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View Full Version : More Damage = Shorter Games = Less Strategy?


GumbyRI
03/05/2003, 13:45
In general, I'd like the typical character to have a deeper dial but also deal out less damage

Even with toughness and invulnerability most characters get defeated too quickly.

I'd prefer to play longer games with more player movement and more strategy. It would be a nice change to see Hawkeye and other similar characters on the board for more than five minutes before they bite the dust.

Instead I see a pattern of whichever team lands the first big blow almost always wins and the final outcome is usually obvious after only a few dice rolls. As the damage values seem the be increasing this trend will grow.


(I've only played four times so I'm probably a minority of one on this)

A_Higher_Level
03/05/2003, 13:55
*glancing over at Firelord*

Ehh... nope. You actually got it right. Just remember that this is a game where you can use figures you grew up on and enjoy as characters in an epic superhero battle. If you simply wanted to win games go get Boomerang, 5 Psylockes, the Invisble girl, and someone powerful with the synister syndicate ability (like Bulleye). To incapcitate all your multiple opponents to death (with 5 clix of damage piled on).

irweasel
03/05/2003, 13:57
I think you've got a point there I fear it's getting to the point that if you gotta have a big gun in your game before you can be sucessful. In theory a 200pt scrub team should be able to take down a 200pt Firelord team assuming you use good strategy and put thought into your team makeup but that seems not to be the case.
Has anyone ever taken down a Firelord/Pyro team using SHIELD?

Aron
03/05/2003, 15:42
300 pt Team:

Exp Firelord 71 Crimson Dynamo Vet 137 Black Panther rookiee 27 2 cheap taxis, couple cheap paramedics.

move outwit defenses move move for free shoot for 5, shoot for 5 retreat to medic as needed

Even Thanos would take 10 and barely be alive with only 1 or 2 clix left. Ripe for the plucking. Unless of course he could get back to a medic.

But honestly how many clix can take 10 unmodified and not be KO'd?

Wileyone
03/05/2003, 16:07
I just don't get the problem. I've been playing for a while and I don't understand why people have problems with Powerful figures/high damage or even Firelord.

Personally, I think most high point figures are not competative. They use up to many points on your team. Tatical manuevering can useally beat power house figures. Now, don't think I mean taxi (tatical manuevering) cause I often use only 1 taxi on a 300pt team with 8+ figures.

Here's the problem, TIE-UP THE BIG GUYS! It almost always takes him out of the game tatically. Send in plenty of cheap little thugs (whatever kind you like) and long range movement figures to ensure he is always tie-up. Then blast him from a distance, or move in base to base with your B/C/F after he has pushed (or even after one token if you know you can do some damage before he pushes to attack you back.

If your opponent is spending lots of points on one or two figures then you should easiliy be able to swarm him with low cost figures. I don't care if he has phasing, Leap/climb, whatever! If the figure is moving then he is not fighting. Running Shot and Charge work only 50% of the time (break away and attack). If the opponent wastes time fighting your cheap figures then you get "free smacks" against him with your good figures.

Oh, taxi you say? Base the taxi and no problem. Oh, the taxi has phasing? Well, Until Shadowcat was introduced there were no cheap phasing taxi's. Therefore, The opponent spent more points for taxi service and increase my advantage. I expect ShadowCat to see lots of use as the new "best taxi". But, I look forward to the challenge!

Until X-plosion, the only power that was really effective against a heavy tie-up strategy was Hypersonic speed. Still, this was expensive and didn't provide enough damage to KO the little hordes fast enough (or my good figures).

Even though X-plosion will provide a challenge, it also provides many more cheap options for my Swarm Army. I think it will be fun.

-Wileyone

sadley
03/05/2003, 16:16
Gumby, to add on to what you have said about big figs dealing big blows and winning the game. All I have to say is that if it really happened in real life let's say that your fleet of ships got attacked and your carrier sank, many times you will lose because you did take a big blow and it hurt. But what I am saying is that just because the other team has a big spender making the team and putting all his eggs into one basket then you have the upper hand. Whenever I see a firelord I just chuckle cause I know he can only hit one person a turn and if he wants to push him the next turn....then by all means, free damage for me :) but wheneve you see something big you just have to use your head and figure out how to take it down with minimal losses (of course). So in the end I think the big guns are actually making the game better and more strategic because you have to work against it when you are opposing a big fig like firelord of jugs let's say. It is always fun to se the look on the guys face when you have taken out his firelord in two or three turns. ( I have done it many a time and it is great...make sure to take out his medic too cause that always makes him get even angrier... LOL)

thanks for your time