The Year of Villains: Round 9!
Posted 04/03/2012 at 04:52 by Hesster56
Giant Robot Edition, part II!
The Caper:
Generics on Parade
600 points
At least 300 points must be from generic figures. (Generally anybody who is listed as having the real name of “various”.)
No Feats
No BFCs
This is a great scenario in my opinion. If you're like me, you've watched trade sites and auctions for those grab bags that say things like "10 Mindless Ones" or "dozens of Hydra pieces!" I love the generics. But, sometimes my love goes too far. For this game, I wanted to make an impression. On the table. So I took my last team, and upgraded its software a little.
The Crew:
gxG08b R Sentinel Mark II
Team: No Affiliation
Range: 8

Points: 100
Keywords: Robot
(Special) COORDINATED CAPTURE: When an opposing character with zero action tokens is within 8 squares of Sentinel Mark II and is hit by another friendly character with the Robot keyword, you may place an action token on the opposing character after actions resolve.
(Damage) SECURE AND DESTROY: Sentinel Mark II can use Outwit. When Sentinel Mark II hits an opposing character, increase the damage dealt by +1 for each action token on the hit character.
Step one, a pair of these guys at 200 points. You know the drill-Running Shot, Psy-Blast, apply tokens, rinse, repeat.
gxG09b E Sentinel Mark V
Team: No Affiliation
Range: 7

Points: 150
Keywords: Robot
(Special) COORDINATED ASSAULT: Once per turn, when another friendly character with the Robot keyword hits an opposing character, Sentinel Mark V may make a close or ranged combat attack against the hit character as a free action after actions resolve.
(Speed) CAPTURE CABLES: Sentinel Mark V can use Flurry and Plasticity. Once per turn, when Sentinel Mark V hits an opposing character with a ranged combat attack, you may place that character adjacent to Sentinel Mark V after actions resolve.
And for symmetry, a pair of these as well. The traits have a lovely overlap, so I should be able to easily just keep shooting for days and days on my turn. So that's 500, let's finish out the other hundred points.
si106 R Doombot 3095
Team: Minions of Doom
Range: 6
Points: 30
Keywords: Armor, Robot
The cute little Doombot that can absorb Team-Prob rolls all day long. And I've actually used him to great effect online, so maybe I'll have some luck with him in real life?
si107 E Doombot 5953
Team: Minions of Doom
Range: 8
Points: 40
Keywords: Armor, Robot
(Damage) Self-Destruct Mechanism: Doombot 5953 can use Pulse Wave. Immediately after a use of Pulse Wave by Doombot 5953 resolves, deal Doombot 5953 1 unavoidable damage.
And here's his older brother, the Enhance-o-tron. And what will these two wildcards copy from when attempting to help their gargantuan robot friends?
cm013 R Dreadnought
Team: Hydra
Range: 4
Points: 30
Keywords: HYDRA, Robot
The humble rookie Dreadnaught can hang in the back row and allow the Doombots to lower the defense of anything they can see by two. It's a formula for robotic domination at 600 points, right?
The Conclusion:
ERROR. ERROR. VICTORY DOES NOT COMPUTE.
First round I ran smack into a wall of stealth. One of my friends loves him some Captain America, the character and the set. So he had a Howling Commando team featuring NINE of the B-side stealth Perplexers. Now I'm not saying the Sentinels have low defenses, but when the other team can decide at will to have a 13 attack with six damage, you're going to have to play aggressively. Unfortunately I just couldn't weather the storm. Round 2 I had the bye. More on this later. Round 3 took me to the plains of Jotunheim, where I apparently landed in the middle of a fight between Frost Giants and the Warriors 3. The giants themselves fell easily to my Psy-Blast, but then Loki apparently cursed my dice, because I stopped rolling higher than a 4 against the Warriors themselves. In the end, that tubby jerk Volstagg took down three Sentinels all by himself.
In the bye round, the judge was cool enough to let me play my alternate team. Four Mindless Ones, an eleven point Hand-Ninja, and Extant wearing the Gauntlet with the Soul and Power Gems. I deemed Extant's "I hate you and everyone with your name" power a bit unsporting, but even then, the hordes of Sauron were able to run through most of the Mindless Ones. I wasn't able to keep up the damage output.
All in all, I consider this a three-loss day. A sad day for villainy indeed.
The Caper:
Generics on Parade
600 points
At least 300 points must be from generic figures. (Generally anybody who is listed as having the real name of “various”.)
