Thursday, February 28, 2013

Lol forgot blog update

Hello,

           Sadly the tactics forum on HCrealms is become more hostile to people looking to play a bit more advanced. Gleaning from those forum pages is getting harder. The culture at hand over there is going down a bit. Hopefully we can get a rally of reasonable people to not take personal offense at every tactic posted.

          On to something more positive. Lets talk about killing Cop Cars. So far the mind control tech is starting to go around the web. Being able to mind control the vehicle to pop out the pilot has been on of the best pieces of tech so far. There are some other options I want to throw out to you deal with Cop Cars.
          Frankenstein's Monster is great. Check out his special power.

CHOKE: When Frankenstein's Monster hits a single opposing character with a close combat attack, that character can't be moved or placed until your next turn.

         Frankenstein's Monster stops movement dependent characters cold. Cop cars can't run people over if they are on blocks. With indom you can be sure to do a two turn lock down.

         Another option to slow down the Cop Cars is Silver Banshee. Her special power is pretty good.

WAIL OF THE BANSHEE: Silver Banshee can use Incapacitate as if she possesses "3 targets". When she uses it, after actions resolve deal damage to each hit character equal to the number of action tokens on them.

If you catch a Cop Car with 1 action token you just Incap and deal the Cop Car two damage. With 3 targets you can also lock down other figures to let your main attackers take control of the tempo.

Remember a Cop Car needs to move just about every turn to make up for it not doing direct damage. This means if you stop the Cop Car from rolling over your figures for a turn you have made your opponent over pay for the Cop Car.

Thanks for reading,
Edward Shelton AKA Darklogos

Tuesday, February 26, 2013

Monday, February 25, 2013

Trying to make up for time

Hey,

        I couldn't get to Kansas City this weekend. I was snowed in. It seems it is going to snow again here in Topeka. I tried doing an mp3 to avi online conversion but it wouldn't go down. My windows movie maker was acting up on the laptop. I've tried a bunch of stuff and it hasn't resolved. I hate to be so behind.

       After doing some thinking about ASM I realize more and more that there really isn't that much "new" tech as there is "old" tech wrapped in new packages. I've looked at Man-thing and see there is a lot of old poison tech there. You can do some things similar to LAMP but just not quite LAMP. I see some other tech that would be really strong in the monster theme team route in 500-800 pt games. Mystical has gotten off it's two year dominance break and has come back to be one the top keywords in the meta.

       What does this mean? It means that the best things you can do as a player is not to force something to be there when it is not. The next thing is to really be honest about what teams you are weak against and teams that you really want to develop for the next month and a half. Remember what I said a couple of posts ago, we are on Lab Day tech now. There is nothing that strong from prize support other than NML to fight tooth and nail for. If you are interested in a GL tank team do it. If you want to play with poison, give it a try. If you want to see how strong mind control is in the meta then play what you see fit. I would say you need to look at going back to basics and polishing those element so you can be prepared for the next big thing and that is team dials.

      As it stands right now team dials can be a mixed bag. We know that a full Titan's dial is immune to psy-blast and mind control. We don't know how they will compete against something like Galactus or Tester in bigger point games. What is clear that there may be some openings to abuse player weakness who pop of figures from the main base. The solo figures are on the corresponding point range dial. Don't let people convince you that they can play a full point popped off Robin or Raven at 300pts. They can't. They have to click to the corresponding color on their dial to the point level you are playing the team dial. This means that a person playing a Rookie team dial could easily give the opponent more than 300pts if they get sloppy with the separation mechanic.

    Last thing I want to present to you is that the IG is making a come back. I see a lot of figures in ASM that really key off with a partial or full gauntlet. Baron Mordo may never be Sorcerer Supreme but he can really wield a gauntlet in uncanny ways at a cheaper price point than Stranger. We also see that Collen Wing and Misty Knight duo can get a lot from the IG. With their deep dial they will be hard to kill before they get +1 stats or goodhood. Terrax likes the IG for the soul gem mainly. It gives him a lot of control to stay on click 2 if he chooses. He stays on a dial click with soul gem and just takes damage for not turning and he can stay on that one click and possible even heal up a bunch with  several k.o's from major earthquake power.

