4
Points: 140
Keywords: Assassin, Cosmic, Deity, Great Lakes Avengers, Herald
12
10
17
3
11
10
17
3
11
10
17
3
10
10
17
3
9
10
17
2
10
10
17
2
11
9
16
2
KO
KO
KO
KO
KO
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(Attack) Ebony Weapons of Oblivion: Deathurge can use Blades/Claws/Fangs and deals penetrating damage while using it. When Deathurge rolls a d6 for Blades/Claws/Fangs, the maximum result is the click number of his target. This power can't be countered. (Defense) Abstract Entity: Deathurge can use Shape Change and Super Senses. (Damage) Life Not Seem Worth It?: Deathurge can use Poison. If an adjacent opposing character is on a click number higher than its printed damage value, this damage is penetrating.
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High risk, moderate reward? A flying Hypersonic Speedster, is never a bad thing, but we got these stats on a Hypersonic piece in Iron Man for almost half the cost. 140 is a lot to spend on a guy with this much riding on dice. Now you may hit a hot streak and roll 5s and 6s on all your Shape Changes and Super Senses, but I wouldn't count on it. And you may get your opponent beaten down enough that his mid-game Blades can exceed his damage value... but then how often will it take 5 damage to KO a character on click 5? At that point his penetrating Poison is probably the right choice. You've got to have a better option than this.
gotg042 R Gorr the God Butcher
Team: No Affiliation
Range: 6
Points: 170
Keywords: Assassin, Cosmic, Deity
11
12
17
5
11
11
18
4
10
11
17
4
10
11
17
3
10
10
17
3
9
10
16
3
9
10
17
2
9
10
16
2
KO
KO
KO
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(Special) The Dream of a Godless Age: Gorr the God Butcher modifies his attack value by +2 when targeting a character with the Deity keyword with an attack. Gorr the God Butcher deals penetrating damage to characters with the Deity keyword. (Attack) All-Black the Necrosword: Gorr the God Butcher can use Barrier, Blades/Claws/Fangs, and Smoke Cloud. When he rolls a 1-3 for Blades/Claws/Fangs, he can use Barrier and Smoke Cloud each as free actions after actions resolve. (Damage) Godbomb: Give Gorr the God Butcher a double power action and he can use Pulse Wave as a free action. When he does, modify his range value by the number of opposing characters on the map and he deals damage equal to that number, maximum 4, no matter what his damage value is.
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Even without a Deity to hunt, Gorr is a brutal murderer who can get anywhere and nearly guarantees a hit. Like most everyone in this set, his defense value is a weak spot- but unless they can bypass his reduction, that 8-click dial will feel pretty long. His close combat focus is a real asset when all of the biggest threats to him would rather fight at range. Remember to attack at an angle, so that Gorr can Barrier defensively mid-dial.
gotg043 E Sphinx
Team: No Affiliation
Range: 7
Points: 190
Keywords: Deity, Mystical, Past
9
10
17
4
9
10
17
4
9
10
17
3
12
12
19
5
11
11
18
4
8
10
16
3
8
9
16
3
7
9
15
3
KO
KO
KO
KO
KO
KO
KO
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(Special) Caught in a Time Loop: Give Sphinx a free action and place a Time Loop special marker in his square if none placed by him are on the map. At the beginning of your turn, you may place him in the square with his Time Loop special marker, then remove it. (Attack) Absorb Xandar: Sphinx can use Outwit, Perplex, Power Cosmic Team Ability, and has the Colossal damage symbol. (Damage) Chronal Duplicate: Sphinx can use Probability Control and Shape Change.
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The damage values distributed across this set give Sphinx a pretty good chance of landing on his sweet spot, and even if he doesn't he offers a good mix of powers. Mobility on every click pairs nicely with 3 clicks of Pulse Wave, and Probability Control across most of his dial offers insurance against bad dice. His Time Loop trait can be a lifesaver, or launch him back into striking position. 190 is still a lot to pay, however. If you find yourself with the perfect 110 points of backup, give him a try. Otherwise stick with the plentiful 150ish tentpoles.
Last edited by saturnflight; 09/15/2014 at 16:02..
gotg044 U Shriek
Team: No Affiliation
Range: 6
Points: 119
Keywords: Maximum Carnage, Monster
8
11
17
3
7
11
17
3
7
11
17
3
7
10
16
3
6
9
17
3
7
10
17
3
8
11
17
3
KO
KO
KO
KO
KO
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(Improved) I'm Not the Kind of Woman Who Sits Around Baking Pies: Improved Movement: Ignores Characters (Special) A Twisted Mother: Adjacent friendly characters with the Maximum Carnage keyword modify their attack and defense values by +1. If Shriek took damage from an attack since your last turn, one friendly character with the Maximum Carnage keyword can use Charge as a free action, but while using it may only attack a character that damaged Shriek since your last turn (Special) A Double Blast from her Psychic Shotgun: When Shriek hits a single character with a ranged combat attack that deals damage, modify that character's combat values by -1 until your next turn. (Speed) Carnage is the Battery, and I'm the Radio!: Characters within range that do not have the Maximum Carnage keyword possess Battle Fury. Shriek can use Mind Control, and when she does she can target any opposing characters within range regardless of line of fire or Battle Fury, and she isn't dealt unavoidable damage from Mind Control.
