View Full Version : Beware the Almighty CON-ARTIST!!!
darius_dax1
03/31/2003, 08:52
:eek: Oh my gosh! This is the gamebreaking piece we have all been fearing. Quick! Try to get away fast! Oh no, too late! Let's all just kneel before the Great, Almighty, CON-ARTIST.
I'm perplexed, is this the game breaking piece we were all supposed to worry about? If so she did her job well because you were all conned!
The rookie Con-Artist, at 11 points is almost a waste of time. 1st turn: move her six.
2nd turn: push, move her six again, finally gain Perplex, use perplex if you happen to have pieces in place to even make it effective.
3rd turn: use Perplex again, remove action counters, hopefully your opponent doesn't blast her into Kingdom Come (where the Mankind Liberation Front gets ahold of her).
She only has 3 freakin' clix and gone! Perplex is only on her 2nd click!
I'm not saying I won't use the Con-artist ever. But as far as a cheap perplexer goes she isn't that good. If I have an extra 11 points to spare after the build, I may just use her as filler.
Beg to differ. all you have to do is move her 1 square, then 1 more, and you are still in yor starting area. Then you've got a perplexer that they need to come clear across the board to get. just gotta play her right. I used a R and V con artist to good effect this weekend
shin-goji
03/31/2003, 09:02
They will definitely be Sentinel support! :)
darius_dax1
03/31/2003, 09:02
True, but I was referring to her 6 movement.
I think one of the things that people can do to stop borken powers like perplex and outwit is choose a map that has alot of terrain on it. This would also defeat Firelord. One of those indoor/outdoor maps where it is harder to get line of sight would work best.
darius_dax1
03/31/2003, 09:04
This whole game is about support pieces though. That's why I can never understand the amount of whining that goes on about rules changes.
Muddge13
03/31/2003, 09:15
:p FOR GODS SAKES SHES A STREET WALKER :laugh: :laugh:
you know me sooo horna me wuv you long time. me sukie sukie. 10 dalla anyting you want.
but i admit she is going to change the game play a bit.
built a 300 pts team and had 16 left over and guess who filled.
why move her 6 though? that's what I am trying to understand. at the most all you need to do is move her 2 squares.
Diablo4485
03/31/2003, 09:38
You guys are overlooking a simple alternative to giving the Con Artists their first click: line a bunch up w/ a V Avalanche in the middle and Pulse Wave. Boom! All in 1 turn! Stick in a Colossus and a Doombot and you can have a 1-hit KOing machine if you play your cards right.
Pack a Rookie steel (superman ally) and 10 hookers, and BAM! You have an american sniper. One shot kills. Add 3 cheap (hopefully free moving) fliers, and BAMM you have a nuke. (Flier A, carriers steel, Steel gets perplexed by 10 hookers, Flier B carries flier C, then C carriers steel, Steel snipes biggest/baddest target.
shin-goji
03/31/2003, 09:51
The big problem with the Blizzard pulse wave combo is that is a lot of points eaten up just to save a few actions.
The Stinger
03/31/2003, 10:05
Personally, I see the con artist as an incredible bait piece.
All the fuss over them having cheap perplex is blown out of proportion, and Ive taken advantage of it in a few games.
Get a team that you feel is solid without perplex, (It shouldnt be too hard, since weve been playing for wuite some time without too much perplex in the Marvel universe) and then throw in an 11 point con artist. Get your perplex click, and begin using it to your advantage, and if youre playing a complete spazz who thinks that the con artist will be the ruin of him, use it to bait him in. He takes your CA out, then you drop the hammer on him next turn.
This tactic works especially well if you have part of your normal force with perplex as well. I was running a Green Goblin, V Doc Ock, V Gambit team, among others, but those were my perplex guys, so that's 3 perplexers aside from the CA.
I used my CA to perplex damage a couple times, and then moved it out in a nice vulnerable spot. Sure enough, he flew right in and obliterated her. But unfortunately for the Genius who fears the CA, he was within range of Green goblin to taxi a perplexed doc ock in to drop the hammer on him for big damage.
I personally dont plan on stacking 5 or 6 CA's on a team, because it is Cheese to me to do that. One or two though could make for some great lures for some strategical traps.
Psylockeslover
03/31/2003, 10:09
I agree with Stinger. She is great for ambush bait...
WHY MUST PEOPLE MIX DC AND MARVEL????? WHY?
What amuses me is her name. She's clearly not there to perform a shell game. Do you know what "con" means in French? (Alternative Fnech Dictionary (http://www.notam02.no/~hcholm/altlang/ht/French.html)) That's more like it ...
Andrew
This past Sunday (3-30), I played in my first X-Plosion tournament. No one used the street walker. NO ONE. So much for this figure "changing the game"...
Anyone remember the flap over the Vampire Lackey's. Same same.
On a side note, I used Vet. Iron Man. He was fun, but for the points, use Vet Doom. Vet Gambit was alright, and Exp. Taskmaster was increadible!
-Rich
Well, there's the ever popular "use pulsewave on your big group of 'em and start first round with perplexers" then, of course, there's the new fan fave oposition of Green Goblin, R Vulture, E Ultron and any Psylocke for cleaning out said hordes in the first turn. If someone's invested enough in a group of con artists for this to shut down their entire strategy then the game's in the bag...
I agree with WarHULK, if someone wants to spend the time and points on this, then more power to 'em.
From my standpoint, you have two options. Take out the con artists first, or pound on the one figure they had the leftover points for. I'll take the second option, and will push and push to take down that one piece. Then what are they left with, a bunch of street walkers.
-Rich
shin-goji
03/31/2003, 13:30
Originally posted by Random
WHY MUST PEOPLE MIX DC AND MARVEL????? WHY?
Because it's fun :)
shin-goji
03/31/2003, 13:32
Here's my strategy, take it for what it is worth. 1 Sentinel, 3 Con Artists, Invisible Girl and a SHIELD Agent. Move two Con Artists and then the SHIELD Agent. Then push the two Con Artists, move up the Sentinel, then work on pushing the last Con Artist in later rounds. You don't have to push all 3 Con Artists as your first two actions, it's too predictable. Good players will prove themselves in this.
darius_dax1
03/31/2003, 16:53
See, CA isn't the threat she was supposed to be. Building a team around your support pieces is just wrong. A well-balanced team should have nearly everthing covered or at least be able to withstand an attack or two.
Sundancer
03/31/2003, 20:01
She's definitely making my OWAW Supes more playable.
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