That is it for today,
Thanks for reading.

Friday, February 22, 2013

Dang Snow...Snow

Hello,

            I'm hitting you all up to let you know episode 50 is done. I've done some post production. I hope to have it up by Sunday...if I can get back to Kansas City.

          The tech thought of today is more about the Utility Belt. Can the Utility belt be used as high level support? The core of the UB tech is charge flurry. But is there more? I think so. I encourage you all to start seeing what options that are out there.

Check you later,
Edward Shelton aka darklogos

Tuesday, February 19, 2013

The crash

Hello,

           Sorry for a lack of content. I was hoping to have something out this weekend. That failed horribly. I got into a single car accident on Friday evening in Kansas City. I'm a bit banged up and sore. I can walk and type as you can see but the right side of my body is in a bit of pain. My car is drivable but my front bumper is crap.

           After reading various posts and threads I see many of my thoughts on ASM have been dead on. I think we are going to see the risk of vehicles come into play. We are going to see the game sphere open up. Check out this thread. It gives a lot of different ideas for you to build teams around. I do think we are going to see some old meta becoming new again.

           Some side notes to think about. How is aggro really taking place in the meta? Mind Control is coming on the radar of players now. Are vehicles becoming risky? Team dials could be a 300pt game changer. What is being refined in the meta due to ASM?


Thanks for reading,
Edward Shelton aka darklogos.

Thursday, February 14, 2013

I'm her Peter Parker...

Hey,

       I'm a fan of a group called the Frontlynaz. Brother Wize of the group put out this song. Some guy on the internet put up the pictures. But I thought it would groove with your Spider-man flow.


Click Here

Check you later,
Edward Shelton aka Darklogos

Wednesday, February 13, 2013

Titans Go! I mean super team base...oh forget it

Hey,

         They put out some good info on team dials. I think that this can be a meta changer, maybe? At 300 hundred these things are interesting. Being able to do 3 actions is nice. The problem for me is that they suffer the same problems Sentry and Void does. At the other end that extra action could be the game changer. The pop off mechanic can be interesting if you have a medic like character or a booster like character. I doubt that would go down. The artifact dial is ok. There lies the rub. Do you really play them at 300 or just hold off for 500pts or higher.

      Just in all honesty I'm a bit burnt out right now. I spent a lot of time working on trying to get episode 50 and getting things lined up and falling apart I'm going to take a break for a couple of days. I may have something on Sunday but I know that there will be no show coming next week.

Thanks for reading,
Edward Shelton

Monday, February 11, 2013

Spider-Man pairings v4

Hey,

        I'm working on some tech right before you on Spide-Man. So I wanted you to see my thinking as I work out some tech. I'm not guarantying  that this is the best way sort out meta. I'm just showing you some raw thinking process.

Round 1 Starting Questions
How can Spider-Man morph work best?

To many Spider-Man's to use them all.
Is it best to pair off the Spider-Man's?
Can I also play AE'S? --> If yes how many Spider-Man's can I have?
What is the best starter option?
Do I need theme?
What bases am I trying to cover?
What holes does he fill the most?
What can I not cover?

Round 2 Thoughts small answers and observations

Support power every click in order
1.(1a,1b,50,55,57,)
2. (1a, 1b,24,51,55,57)
3. (1c,24,51,55,56,57)
4. (1a,50,55,56,57)
5. (1a,51,52,55,57)
6.(1c,52,55,)

A lot less support options on click 6 than on any other click.
Click 2 and 3 gives the most options.

Only spider-man 1a, and 1b have an 18 defense on a click.

You can get 11 attack on all 6 clicks if you could access several different clicks.

Longest range options is 6. Most targets are 3.

Is support Spider-man worth it?
Can I do a perma 3 damage Spiderman-morph? Yes

I can keep one perma stat or have flexibility.

What is the best stat or effect to keep?

Progression in trait changing
ID CRISIS>FREQUENCY>ARMOR
Two clicks taken to Armor.
Frequency is the best middle ground if points are not the issue for easy flexibility and easiest to manipulate dial. 