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Undoubtedly, Shriek has a big future ahead of her. Any character able to give opposing figures Battle Fury is bound to shake up the meta. But how is she in sealed? 119 is no small price to pay for a gimmick character, but Shriek is fortunate enough to find herself in a set full of ranged attackers who will hate her (just like she wants them to). That includes your own teammates, so if you use her, bring close combatants and buck the set trend. Shriek has great attack values, and even packs some Psychic Blast with a neat little stat reduction trait to boot. Depending on your pulls, she might very well turn the tide for you.
gotg045 V I.S.A.A.C.
Team: No Affiliation
Range: 10
Points: 88
Keywords: Eternal, Robot
11
9
17
3
11
9
17
3
11
9
17
3
11
11
17
1
11
11
17
1
11
11
17
1
KO
KO
KO
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KO
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KO
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(Speed) Teleport On Titan: I.S.A.A.C. can use Phasing/Teleport, the Carry ability, and Stealth. Give I.S.A.A.C. a power action and place him in any square closer to your starting area than any other starting area. (Damage) Everything That Happens on Titan is Known: I.S.A.A.C. can use Outwit. When he does he can use Improved Targeting: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Blocking Terrain.
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88 points for a 9 attack may be reason for caution in most situations, but in I.S.A.A.C.'s case, you're not paying for an attacker. You're paying for mobility, with a high speed value, complete freedom of movement, and cover for himself (and maybe his passenger too). You're paying for a long reach to worry opponents, with Energy Explosion that deals 3 to anyone adjacent to a target (so long as you can get that 9 to hit). Most significantly, you're paying for Outwit that completely ignores the battlefield and stretches across 10 squares. Nothing to build a team around, but I.K.E. is probably worth adjusting your build to fit him in- so long as you have a reliable attacker to pick up his slack.
gotg046 R Black Dwarf
Team: No Affiliation
Range: 0
Points: 105
Keywords: Black Order, Minions of Thanos, Warrior
10
11
18
3
9
11
17
3
9
10
17
4
9
10
16
3
8
9
15
3
KO
KO
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(Special) Cull Obsidian: When Black Dwarf is KO'd by an opposing character's attack, deal damage to that character equal to the last amount of damage dealt to Black Dwarf. This damage can't be reduced below 1. (Speed) I Shall Never Fail You Again: Black Dwarf can use Charge and Flurry. (Attack) Seismic Slam: Black Dwarf can use Quake and Super Strength. When he uses Quake, choose up to 2 hit characters to be dealt 3 damage instead of 2 and knocked back 3 squares.
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Any member of the Black Order should go straight to the 'serious consideration' pile. That said, Black Dwarf is the very definition of 'high risk, high reward'. 105 isn't an unreasonable price to gamble on, but when you put down a prime target like this hard-hitting beast, you hope to get more out of him than one good Charge. Super Strength can skyrocket the damage on Black Dwarf's opening strike- as if Flurry wasn't enough. But at only 5 clicks long, with the last two being rather unremarkable Charge/Blades clicks, the Dwarf will have to fall back on his Cull Obsidian trait to finish dealing his damage. A smart opponent will know how to prevent the maximum feedback from a KO, so you have to play smarter to deprive him of choices.
gotg047a V Thanos
Team: Power Cosmic
Range: 8
Points: 300
Keywords: Black Order, Cosmic, Eternal, Mystical, Scientist
11
12
19
4
11
12
18
4
11
13
18
4
11
12
18
4
10
11
18
3
10
10
17
3
10
10
17
3
10
10
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4
10
10
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4
9
9
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4
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KO
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(Special) Choose - The Gauntlet or the Tribute: At the beginning of your first turn, each opponent chooses one: Deal 1 damage to each character on his or her force 100 points or less; or choose a character on his or her force 101 points or more and deal that character 3 damage. Opponents can't choose an option for which they have no characters. (Special) A Bloody Path to Find My Son: At the beginning of your first turn, choose an opposing character. Thanos' attacks deal 1 additional damage to that character. When that character is KO'd choose another opposing character. (Special) Beyond Your Mortal Concerns: Thanos can't be assigned a relic or resource. (Attack) The Black Order Obeys: Thanos can use Leadership. When he does and succeeds, he may remove the action token from any character with the Black Order keyword anywhere on the map.
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Does Thanos have what it takes to take a sealed tournament as a one-man army? As the game begins, Thanos is already dealing damage with his Tribute trait. He also chooses a rival, gaining a +1 to damage against an opponent of his choice. His opening click is strong, with a fast Running Shot and long 8 range, coupled with Outwit and the option of Pulse Wave. 19 defense is protected by Invincible, making Thanos immune to the penetrating damage that runs rampant in this set. His dial rolls smoothly through a series of rises and falls, but stays dangerous for the most part. I always caution against the one-man army, but here I'm going to give you my seal of approval. Live boldly, or fall spectacularly!
gotg047ae E Thanos
Team: Power Cosmic
Range: 8
Points: 200
Keywords: Black Order, Cosmic, Eternal, Mystical, Scientist
11
12
18
4
10
11
18
3
10
10
17
3
10
10
17
3
10
10
17
4
10
10
18
4
9
9
17
4
KO
KO
KO
KO
KO
KO
(Special) Choose - The Gauntlet or the Tribute: At the beginning of your first turn, each opponent chooses one: Deal 1 damage to each character on his or her force 100 points or less; or choose a character on his or her force 101 points or more and deal that character 3 damage. Opponents can't choose an option for which they have no characters. (Special) A Bloody Path to Find My Son: At the beginning of your first turn, choose an opposing character. Thanos' attacks deal 1 additional damage to that character. When that character is KO'd choose another opposing character. (Special) Beyond Your Mortal Concerns: Thanos can't be assigned a relic or resource. (Attack) The Black Order Obeys: Thanos can use Leadership. When he does and succeeds, he may remove the action token from any character with the Black Order keyword anywhere on the map.