No Feats
No BFCs
This is a great scenario in my opinion. If you're like me, you've watched trade sites and auctions for those grab bags that say things like "10 Mindless Ones" or "dozens of Hydra pieces!" I love the generics. But, sometimes my love goes too far. For this game, I wanted to make an impression. On the table. So I took my last team, and upgraded its software a little.
The Crew:
gxG08b R Sentinel Mark II
Team: No Affiliation
Range: 8
Points: 100
Keywords: Robot
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(Special) COORDINATED CAPTURE: When an opposing character with zero action tokens is within 8 squares of Sentinel Mark II and is hit by another friendly character with the Robot keyword, you may place an action token on the opposing character after actions resolve.
(Damage) SECURE AND DESTROY: Sentinel Mark II can use Outwit. When Sentinel Mark II hits an opposing character, increase the damage dealt by +1 for each action token on the hit character.
Step one, a pair of these guys at 200 points. You know the drill-Running Shot, Psy-Blast, apply tokens, rinse, repeat.
gxG09b E Sentinel Mark V
Team: No Affiliation
Range: 7
Points: 150
Keywords: Robot
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(Special) COORDINATED ASSAULT: Once per turn, when another friendly character with the Robot keyword hits an opposing character, Sentinel Mark V may make a close or ranged combat attack against the hit character as a free action after actions resolve.
(Speed) CAPTURE CABLES: Sentinel Mark V can use Flurry and Plasticity. Once per turn, when Sentinel Mark V hits an opposing character with a ranged combat attack, you may place that character adjacent to Sentinel Mark V after actions resolve.
And for symmetry, a pair of these as well. The traits have a lovely overlap, so I should be able to easily just keep shooting for days and days on my turn. So that's 500, let's finish out the other hundred points.
si106 R Doombot 3095
Team: Minions of Doom
Range: 6
Points: 30
Keywords: Armor, Robot
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The cute little Doombot that can absorb Team-Prob rolls all day long. And I've actually used him to great effect online, so maybe I'll have some luck with him in real life?
si107 E Doombot 5953
Team: Minions of Doom
Range: 8
Points: 40
Keywords: Armor, Robot
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(Damage) Self-Destruct Mechanism: Doombot 5953 can use Pulse Wave. Immediately after a use of Pulse Wave by Doombot 5953 resolves, deal Doombot 5953 1 unavoidable damage.
And here's his older brother, the Enhance-o-tron. And what will these two wildcards copy from when attempting to help their gargantuan robot friends?
cm013 R Dreadnought
Team: Hydra
Range: 4
Points: 30
Keywords: HYDRA, Robot
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The humble rookie Dreadnaught can hang in the back row and allow the Doombots to lower the defense of anything they can see by two. It's a formula for robotic domination at 600 points, right?
The Conclusion:
ERROR. ERROR. VICTORY DOES NOT COMPUTE.
First round I ran smack into a wall of stealth. One of my friends loves him some Captain America, the character and the set. So he had a Howling Commando team featuring NINE of the B-side stealth Perplexers. Now I'm not saying the Sentinels have low defenses, but when the other team can decide at will to have a 13 attack with six damage, you're going to have to play aggressively. Unfortunately I just couldn't weather the storm. Round 2 I had the bye. More on this later. Round 3 took me to the plains of Jotunheim, where I apparently landed in the middle of a fight between Frost Giants and the Warriors 3. The giants themselves fell easily to my Psy-Blast, but then Loki apparently cursed my dice, because I stopped rolling higher than a 4 against the Warriors themselves. In the end, that tubby jerk Volstagg took down three Sentinels all by himself.
In the bye round, the judge was cool enough to let me play my alternate team. Four Mindless Ones, an eleven point Hand-Ninja, and Extant wearing the Gauntlet with the Soul and Power Gems. I deemed Extant's "I hate you and everyone with your name" power a bit unsporting, but even then, the hordes of Sauron were able to run through most of the Mindless Ones. I wasn't able to keep up the damage output.
All in all, I consider this a three-loss day. A sad day for villainy indeed.
Total Comments 1
Comments
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Sorry to hear the Sentinels did so poorly. It’s a pity, I like them.
I remember reading your post at the beginning of the year about making it the Year of Villainy and approving highly of it and I was looking forward to following your progress, being a big fan of the bad guys myself. But it took me until now to stumble upon this blog. Rest assured that I have subscribed now and will be pulling for you and your evildoers to rack up some big wins. We players of the black-hearted blackguards need to stick together after all. |
Posted 04/11/2012 at 16:46 by Gargantua
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- The Year of Villains: Round 9! (04/03/2012)