Round 3

Stand out things.
Dusk to heal up.
#54 very one of the most offensive options
Ricochet can do some long range damge with barrier help.
1b is an offensive option.
1a is more support. 

Round 4 Clusters
Lets limit to 3 figures.
List starting morph and end morph

Ricochet>Dusk>Gf Spidey
Can attack at range then get in close with Dusk. Spidey can get within  4 range and then do an attack to lower attack values.

Dusk>1a>#55
Support into more stealth support. Then you pick up some cool tricks with #55 with range 6 and 2 targets.

Is a devolve a better option. Go Armor down to ID
24>54>1B>Prodigy
No damage taken. Keep Super Strength. Also a level of damage reduction in a lot of cases.

Dusk is great because of regen. It allows rebound.
Dusk comes up a lot.
Forced to not think about Dusk. Other tech?
#54 is easy to put in due to offense.

Round 5 Standout
#1a,#1b,Dusk, #54, Ricochet.

Every other piece might be the bridge or hole fillers for these figures. Continued role playing or diversity is in question.

Thanks for reading my thought process,
Edward Shelton



Shows and lol'ing myself

Hey,
     

        Hope you are enjoying the new episode that has just went up. I'm really happy to have Alex on my last show. We had a lot a lot of fun. Right now I will say that the meta will be in minor flux but not a major changes. If you like your current stealth/cop car/utility belt meta nothing much is changing that. But there are some things that are making things a bit more fun.

      With out much hyper competitive prize support I will say people have no incentive out side of No Man's Land to play hyper meta. I actually think we can go into Lab Day mode for the next few weeks.

Go out. Have fun. Play something weird. Re-power up for next set and go win the Bat Cave.

Check you later,
Edward Shelton aka Darklogos

Friday, February 8, 2013

The meta break down

Hello,

           I had a great conversation with my heroclix mentee Silent Scream last night. We had a good conversation on the current break down, on first look, impacts of Amazing Spider-man. I'm not going to run down everything but I will list out my top ten buys and top ten meta pieces for the whole set. This list is in no certain order.

Buys
1. Dusk
2. Brother Voodoo
3. Ancient One
4. Ricochet
5. Wong
6. Johnny Blaze
8. Terrax
9. Madam Web
10. Texting Everyone Spider Girl

Meta Changers

1. Dusk
2. Brother Voodoo
3. Texting Everyone Spider Girl
4. Scarlet Spider
5. Madame Web
6. Jennifer Kayle
7. Frankenstein Monster
8. Terrax
9. Dracula
10. The Ancient One

I will say that morph mechanics will be pushed a bit in the local meta. The main problem will be how are we going to solve for stealth. Texting Everyone Spider-Girl is going to hurt the reign of stealth quite a bit. But without her there is nothing other than melee that really deals with the power of SoG and the Bat sets. We have nothing that threatens resource dials or vehicles. Catwoman's stock did go up a bit. Cheap damage is still good. The only minor shake up will be mind control and how it coming back into the meta foresight. Will people actually use Brother Voodoo or just pass up on him due to mind control not being easy to use?

I have purchased all my primes, super rares, and chases I want from the set except 1 and I think his price will come down. I hope everyone gets what they want in their pulls. Let me know what crazy cool deals you all struck to get those pieces that you want.

Thanks for reading,
Edward Shelton aka Darklogos

Thursday, February 7, 2013

Round 2

Hello,

         Today I am going to go into why I said some things I said in my last posts. First off Doctor Voodoo and Brother Voodoo do two very strong things. The first is Doctor Voodoo, he can hit a character and the damage taken by that character is penetrating damage for the rest of the turn. This is huge in large point games and it gets around a lot of traits that ignore psychic blast/penetrating ignoring traits out there. Doctor Voodoo has descent stats but team him up with the Ancient One he all of sudden gets a lot more awesome. Then look at Brother Voodoo. He can mind control, not take feedback and both he and his target get plus 1 attack. This means he has an 11 attack to mind control. Also he can move and then mind control or attack and then mind control. Having free mind control with one token is way better than people think.