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There's really only one circumstance under which you should roll with the 200 point version of this titan: you pulled a Super Rare member of the Black Order. Thanos drops from the respectable 10 to fragile 7 clicks of life. He gives up his 19 defense, opening Pulse Wave, and Running Shot. He still has all his traits, which is some consolation (the Tribute is straight-up brutal); but those traits look a lot better on an intimidating 300 point dial. Click that dial back to full.
(Special) [300 pts] Built to Test My Foes: Avengers: Opposing characters within range can't use team abilities and lose their keywords. At the beginning of the game, you may choose that Thanosi can use one of his other traits this game instead of this one. (Special) [200 pts] Built to Test My Foes: Thor: Opposing characters within range can't ignore pushing damage. At the beginning of the game, you may choose that Thanosi can use Build to Test My Foes: Ka-Zar this game instead. (Special) [100 pts] Built to Test My Foes: Ka-Zar: Opposing characters within range can't ignore terrain for movement purposes.
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Some people will tell you this is what Thanos should have looked like. 11 clicks of life, astronomical damage values, and constant move-and-attack makes for an aggressive interpretation of the Mad Titan. The Thanosi comes with a team-disrupting trait, and the option to change it up on the fly if your keyword- and team ability-countering would be less useful than countering Willpower or Improved Movement. His attack values are high, but not a sure thing like you want out of a one-man army. With two lower starting lines, you've got other options and I'd take them.
(Special) [200 pts] Built to Test My Foes: Thor: Opposing characters within range can't ignore pushing damage. At the beginning of the game, you may choose that Thanosi can use Build to Test My Foes: Ka-Zar this game instead. (Special) [100 pts] Built to Test My Foes: Ka-Zar: Opposing characters within range can't ignore terrain for movement purposes.
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Thanosi at 200 is a force to be reckoned with. Robbing opponents of either their Willpower or their terrain-ignoring abilities, Thanosi also takes away their opportunity to reduce damage from him via Psychic Blast. 8 clicks is about as much as anyone's getting below 200 points; as long as he can avoid penetrating damage, Thanosi can draw that dial out a bit with his solid damage reducers. The sweet spot for this robotic conqueror is right here.
(Special) [100 pts] Built to Test My Foes: Ka-Zar: Opposing characters within range can't ignore terrain for movement purposes.
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Nobody pulls out a rare Prime with 3 starting lines, including a one-man army line, and clicks down to the yellow- but it may be worth considering here. Here, Thanosi loses most of his magic, but still deals good damage, has decent stats, and takes away most of the advantage of flight. He's got Prob or Outwit on 3 out of 5 clicks, and keeps moving while he keeps on the offensive. If you had 200 points worth of other figures you just had to play, there's no shame in taking the lesser Thanosi.
gotg048 R Supergiant
Team: No Affiliation
Range: 7
Points: 120
Keywords: Black Order, Minions of Thanos
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(Special) Cull the Obsidian: When Supergiant is KO'd by an opposing character's attack, deal damage to that character equal to the last amount of damage deal to Supergiant. This damage can't be reduced below 1. (Speed) Mental Possession: Supergiant can use Mind Control. When she does, she isn't dealt unavoidable damage from it and modifies her attack value by +1. At the beginning of your turn, she can use Mind Control as a free action to target a character she hit with Mind Control during your last turn. (Attack) Omnipath: Supergiant can use Penetrating/Psychic Blast. When she does, she may target any number of characters. (Damage) Mental Parasite: Supergiant can use Outwit. When she does, the target character modifies its combat values by -1 until your next turn.
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There's just no getting around it: Supergiant needs a lift into the battle. Once she gets a lock on an opposing figure, she can keep rolling steady with the Mind Control on that character each and every turn. I recommend grabbing the biggest, baddest opposing figure (she doesn't hurt herself for their point value), and after attacking with them, use her Outwit to take away their ability to hurt you, simultaneously dropping their stats! Supergiant has a pretty long dial for her ilk, with a few nice options popping up as she takes some damage; but ideally, you never see any of that.
Last edited by saturnflight; 09/15/2014 at 17:56..
As always will copy my thoughts later but offhand:
Again I think difference in playstyles factors in here.
ISAAC is 88 points for Support (powers not Support as in Heal) who is barely a tertiary attacker...No sir. I don't like it.
I'd say Deathurge is a 2. HOnestly the lack of precisin strike makes him a very viable attacker...just not the greatest
Gorr...like man. I want to like
Him. And If I get Aleta I'd
Prolly run those two but even if the test of the environment is lacking in high defense...for his points...he's going to get shot to death hard and fast. Like Sphinx he can be outwitted. Unlike Sphinx his powers are keyed on close combat for most of his dial.
It takes one outwit to remove his Impervious with 17 def.
It takes one outwit to remove his charge. Raw 5 isn't bad...but his 6 range means he's pretty boned if he can't move and close combat.
I recall you saying 4 is for broken Good for points.i'd say evil Saintwalker is far from it.
