Monday, March 11, 2013

Gen 13...I'm a bit giddy

Hey,

        Just a quick burst here. Saw the Gen13 dial. I see some things to exploit with it. The 100pt dial looks the best. The 200pt would be great for 1000 pt games. Working some stuff out with them. But I am very happy!

I summon BLUE EYES ULTIMATE DRAGON!

Hey,

        I know I haven't commented on the Yugioh heroclix stuff. But the announcement makes me laugh. If this came out when I was in college I would be playing that instead of heroclix. But now I think it will be something I look at and laugh at my youth. If anyone remembers Yugioh abridged series that was popular a few years ago then you will know how deep my love for Yugioh was.

        On to the meat of the blog post. After this weekend I came to some serious conclusions. 

1. Brother Voodoo can handle stealth but doesn't like being in that situation.

      After playing an all stealth team with my Brother Voodoo I saw how he can be put in a lot of compromising situations if he is forced to get into melee. Combat reflexes and high stats are a lot more common than energy shield and high defense stats. An 11 on a 20 or 21 is not fun. 

2. Spider-Man's morph mechanic is stronger than I first gave credit.

    I thought that the Spider-Man's morph was good. I didn't know how good it was until this weekend. I saw some really interesting things go off. Since I ended up having to swap my team with my opponent every round on Saturday I saw various combo's and uses. Most people didn't even use the built in wildcard abuse I had on the team. I know I will have to get some more chases lol.

3. Dracula is a big game figure.

     I played Dracula twice on Saturday and I realize he works well with the gauntlet or the utility belt. The biggest need he has is Mole Man and some sort of fodder. Without those two elements he will get melted down like cheap copper. Dracula is deep enough to power up on the gauntlet to get to 2 or 3.

4. Catwoman will be the go to anti-resource dial figure.

     There is so many weird tricks with her that I can't even count. But what is clear she is the superior option to Ironman. First off she stops the utility belt's charge flurry combo. Second is big thing is there are ways for you get her off the map on your team. This means you can use your resource dial but your opponent won't. She does enough damage to actually be considered as a melee threat. Add in wildcard abuse she carries more flexibility than Ironman. Ironman does not protect the rest of your team. Catwoman does.

That's it. I got a show I will have in a next couple of days.

Check you later,
Edward Shelton aka Darklogos

Thursday, March 7, 2013

Let's look at the magic

Hey,

         This is a bonus blog. We are going to look at how to annoy people playing Brother Voodoo. I understand that he is the new hotness. Universally everyone see's him as a power piece. That means we can start looking at some solid counters. So lets get into it.

          The first natural preditor is Mongul from D.C. 75TH. He has a special power that will limit the mobility of Dr. Voodoo.

DIMENSIONAL INVERSION CUBE: Mongul can use Phasing/Teleport. Opposing characters using Phasing/Teleport take 1 unavoidable damage after using it.

With this special power Dr. Voodoo is walking. He is not going to take unavoidable damage just to get that mind control off. A lot of people are not looking to the old goodies. While the cost for Mongul is high and he is taking the place of a main attacker he can be a fun option to have.

       The second tactic you can use is poison. Brother Voodoo never wants to push. You can force him to push to move to get away or force him to use his mind control or other resources to get your poison figure out of the way. Thing is you need toughness because Brother Voodoo has poison as well. Here are some good options #208 Super Skrull, Manthing, Larfleeze, and Red Skull.

      Damion Hellstrom is the direct counter to stop mind control. He is worth the 113 points. The 66 points is not really worth it in my opinion. I think getting a solid second attacker to just point blank better than a silver bullet that shields your friends.

     The next thing you want to think about is map. Since Brother Voodoo has a middle ground range he can be mildly hurt by a map with lots of walls and elevated terrain. This means an open map is the worst thing to have to fight Brother Voodoo on.

   Hope this helps you think about some options.

Check you later,
Edward Shelton

Wednesday, March 6, 2013

Distractions and vacation

Hey,

        I had a four day vacation. Sorry for no post on Monday. I had a lot of errands to run in the last 2 days. So today I will look at two figures that will be quite interesting for your meta uses and your fun uses.

The first figure we are going to look at is GG Doombot. Doombot seems to be a waste of time when we have so much good support out there for 35-78 pts. But there are some nice tricks that are useful in the current meta that you might like. The first thing is special power on Doombots.

THE REAL DOOM, OR JUST A BOT?: If there is another friendly character on the map whose name includes "Doom" or "Doombot" as a separate word, Doombot can use Perplex targeting itself. Otherwise, Doombot can use Leadership and Shape Change.

Playing one of these guys can be annoying to your opponent on many fronts in the meta now. First off being able to add actions and take off tokens of most of support figures in the game is really good. The next thing is the shape change that now has to be dealt with. The last element is the wild card abuse  you can do if you choose to do so. But combining with Hand, Superman enemy, and Mystics you have a real annoyance.  Last but not least being 5 clix deep with damage reduction means that they have put in on average two attacks to k.o. a Doombot.

In swarms I would only play them if you have a GG #19 Dr. Doom. Having the figures miss only power up Dr. Doom. Doombots are poor mastermind fodder in most cases. Again if you want theme they work great.

The next character we will be looking at is Rocket Red from the Batman Set. This figure is really good for its points. Sadly he came out in a stealth set. The biggest advantage he has is 7 range and 2 targets. This makes his energy explosion actually useful. Having super strength as well will serve him if he has to do any melee combat. The mid dial perplex is useful but not that game changing. I really like this piece. Couple of sets from now people might actually look at him as a series figure to field.

That is mostly it for today. I hope you liked the new show that is up.

Check you later,
Edward Shelton aka Darklogos

Friday, March 1, 2013

It's a team sport...maybe

Hey,

          I'm going home this weekend to actually play a game of heroclix. Who would have thought? The snow is melting so I can actually drive to Kansas City. I got some cool events this weekend. I'm going to play my Black History month team. Still questioning my line up. It's 500pt golden age 10% feat rule.

jl Cyborg 100
asm Dr. Voodoo 139
Ub 12
Secret Avengers 5
ASM Blade 85
gsx Storm 86
Gotham City Dective 27
IC Black Panther 46

            You will notice I don't have any feats. Most feats I would normally use don't work well when you don't have the same keyword or team ability. I wanted to bring some serious fire power while at the same time covering most of my basis. One thing I noticed is that there isn't that "Superman" like equivalent African American heroclick. I'm not going into NECA is racist. But the source material is really telling.
            You may notice that I don't have Brother Voodoo on the line  up. That was on purpose because I was going to play him at a different tournament. I also had some more complex plans for him. When you add ambidextrous onto Brother Voodoo for 12 points stuff gets silly.

          I wanted to take time to talk about team dials once again. After seeing Titans: Villains for Hire I'm convinced Wizkids is just throwing mechanics out there to see what will stick to move sets. The team mechanic for Villains for Hire is oddly costed and the advantages that the figures have from the asset dial don't give them the offensive power you need in various point games.  When you look at the stats I think they are giving the team dials between vehicle and Colossal. This is the first time out with this mechanic but man I get the feel that this is a money grab. They have a lot to prove to make me pick a team dial over a self design team.

        Wizkids give me some more Colossal figures from D.C. Give me balanced Vehicles. I don't think anyone wanted team dials.

Check you later,
Edward Shelton aka Darklogos


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