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View Full Version : Building a Better Sentinel


outlawmoon
02/11/2003, 13:22
Hi folks,

I got my son a Sentinel for Christmas. He was really jazzed, being 6, an age where big and strong-looking equals power. I assumed that, points being points and games being (reasonably) balanced, the big guy would hold his own, alone, at 100/200/300 points.

As anyone who has one knows, this is not at all the case.

Each time he's played the Sentinel, he's gone in raring to kick ***, only to have his own handed to him in short order. This is the case even though I'm playing for fun, not to win, and am particularly not playing aggressively because, as I said, he's 6, and always losing is demoralizing.

Thus, the $16 Sentinel is demoralizing. REALLY demoralizing. And the little guy is getting to where he no longer wants to play a game he was really enjoying, because he thinks he's bad at it.

I've read lots of comments in the forums about what a wuss the big guy is, and I've seen scattered recommendations on ways to beef him up. Most suggestions fall into the "Use figure x, y, and z to run interference for him" category. But I'd like my kid to be able to play this thing as a force unto itself, with a roughly equal chance against a force of equivalent point value.

I had a few notions so far I'd like to run by you guys, and I'm very open to other suggestions. I'm not campaigning to change the oficial rules, mind you, I'm just hoping for help in coming up with effective house rules.

These are my thoughts so far:

1) During those clicks in which the Sentinel has Deflection, give it instead a +2 to defense against all attacks. Or, in addition to the +2 vs. ranged, give it a +1 vs. close. The thought here, of course, is to make him tougher to hit early on, allowing him to retain his power longer in the game.

2) Start him one click higher on his 100 & 200 point versions, i.e. 100 points he starts with 5 clicks, 200 he starts with 2.

3) Start him a level up from where he would normally start, treating the 200 point version as the 100 pointer, the 300 pointer as the 200 pointer.

4) Give him additional actions as appropriate to the power level of the game, ie. 2 actions at 200 points, 3 at 300. The problem I see here would be that he'd be able to move and then put down a captured fig all in one move, which would be a bit too much. In this case, perhaps make the "put down" action count as two actions.

5) Eliminate push damage and give pushing a limit, i.e. must pass after 3 or 4 tokens.

That's what I've got so far, and I'm interested in your comments on which or what combination or what other ideas might best work to make the Sentinel the one man army my kid dreamed he would be. And, for the sake of the many out there who just want him tougher in general, with or without a team, how such changes could or should be used in a team situation.

Thank you very much in advance.

Tsannik
02/11/2003, 13:27
Another popular house rule for the Sentinel/Sinestro is to half his point value....


So, instead of 100/200/300... it's 50/100/150.. makes for a much more interesting game that way...

JacinB
02/11/2003, 13:29
I think that all of your ideas are reasonably good ones.

I do feel badly for your son in that the Sentinel simply is as good as advertised. After all, large and imposing figures should be large and imposing on the field of battle as well rather than laughing stocks, right?

I'd say that, since you're playing for fun, take one or two of your rules suggestions above and give them a shot. If that still doesn't fix the problem, you can adjust them from there.

Hope things start going better for him. Demoralizing losses at that young an age are tough to deal with. Course, learning that losing doesn't mean the end of the world can be a good lesson, too, if you do it right ...

shin-goji
02/11/2003, 13:39
Being one of the foremost experts on Sentinels [ :) ] I have to say that using him as a force unto himself is just not possible. Yes, in the comics one Sentinel will kick the X-Men's butts. But in Hero-Clix, getting one action to your opponent's 3 is asking to lose. I sympathise with your son, and discouragement is never fun. But he has to change his style of play. The first thing to do is to play 400 to 500 point games. then you can get the Sentinel's true power into play. You can't rush in all guns blazing. You have to sit back and strategize. Again, rushing in without support or backup will get you killed. Not being able to be healed is a BIG BIG disad. I never played with medics ever because I started HC with a Sentinel. Then I realized how valuable they are. I can whup butt with two 100 point Sentinels [as brazil will soon find out] and have formulated over and over different backup teams. Believe me, I understand what your son is going through. But he has to change how he plays. If his friends are willing to support house rules, and I hope they do, then he may have a better time.

hza
02/11/2003, 14:45
I used one the other day during a battle with my buddies. I opted for the 200 point Sentinel and have to agree that he is not as robust as he could be. Compared to the *other* construct, Sinestro, he simply doesn't have enough 'advantages' for being a big badass.

To be fair though, Sentinel is a huge android robot compared to Sinestro's superpowered energy being.

Go for the gusto: get a 300 point army of Gotham cops!

-hza

outlawmoon
02/12/2003, 11:46
Hi again, folks.

One of my original notions above was:

1) During those clicks in which the Sentinel has Deflection, give it instead a +2 to defense against all attacks. Or, in addition to the +2 vs. ranged, give it a +1 vs. close. The thought here, of course, is to make him tougher to hit early on, allowing him to retain his power longer in the game.

No one has commented specifically on this one, but I got to wondering how it might be to replace Energy Shield/Deflection with Invulnerability? Having the Sentinel initially able to halve damage from blokes like Thor, who could normally eliminate most of its power in a single blow, might be helpful, but how would it balance out vs. the alterations I suggested above?

What would you think of the 200 point Sentinel acting as the 100 pointer, the 300 point Sentinel acting as the 200 pointer, and replacing the clicks of Energy Shield/Deflection with Invulnerability?

Or are there other combos or suggestions you can parse to give the big guy some brass gnards? :cool:

Heretic
02/12/2003, 13:10
I tend to support the idea of halfing the value to 50/100/150. In comics, you would never find 1 Sentinel attacking an entire team. In fact, often you will see one shot from cyclops or Storm take one down, and you often will see wolverine standing on a huge pile of Sentinel bits. They tend to swarm in large groups w/ is not possible in HC. The biggest problem W/ a one man army is the lack of actions so you really need supprt, perhaps 100 point Sentinel w/ Bullseye and Boomerang laying down crossfire and U woverine for bcf if anyone comes in close.