Glad you gave Maximus a 2nd look...he has a lot of sneaky sneaky tricks
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
I set aside Black Bolt to play in Austin, then looked over I.S.A.A.C., thinking I had no other Inhumans to perplex, ~AH~ he can perplex himself (used that with Triton in a Battle Royale), I went with I.S.A.A.C., Everything That Happens on Titan is Known worked pretty good.
I did pull two Ebony Maws, used one, my comrade pointed out to me I could have run both. Hah! didn't even occur to me. Words, Words, Words twice...
Remember, there's always something cleverer than yourself.
Man, that Thanos is wicked good. Played him in a 500 constructed, and went 2-1 despite never dealing that free damage at the beginning of the game. Just so happened each opponent either successfully rolled for Impervious on their tentpole, or had a bunch of toughness on the little dudes. The only team that beat his squad (2 Dire Wraiths and prime Captain Marvel) was a nasty Brotherhood/X-Men team led by the Prof X Magneto duo, with Banshee, WatX Phoenix, Moira MacTaggart and Destiny. Nobody beat that team.
As brutal as Gorr the God Butcher is (and he is!) I've seen him gunned down many times by smart players and a fash os Psy Blast. Plus it seems that after those first 2 or 3 clicks he just doesn't seem to do much. But then again I've only seen maybe three people play him so that might not be enough to base any judgement on.
Rare GotG Figures
So Unlike the Other two I will be going over ALL The Rare and Super Rare Figures because you're given less options when pulling these figures...so even with the less than great ones (Like Issac) You need to know what youc an and can't do. Anyway because NOONE Demanded it:
Angela. So she is a solid piece for 94. 3 Clicks of 11 attack and Ten for the Rest. With consistent 3s and two 2s at the end with Blades. While she isn't going to be naturally breaking any defenses on her own she can really dish out the pain with CCE and her naturally high ish (High for normal pieces Ish for the High POint bricks). With charge she's also fairly mobile and as a flier she won't trip over hindering or elevated. Apparently most people are surprised when they realize she flies...btu yup she does. Keyword wise her real asset is Guardians of the Galaxy. Pairing her trait with Mantis makes her bonkers. OH BUT let's look at this: her trait.
So it activates ANYTIME she's targetted. Obviously that means being attacked but as WELL That is any power which targets. So Outwit, perplex, or any power that targets. I'll have to double check but I sadly don't think Probability control is considered targeting according to the current PAC. Regardless her ability to port and attack for free is great when used correctly. Now if you pair it with Mantis...you can Port...attack for free. Then CCE as a normal action. It's something of beauty... (If you can't tell when it comes to GotG Mantis will be a lynchpin piece)
Collector. OH BOY the first Power Cosmic Tentpole. So to begin with he can't be outwitted and he's very pushable. Opening Invincible into mid dial invulnerability is great. Starting Second click he also gets his wicked cool Shape change and Combat values buff. Remember this kicks in regarldess of damage taken. So if someone incaps you...great you still get +1 stats. Now his trait while cute...shouldn't be relied onto win. It's a great way to punish a close combat brick that you'd have to attack anyway. it does combo with his Two clicks of Flurry too.Remember NOTHING says that by placing that character on your card after it gets hit says it doesn't stop from taking damage. HOWEVER if a piece lends a Defensive reducer (I don't think one in this set does) It makes a difference. Remember order is.
Declare attack (Shape change Check).
Roll. (Re Roll Check) *
Powers that Key off of a Successful attack Roll (Blades or not).
Avoidance powers (super senses)
Deal damage (Reducer Check)
Take Damage (clicking the dial)
That said with EE and PW and an 8 Range Double Target he's built to be a range piece...but...what is scary cosmic face missing to be perfect? Well he has Phasing Teleport...but no actual move and attack. This is a bit of a downer. While I wouldn't automatically put him in my ignore pile but I'd have to hardup to run him on his own. Essentially His trait is occasional spot removal. But don't make the mistake of accidentally 'Collecting" The last figure as I believe as it stands the game would end and points stand as is.
Killraven: 76 points with a piece that can Charge 5 with precision strike and an 11 attack. Solid right there. Honestly for his points he's a consistently vicious close Combat machine with a few range like tricks. Most of the time he'll be in close but he may catch people off guard with his 4 range. Hell the end dial MC may surprise people. His guardians Keyword... Put a mantis On it...
The Special power so essentially you can use normal outwit at 6 squares away or target all opposing within 3. Not bad.
Honestly overall Killraven is a good piece but compared to some of the other more substantial rares, he's a bit iffy. Honestly he's an AMAZING Tertiary or secondary attacker but if he and another low point Rare are your pulls you better hope to also get a Ronan or a Capt. marvel. or enough mid point attackers to cause some pain ( I could see a GotG team with him doing well).
Black Bolt: Leader of the Inhumans. So this is like your prototypical Black BOlt. RS Pulse wave all the way down with a special BLOW UP WALLS one near the end. Weighing in at 150 his attack is a bit low. Top dial 11 that eventually lowers to 9 end dial. His inhumanity will help make up for that as will hte PUlse wave bu the will struggle a bit. That said Pulse wave is always king and there are very few to No "Can't be ignored" powers so that alone makes him worth playing. Let's say you opponent is playing it smart and staying outside of your 11 square swing (5 Running shot, 5 AoE Pulse Wave+inumanity perplex). Fine. Black bolt has a natural 9 range double target.