        Dan is working on some secret Dracula tech. That is all I can say. Is that a bat that just flew by?

        If you haven't looked at Wong or the Ancient One you are really missing out on some of the best support from the set. I think that Wong will be great in 400pts or higher mystical teams. Being able to boost Dr. Strange stats is awesome. It makes the Secret Invasion Dr. Strange super strong. Ancient One is ok if you think it is okay to make your opponent reroll their super senses and impervious rolls is just ok. He can use leadership to remove tokens from other mystical figures under 150 pts. When he dies he makes several figures really really strong. SHAZAM! Oops I wasn't supposed to say that.

       Lets just say I like all the chases. I've got the 2 main ones I like. Nothing more to be seen here...

Thanks for bearing with me,
Edward Shelton aka darklogos

Wednesday, February 6, 2013

It's so amazing.

Hello,

          Spider-man set is out. I have yet to get a brother or doctor voodoo...yet. I am on the case. 

          So far I can say that the main meta changing piece is Madam web. She is strong on all dials. Easy to kill but strong. Morph abilities in this set are way better than I first thought. Dan Morrand is already finding cool things to break in the set like Dracula.

       I will say my favorites so far are Wong and the Ancient One. Both make great support for Dr Strange. I hear some talk on the prime Hobgoblin. I'm up in the air on him right now.

    There is not a lot of stuff that is broken but a lot of stuff that is fun. The progress in the meta will be morph abuse. So save up for those chases.

Check u later from my phone,
Edward Shelton aka darklogos

Monday, February 4, 2013

Bonus...

Here are some hco codes. First come first served...

baff-f2mf-gjwf
mabokjujjhzc
sogf-ppfc-h835

Thanks for being fans. Big up to Jake from Game Cafe for donating the codes.

Medic! Medic!

Hey,

         I had a good weekend. The Super Bowl was interesting. A certain half time performer may have drained to much energy and took the power with her. Oh well.

        Today we are going to look at support figures. In short we are going to look at why you want certain support powers for certain jobs.

Outwit

You want outwit to negate certain powers that are causing you problems. Not only that you want outwit to be in the back or in stealth. Without some way to not be outwitted back you will have some problems using outwit.

Perplex

You want your perplexer to be in a position to modify the stats of the focal figure of the game. That  doesn't just mean your pieces. Usually perplexers should be slightly behind your main attackers but further up then your outwitter.

Support

Support mainly is there for rally purposes. You can uses what I call forward placement support in which you are trying to negate damage by healing in the middle of a war-zone. This is very very risky. I would only recommend it if your opponent is shooting from a fortified position and is not moving. Most of the time your support piece is in the back.

Probability Control

Prob is weird. Your prob placement is going to be based on the major hot spot of the battle. You can try to shield your prob but in all honesty you have to put your prob in a position of some risk if you plan to mess with your opponents rolls.

I'm not going to get into TK right now because it's roll in the game is changing a lot due to improved movement, vehicles, and high move values.

Hope you enjoyed the read,
Edward Shelton AKA Darklogos

Sunday, February 3, 2013

Better than the Caped Crusader

Hello,

           I played a lot of good games this weekend. I think I should have wrote some more stuff down from this weekend. I field tested the Lyra tech and she kills a cop car no problem. I also see that a cop car vs cop car will be a tough thing indeed.

          Another thing I learned this weekend is that the bat signal could be a game changer if used properly. The first thing you have to realize it has to be placed 5 squares away from your starting area. Then you have another 8 squares in which you have to be out of it's range. This means that y ou have a 13 square dead-zone. Once you are out of that dead-zone you could use the bat signal. Now Blastarr really loves this with his negative zone break out power. But this object means that you can move to over extend and then retreat. Sadly the only way right now to maximize this object to the max is FF Oracle. Without Oracle and tk you can't get outside of the dead zone.

          This also means that Cap Crusader could be threatened. You get all the good of Cape Crusader without any added cost or breaking theme for additional bats. The downside is that you can't use any resources. You can use relics!

          I think that the no resource dial tech teams is doable. Now we must wait and see how it unfolds.

Thanks for reading,
Edward Shelton aka Darklogos