Week six is done. Almost through. This time I’ll review these by team.
These barely got a workout in a shortened game:
Batman (DC 10th Anniversary 001) has Leap/Climb and Outwit and 12 AV and is only 63 points. He was about to wreck it. But time was up.
On the other hand, Batman (Streets of Gotham 032) got one-shot in round two. Such a great sculpt but possibly the worst Batman dial ever.
The Batman of Zur-En-Arrh (Batman 103) had only begun to fight. He has so many powers — Prob, Perplex, Super Strength, Toughness, anti-Super Senses/Mastermind/Shape Change — that it was hard to get a handle on how to use him. I’ll save him for my next big Batman team.
Captain America (DC 10th Anniversary 001) also was only getting started, missing his attempted KO of Dracula. I didn’t build a great force to use Leadership on.
Wonder Man (Chaos War 210) missed his attack and got absolutely pounded. Was just lucky that my opponent ran out of actions to finish him off — and that the game ended after round 3.
——-
This force of Monsters had me playing “Thriller”…
——-
Fimbul the Hunter (Hobbit 005) was the MVP of his Monster squad. (Landing 3 straight Super Senses rolls will do that.) A good leading attacker to soften up for others or to finish off weakened foes. Solid piece, though niche enough that I might not consider using later.
Grinnah the Goblin (Hobbit 008) is fearsome with his free-attack-on-his mark SP. Another piece that’s niche; needs a taxi or TK for best effect.
Being able to shamble from square to square helps Living Mummy (Amazing Spider-Man 011) ONCE he gets to Charge range. He can shift to a better point to use his Probability or Mind Control, perhaps.
Lurtz (Lord of the Rings 010), probably the longest-unplayed figure in my box, finally got his workout. Not bad, but certainly only reserved for Orc teams.
I kept forgetting Vampire (Amazing Spider-Man 012)’s speed gets a boost when the scent of blood is in the air. Might’ve gotten me better use from him as a taxi. Hilariously comic accurate moment: he crit-missed on a push to KO Dracula. WHO’S the king of vampires, here?
——-
Played an all-Dwarf team. It came up short.
——-
Dori The Dwarf (Hobbit 015) only got KO’d thanks to how long it takes dwarves to get in the action. I also forgot to keep him with his brothers Nori The Dwarf (Hobbit 025) and Ori The Dwarf (Hobbit 016) to possibly get his Duo Attack SP to work (though, again, I never got the chance anyway). Similarly, Nori couldn’t use his special Prob due to lines of fire being cut off. And Ori was so stuck in hindering that he could barely Perplex his bros, much less get off meaningful shots. I’ll try this trio again someday, but much more purposefully. Ori in particular is vital for the Dwarves for his top-dial Perplex.
Oin The Dwarf (Hobbit 013) had the same problem all dwarves do: Low Charge speed. I absolutely needed the Kinetic Accelerator I played in order to do ANYTHING with these guys, and it doesn’t help when that opening Charge misses. Oin’s a solid dwarf, but he may not be the first I consider on any force with Thorin (as there are two others that do the Charge thing when he’s around but with better AV).
Balin The Dwarf (Hobbit 026) is worth pushing with his excellent 11 AV (with Thorin) and CCE. He’s also some 20 points cheaper than the similarly SP’d 77-point Gloin.
Kili The Dwarf (Hobbit 011) was the indispensable shooter. Can’t imagine leaving him off a Thorin-led team, what with his late-dial SP boosting the king’s DV. And when foes feel Kili’s 4 damage from range, they WILL try to hit him onto his late dial…
Fili The Dwarf (Hobbit 009), once he was pushed, brought some much-needed Perplex to the dwarven swarm. Between that and his Defend, he helped make the team surprisingly competent despite its shortcomings.
(There I go with the short jokes again…)
_________
On Friday, part two. Signed, The Breakfast Club.