Ok aside from attack value the other issue is that top dial he has only 3 damage. So when he goes for normal ranged combat attacks he's not really punishing as much as harassing. Pairing him with his brother Maximus isn't bad or even Lockjaw to help mobility. He's an almost always play if I have more perplex or long range prob.
Lockjaw: Lockjaw falls in the Killraven camp. For what he can do he's great. He can transport TONS of people can perplex Inhumans and can even harass other pieces and has prob BUT pulling him with very little other usable stuff can be a struggle.
Addendum: Nebula can't stop him from transporting as he CAN use Carry he doesn't possess the ability.
Maximus; IN order to really fully utilize this piece you need to Pull other Inhumans. TK, Sidestep+Perplex is great. Special MC is nice but in general at his cost he isn't doing much. Realistically he's not getting Two Alpha Primitves but if he does it's a good way to surprise someone with an attacker. and on a theme team they can be used as Dork fillers to use Prob. Alternatively Imagine this: maximus creates a Primitve. maximus ups the primitives attack to an 11 and it can charge and pick up a heavy object. for five damage. Not to mention the free move action.
Overall I'm not playing Maximum unless I get pulls that play to his strengths like a constructed team would.
Medusa: Another 75 Point inhuman. Inhumanity always useful if on an Inhuman theme team. Ok So Medusa is a Close combat tie up piece with both Charge and Plasticity. Quake and Empower means she's going to be good with dealing with crowds and helping people dish out pain. Her Deadly locks is pretty useful because even if she doesn't get to use it, it acts as a deterent from you opponent having their Willpower or Power Cosmic power piece from doubling up on tokens while adjacent to her.
HOWEVER it only kicks in at the beginning of turn to adjacent figures...so she has to be up in their face and not die. While she isn't bad she's not even Killraven or Maximus good for me. I'd player her maybe on a theme team with Gorgon or Karnak but they'd realistically get shot to death before impact.
Martyr: He look its' Phyla Vell...BUT NOT. So Phylla dark here is a mishmash of incompatible powers that cost her a bit much on points. HOWEVER Despite these 'options' as optimists would call them she's still a solid piece. Her movement power is Hypersonic Speed and Stealth. There is literally nothing wrong with these powers together as it lets her hit run and hide. However of the powers she has while this power is showing the only one that can be used with it is her 2nd click PRecision Strike. She also has Perplex showing which wll give her some options in boosting either attack or damage to make her worth her 160 points.
Given the lack of medics in this set her Martyr power is really good for heling a secondary attacker two clicks. As well the end dial regen is a grea way to get some longevirty out of her. Mid dial RS Pw isn't shabby either.
Overall I wouldn't auto play her but she isn't a bad option when your options are limited. She has both Kree and GotG which gives her a lot of options. Other than power incompatibility her other issue is her powers make youw ant to hit and run with her but her short range makes it harder. Well at least she ignores hindering.
Deathurge: Similar to Phylla Dark Deathurge opens with HSS a PB. Deathurge has some issues with incompatible powers but middial he seems to gel better than Martyr. So he has Super senses his entire dial and for five them he also has shape changes. So ihe's hard to hit but he's also very soft when you do. His Other special powers though are what give him his flavor. Deathurge is essentially walking suicidal tendencies and his power represent that well. His Blades Special power is really really nice. He deals Penetrating Damage while using it, th eonly downside is that the Maximum result he can attain is the click number of his target. which means the closer the figure is to death the more damage you could possibly do. This can be frustrating for people as a 140 point piece cant do more than 1 blades damage to a figure on hit's first click...
Deathurge also gains poison. Again the closer to death they are the more devastating Deathurge is. His poison becomes penetrating when teh character he's poisoning is on a click number higher than it's printed value.
AS WORDED THOUGH, I'm not sure if it's poison just to the one target it applies to or all figures as it just says this damage is penetrating? Prolly the former.
Another big Drawback is his small range of 4. You're going to be relying a lot on SS and SC rolls to keep him alive.
OVerall I'd strongly consider Playing Deathurge for his points but would try to find pieces to make him more useful.
Gorr The God Butcher: Hey look everyone it's reverse Saint walker!( no Seriously look at his species' design and his origins...). Anyway this piece is a close combat Monster. Ol' God Killer may cost a pretty penny but he can do a TON of damage. Naturallly high attack that doesn't drop below a ten. Lots of Exploit with Decent damage. Mid Dial INvincible (to frustrate opponents). Now Let's look at his special powers and trait. His Trait gives him a bonus against Deities. Awesome. +2 attack is always good. He also deals them penetrating damage. Doubleplus Good. However it seems less and less god when you consider there are only 4 Deities in the set himself included (Angela, Deathurge and Sphinx being the others). Deathurge his powers will almost never factor in (He only has 17 and relies on Avoidance rolls to live) so his trait really only comes into play against Angela and Sphinx. Angela is a fine just you used a 170 pt. Piece to punish a 94 point on that can still hit you back hard. With Sphinx yes you can deal a **** of damage to him but you will make him land on his 'God Xanadar Absorption' Clix or he'll just port back away when he lands on regen. So Gorr very rarely gets to live up to his namesake. That said you can catch a fpiece off guard by shoooting 6 squares away with his impressive 12 attack and 5 damage.
His middial All Black Necrosword isn't bad. instead of dealing penetrating damage as many Special blades do when you roll low he gets to reshape the battle field with free action Smoke cloud and Barrier. Sadly you can't double down on it if you use this with his flurry. Actually this isn't a bade power as you can drop a smoke under yourself and the oppposing figurea nd if you attacked diagonally you can whip up a barrier around you to protect yourself.
