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View Full Version : Wakanda takes on Captain America!


WakandaMan
05/15/2003, 04:05
So yeah, everyone has their own take on how Cap should've been made. Here's my shot at it, what I'd like to see if they ever redo him. I like to make R/E/V versions which are distinctive from each other, for variety. I use Retardog's nifty point generator (the most accurate one to date) to work out the costs. On with it:

Captain America - Rookie
Cost: 59 pts
Team: Avengers
Range 6
Arrows 1

Speed - -8- -8- 7- 7- 6- 6
Attack - -10- 9- 8- 8- 7- 7
Defense- 17 16 15 14 13 11
Damage- -2- 2- 2- 2- 1- 1

Notes: This Cap is a real team player, with Leadership and Defend (closest to yellow I could manage). Flurry here represents his reasonable combat skills, but keep in mind that this is Cap early on in his career. One click of CCE. Please note that this Cap does NOT have will power....read on...

Captain America - Exp
Cost: 73 pts
Team: None (with reservations)
Range 6
Arrows 2

Speed - - 9- -8- -8- 7- 7- 6- 6- 5
Attack - -11- 10- 9- 8- 8- 7- 7- 6
Defense- 17 17 16 15 14 13 12 11
Damage- -2- 2- 2- 2- 2- 1- 1- -1

This Cap is from a time when he had taken leave from the Avengers and was working solo. Hence, no team Affiliation, less leadership, and Stealth. His fighting skills have improved markedly, with Willpower to start, and lots of CCE and a great AV worthy of the best fighter on the planet. Plus his shield flinging skills have improved with a double whammy Incap to start. Note the change in use of his shield- at the start of the battle he flings it around causing havoc, and then at the end he uses it defensively (after taking a couple of hits). I had toyed with putting this Cap in SHIELD (makes him 77pts) or Spidey team (79pts), but decided against it. And finally...

Captain America - Vet
Cost: 114 pts
Team: Avengers
Range 6
Arrows 3

Speed - - 9- 8- 8- 7- 7- 7- 6- 6- 5
Attack - -11 10 10 9- 8- 8- 8- 7- 7-
Defense- 17 17 16 16 15 14 13 12 11
Damage- -2- 2- 2- 2- 2- 2- 1- 1- 1

This cap is a monster. He's the one that'll make you wet yourself when your opponent place him on the table. "Oh heck! Not Captain America!". Running shot with Triple Incapacitate at first and 11 attack. Willpower so he can just keep at it. Come in close and you're in for a beating with Flurry, and then CCE (note that CCE can't be used with Flurry or willpower on click 4). Are you ready for pain?

Noted omissions:
No L/C- I don't think it's really appropriate. I know he can bound around acrobatically, but not from the ground to a roof top.
No Charge- Cap more often fights from a distance until his opponent comes to him and then he lays a smack down. Hence Running shot instead.
No Outwit- Cap is not batman. His skill is more in fighting than in thinking. Certainly he is a master strategist in the field, but that is better represented with Leadership than outwit.

Well....what do y'all think? And in the immortal words of Johnny Storm; "Flame On!"

paladin72
05/15/2003, 04:26
I think you have it pretty close. Although, I would like to see a click or two of charge on the vet. Drop the flurry and put in a extra click of rs and then charge on the next two. That's my opinion, but you know what they say opinions are like, well everybodys got one. I think the main thing is that most people agree that we need a new Cap. I just hope Wizkids will eventually give us what we want.

WakandaMan
05/15/2003, 04:34
I tend to avoid Charge and Running Shot when I create stats, purely because they are so darned expensive! I'll just run your suggestion through the generator...hmm...extra 10 ptt, making him 124. Not too bad, but I wanted to keep the points down as much as possible, and flurry really is a great power.

Characters over 100pts with Leadership annoy the heck out of me I'm afraid. Ah well...if the cap fits....(heheheh)

paladin72
05/15/2003, 04:53
I believe that leadership is wasted on the Avengers anyway. It is just not good a good combo with their team ability. And most of their best figs are too high of a point cost that you would actually have a use for it anyway, unless you were playing in a high point game. On Cap though I don't feel that he should always have leadership and we could save those point for some of the other abilities that he has. He has not always been the chairman.

TheLion
05/15/2003, 09:11
Rookie:

Defend is a waste of points and doesn't really reflect how Cap uses his shield. Stealth on the experienced, even though the name of the power doesn't fit Cap, really reflects what he does with the shield. He blocks for his teammates, and by putting Cap in hindering terrain he creates blocking terrain for his teammates.

One click of CCE is a waste of points, too. Late in the dial, and with a lower attack value, it's not going to be dependable.

Flurry is an interesting choice, and could be useful for Cap.

Experienced:

Cap does not incapacitate. Two lightening bolts is one of the things that they got wrong in the IC version and would work great for Cap. I really don't take sides on the CCE debate and if a new version of Cap had it, that would be ok with me. Front loaded Willpower is the best way to represent this for Cap but it costs him his ES/D. If you play the IC Cap enough you realize how valuable this power is for him. Especially with the lower AV's of your opponents support figures, when Cap hunts them down and takes them out of the game. I like the unaffiliated version to add some dimension to the character.

Veteran

Again, the incapacitate is wrong. No one is going to use Cap as an incapcitator. Your off base with the charge, I don't know how many comics there are that show Cap running into the battle with shield up, ready to fight. A combo of running shot early, then charge later would be interesting, but charge defines the character better, and I would rather give up running shot for more charge. It's fun to taxi Cap in with Thor's running shot for a a great one-two punch to KO a figure. Also, as with the experienced version you lose the advantage that ES/D gives Cap early in his dial. Especially when you can use the Avengers free move to maneuver in on your opponent.

I totally disagree with the loss of outwit. It's great to have some late dial outwit in the game, especially when you can combine that with the front loaded outwit you get from Black Panther. I have played several games when this has become a factor because an opponent will forget about Caps late dial outwit and knock him into it, or try to damage cap past his outwit and waste a tempo sniping a support figure.

Also, Leadership is not wasted on the Avengers. The Avengers team ability is movement only and works great in the opening of the game for maneuvering for position, but later when the battles are engaged it;s great to have an extra COMBAT action that leadership provides. Besides, cap is a natural leader and Cap without leadership is just wrong.

All in all not bad, but it's not better than the IC version. They did get some things right with the IC version (charge, ES/D, stealth to block for teammates, and leadership), I think a new vrsion should build off of this instead of creating a Batman clone.

JayThor
05/15/2003, 09:22
I don't like the Defend either. The rest is great. Cap is not a killer, but a goody-goody, and would use Incap if he could to stop a fight. hourman used the flurry/CCE possibility on his Wildcat creation, and I think it is a great idea. Hit fast or hit hard? Very cool.