Godbomb is Pulsewave with a catch. It has to be a double power action and upshis range value by the number of guys left on the map. As he starts out with 6 (not the Area of effect but the range) he’ll cap out at 9 range and 5 squares for the area of effect. The only upside is that he bumps up his measly two by whatever the amount of figures there are maximum four. Even a mass 3 Damage Pulse wave ona cluster can devastate some people.
SO drawbacks…and sadly there are a few: his 6 range is great and more of an add on but it’s very limiting. I’d rather have him cost 10 points less and have 0. While he is VERY Durable TECHNICALLY he’s also very fragile as many of the Higher point bricks he’ll be taking on have power Cosmic or gain it later. He can be outwitted. And In fact against two outwitters he can be neutered AND De Fanged. Admittedly his stats are nothing to scoff at but the average 17 naked would throw HIM FAR into his Flurry clicks with no move and attack. That is my concern at least.
While he’s not an awful pull I’d be VERY hesistant to play him without a TKer or some way to heal him back up.
Sphinx:
Now this guys is one BAD MAMO JA-(SHUT YOUR MOUTH) I’m Just talking about Sphinx. Can you dig it?
So when I saw this guy previewed I had two thoughts:
A. Either this is representative of how OP this set is going to be given how ridiculous he is.
B. The set is NOT OP But this dude will be a sealed person’s wet dream.
Needless to say I’m a fan. Ok Let’s take a look. Opening Running Shot Pulse wave. Very nice. Paired with Shape change and Prob. Can’t say no to that. Mid Dial ‘God’ Clicks (The best one starting at 4 damage…a very common thing to see...among other high bricks) that has Outwit/Perplex, Power Cosmic AND colossal Damage? Oh MY! End Dial Shape Change, Sidestep and Regen. That’s nice because sometimes you hve to choose between running (close combat, poison etc.) Or regening. While not ideal Sidestep is EXCELLENT.
Now let’s get to the meat and potatoes of this figure: his real BIG trick (God Clicks aside even though those are intimidating and scary) is his Time Loop Trait. So you know how in constructed how ridiculous it is to have a piece go out, wreck some face and then RUN BACK and heal? Yeah I do. It’s how I ran my NML month 6 using a modified TK yo Yo team using bat Signal (only player without a Belt!) or how Lilandra+Shi’ar works…. Now Imagine this with Sphinx. You place the Time Loop IN YOUR starting area. You have him TK’d Out or He Runs out on his own. He Single Target Pulse waves like ONE GUY. Just singling him out and punishing him. Then Next turn he gets hit hard and retaliated…but this person was smart and counted clix so he could knock Sphinx RIGHT PAST his God Clix. OH NO. Well Beginning of next turn Time Loop back. Give him a free action to make another one after removing the old one and then REGEN (Or push so you land on regen). This piece is beautiful in it’s simplicity as his callback isn’t a mandatory effect like Sleepwalkers and lets him zip away when it’s opportune for him.
Ok So the drawbacks: he doesn’t have Power Cosmic Proper. When he isn’t on his god Clicks he can be outwitted VERY VERY Easily. He only has a 17 Defense and even then it’s only invulnerability. If you count clicks like me you may even let him keep that and opt to remove his pulse wave or his ridiculously good damage power.
His hidden Downside: So colossal Damage symbol is great. He can see EVERYWHERE. However he can also be shot at easier by anyone. That’s a given HOWEVER if you play somewhat absent minded and go for Colossal Stamina don’t forget he WILL take damage. Sounds obvious reading it but in the moment people will go “Oh well I can finish him off If I go for it” But trust me. Sitting on 19 (Possibly 20 if you’re in hindering) with Shpae change and prob that can’t be outwitted is GREAT. Unless you’re worried about a penetrating damage piece or some crazy poison or auto damage effect. Don’t stress it. That said even Click 5 is fine just at that point Don’T COLOSSAL STAMINA OFF OF IT.
Honestly Sphinx is almost an Auto play for me. Hell I would even play Maximus SANS other inhumans (Including Primitives) just to give Sphinx-ter here a TKer (ideally I’d want Moondragon but it’d be sealed so beggars can’t be choosers). Playing someone who can boost his EH 12 attack wouldn’t hurt either.
SHRIEK: so anyone who knows me knows I have been pimping THE HELL out of this piece as I think it’s very meta and has a lot of potential (In fact had a guy had me make up a Dragon Con team for him with this piece…but of course he had to go around telling Certain people…now it’s showing up on Youtube Interviews and stuff : \. Man He won’t do well because…now it’s noT A SURPRISE. Oh well.)
So Shriek has A LOT OF GIMMICKS. Her dial looks pretty standard she has P/PB with Sidestep and LOTS of empower. Lots of Super senses and a little bit of willpower mid dial. Nothing Spectacular but not bad as she can damage some big guys.
Her Twisted mother trait MAY LOOK useless as there’s no other Maximum carnage pieces in this set BUT it does not specify OTHER actually she herself MAY use charge to attack that character as a free action (Then Move away as her Real action so that character can’t attack back which is easy as she has IM: Characters).
Her second trait gives her a little extra oomph when she hits a single target with an attack that deals damage. It lets her neg their combat values by -1 until your next turn. That’s nice. I’ll have to double check a ruling BUT If you double target (To increase your chances of hitting someone) but hit both and choose to deal all the damage to one person I’m fairly certain the modifier would still kick in on that character. The best part is that with P/PB and Precision Strike she’ll be able to activate this effect fairly frequently.
And yes final the real meat of this character: her Special power. She creates a radial effect equal to her range that will give all other figures Battle Fury (Without maximum Carnage keyword…so only if she’s going against another Shriek will this matter). She can also use MC regardless of LoF or BF and isn’t dealt unavoidable damage from it. This isn’t bad at all. So you could also after taking damage: charge, make an attack (MC or normal attack) Then MC the character again as your normal action…
Her real weakness is no move and attack unless she takes damage. This is honestly fine as her Special power let’s her sit back and take her time setting up attacks or controlling the board. You ideally want to pair her with a carrier of some sort. Lockjaw and her would be hilarious. Her other weakness is the fact that she has NO Reducers and when she does get hit she takes it hard. So if you are against a piece that can charge 5-6 you may want to be wary of positioning .
Shriek is almost an Auto play for me but I’d have to look and see what else I pulled if I could combo it right (Capt. Marvel wouldn’t be a bad pair…as her Effect wears off when being ‘carried’ SO…Marvel could shoot then drop her back down to reactivate her effect. OR if you’[re against a piece with Shape Change let her keep her effect up so you ignore it!
I.S.A.A.C.: Love…Exciting and new…From Titan…We’re EXPECTING YOUUU . So when I first posted some figure reviews people were hot to trot to tell me all about Issac and how much of an OP Piece he is. Now…I’m not one to Shirk Triple Target Energy Explosion, that ****s my Jam. Having SUPER Outwit is great as well. End dial High attack with Support and phasing…Oh my God. HECK that Teleporting Power is Vicious too. In a two player games it’s essentially GO TO ANY SQUARE ANYWHERE ON YOUR HALF OF THE MAP. Beautiful All With Ten Range Triple Targets. At 88 Points with the Eternal Keyword not bad.
But here’s why Disco Stu here isn’t going to be a top pick for me:
Teleporting Titan while a good way to retreat STILL takes a power action…and you’re going to retreat…to what?
While the ability to firebomb a cluster is nice...you need a 7 to hit a 16. So in a World where average defense is 17-18 his chances of hitting dwindle significantly.
If I pull a big Brick (like Sphinx) I’ll pair him with ISSAC…but otherwise he just can’t do enough for his points in a sealed game.
Black Dwarf: For Some reason I nicknamed the figure Turn Down for What as I always imagine him Slammming himself into a fight with very little to no regard for his own safety…(Prolly from his attack power). So the first thing that will standout for Black Dwarf is his INSANELY Short dial for his cost. Like it’s Molly Hayes Short. Despite this fact at 105 He EARNS his keep. He’s Indom but has Invincible and Imperv for his entire five click life. He’s a very offensive oriented piece As his first three clicks are Charge And Flurry paired with his special quake. His Seismic Slam (TURN DOWN FOR WHAT!!!) Lets him Use Quake and Super Strength And When he uses Quake he can choose two of the characters are dealt 3 (and knockbacked 3) instead of 2. While this may not seem like much being able to smack a support piece for an attack and throwing it back 3 is devastating but not only that you’d get a cheap hit in on another figure. Charge Flurry is also viable as he tops out JUST Above 100 letting him pick up an Ultra Heavy to smack someone for 6 then again for 3. Beautiful. End Dial he has Charge and Blades. Yawn.
Like most of the Black Order he has the Cull Obsidian Trait. Interestingly enough it is BECAUSE of this trait that his dial becomes such an asset. Similar to Ebony Maw you’ll want to push him right away if you see a 4 damage character with Penetrating Psychic Blast (Or with outwit). The way I see it is they’re either eating four damage from killing you OR They slowly try to whiddle you down while you proceed to …TURN DOWN FOR WHAT!!!
Also for you old foagies like me this is turn down for what
(Warning this video is irrelevant…to any actual strategy but I do actually call Black Dwarf This…so there’s that).
Thanos: YEAH!!! The Big Man!
So Let’s start by examining his traits and Special powers (a bit backwards I know) as they are consistent beteween both dials.
The Gauntlet/Tribute conundrum: Honestly this power isn’t that devastating when you consider a few things: Most One Man army bricks can take 3 damage and most under 100 point pieces can take a click of damage. I sincerely think this effect will be really devastating on that poor bastard who actually has a WELL balanced team with a lot of sub 100 Pieces. Poor guy never saw it coming. Though I guess devastating is an overstatement… Regardless this power is a nice bonus and by no means seems to take up a lot of his cost.
A BLOODY PATH…OF BLOOD. So this is again just a nice add on. IT adjust his rather OK damage output (For his points) to adequate levels (Even if it is specialized).
Beyond Your mortal Concerns: ALL RIGHT ALL RIGHT. What’s All this Then. There are no relics or resources in the boosters of these sets. RIGHT! Well Nothing to see here Move along.
Black Order Obeys: While many may go “But Thanos has to be payed with Maw or Midnight or SOMEONE to utilize this attack power” They’re wrong. As worded and as it was ruled he can remove tokens from HIMSELF. Regardless of whether he’s at 300 and this pops up middial or at 200 and turns up at the beginning this is really nice.
General Dial Analysis:
300: As a One Man Army Corps, Thanos has a lot going for him. He has a long string of unoutwittable Invincible, invulnerable and then impervious. He’s an 8 range double target piece with outwit and Pulse wave to open. Middial he gains his SP so he can be like the energizer bunny a 1/3 of the time. He also gains RCE which when paired with his Trait means he can shell out 6 damage (though I’d settle for 5 with an attack boost). End dial he gains Charge and Steal Energy with some Prob for longevity. At this point you’re prolly struggling to finish off your opponent or to get points. Considering against your ‘Son’ you’ll be dishing out five damage with prob…I think you’re going to have a decent chance at taking somone out while you’re healing.
200: This Lower pointed Thanos is much more the team player. Not only because he can AFFORD playmates but also because he begins with his Special power. He has a lot of the same stuff as top dial thanos just NO Pulse wave and opening move and attack. Ideally you’d want to pair him with: Maw, Corvus or Proxima. But even outside of that pairing him with any figure with TK or support pieces is fine. Hell Lockjaw toting him around wouldn’t hurt. His Brother Starfox also makes for an interesting pairing with him.
Drawbacks of both: When you’re not attacking your chosen figure you’re dishing out REALLY Small damage for your cost.
Overall: Thanos would be an auto play for me. What level would depend on what else I’d pull but I’d honestly lean towards the 200 point dial even if he is less mobile. If I pulled him and Sphinx what would I play? Tough question. No idea I’d prolly cry.
ThanosI( Prime): I’m starting to nod off so I’m going to wrap this up quick: Thanosi is a ranged combat machine. He alternates nearly all dial between Pulse wave, Energy Explosion ad PSychich blast. His damage output at each point value is solid and about what you expect but his real strength is in his traits. The ability to turn off the ability to use Team Abilities in this Power cosmic heavy set is nuts. The ability to stop Keywords with so many pieces (Kree, Inhumans, guardians of the galaxy) is just devastating. As well no one on a theme team would be able to use theme team probability control. As a Prime Thanosi has little to no drawbacks aside from not being able to fly (Which the original thanos had that issue as well) But honestly with all the fliers that’s more of an asset than anything. Hell his 200 pt. Trait is almost equally devastating even AGAINST other Power Cosmic Pieces.
Supergiant: Because someone had a dumb comment about why she’s so small: Superigiant’s and Black Dwarfs are named after stars…So this 120 Point Black order piece is all about MC and Support powers and their ability to **** with you. She opens with a Special MC that says if she hit you last turn she can use it this turn as a free action. When she MC’s she doesn’t take unavoiadable and booster her attack by 1. This can be pretty good if you’re more apt to playing board control. Her mental Parasite power is REALLY really good. When she outwits someone that acharacter simply modifies it’s combat values by -1. All of them. It’s Insane it’s a super perplex SADDLED with her outwit. Just beautiful. Mid dial she gains P/PB that lets her target any number of characters within her 7 range. Not bad. Overall this piece is solid for it’s points and can cause A LOT of mayhem.Defensively she’s average opening with Invulnerable and ending with Shape change. Her Cull Obsidian trait as always is a boon as it acts as a deterent in addition to a retributive strike. Also given that she’s only 120 points she’s also very buildable as part of a team.
I would strongly consider playing this piece if I were to pull it.
As always my thoughts...
Few corrections:
Collector if someone's Collected an dit's the last figure you get their points for KO.
Nebula can Nix Lockjaw's Carry ability but MAY NOT gain the +3 movement...
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
Nice write up as always but ummm....i think you failed to mention that the Collector "Whom of which crumbles end dial according to you" WONT be "Crumbling" Much because his stats will be bolstered via his special. Not to mention that he can potentially have a 13 attack, 7 damage and a 20 defense and all he has to do is be attacked, something you said he would be recieving alot of. The fact that collector can REMOVE tentpoles (under 235) from the game as if he basically had the Capture ability is game changing. As always....no one gives credit where credit is due with the Elders of the Universe. They have a weird/quirky design and when it actually works you're opponent doesnt know what to do about it.
Nice write up as always but ummm....i think you failed to mention that the Collector "Whom of which crumbles end dial according to you" WONT be "Crumbling" Much because his stats will be bolstered via his special. Not to mention that he can potentially have a 13 attack, 7 damage and a 20 defense and all he has to do is be attacked, something you said he would be recieving alot of. The fact that collector can REMOVE tentpoles (under 235) from the game as if he basically had the Capture ability is game changing. As always....no one gives credit where credit is due with the Elders of the Universe. They have a weird/quirky design and when it actually works you're opponent doesnt know what to do about it.
Collector only gets that boost if he was attacked the previous turn. He also can't chase down a target. To 'collect' a target requires a huge roll (9+, in most cases), and has a poor chance of lasting.
Nice write up as always but ummm....i think you failed to mention that the Collector "Whom of which crumbles end dial according to you" WONT be "Crumbling" Much because his stats will be bolstered via his special. Not to mention that he can potentially have a 13 attack, 7 damage and a 20 defense and all he has to do is be attacked, something you said he would be recieving alot of. The fact that collector can REMOVE tentpoles (under 235) from the game as if he basically had the Capture ability is game changing. As always....no one gives credit where credit is due with the Elders of the Universe. They have a weird/quirky design and when it actually works you're opponent doesnt know what to do about it.
Yeah but as Saturn points out the likelihood of this occurring is almost nil...
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
Sorry to re bump but could you explain how Gorr is broken for his points? Given his 170 pt. price tag? I know you said 4 means broken for their points...
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan