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Marvel Solo Heroclix: Phase 1, Region 2, Game 1

Phase 1, Region 2, Game 1: The Baxter Building

FANTASTIC FOUR
It's 3, actually. Torch got bumped off for cheap publicity.
VS.

DR. DOOM
His health care plan includes medical, dental, vision,
and your complete submission!


Let's just put it out there right now: the Fantastic Four lost. If you're a Heroclix player, you already know what happened. It was Doom.

If you're not a Heroclix player, this after-action report is for you. Let me explain what makes Dr. Doom so formidable in terms you can all understand.

Dr. Doom can fly and has a move-and-shoot power that allows him to zap anyone up 21 inches away from the start of his action provided there are no obstructions to his line of sight. In a game where the average range of a character is 12 to 15 inches and the length of a battlefield is 36 inches, Doom's 21 inches is certainly something for him to brag about on his Tumblr.

Next, Doom can't be held down. In Heroclix, adjacent opposing characters need to make a special "breakaway" roll to get away from one another. Doom needs no such roll; that would be insulting. Thus, trying to tie up the villain isn't an option unless you can Outwit - that is, negate - his ability to automatically breakaway, fly off, and shoot your face out the back of your head.

"My vast and supreme will shall be done!"

And, speaking of Outwit, Doom's special power, "Lord of Latveria," gives him a 50% chance of negating any enemy's power anywhere on the battlefield - no line of sight necessary. Though this ability isn't guaranteed every time, it's an incredible power that can all but neuter a character with a great mobile attack, like the Thing who twice had his move-and-attack ability countered from a afar by Doom.

Yet, despite all of the Doomy powers, the Thing was still able to reach Dr. Doom and engage him in close combat; unfortunately, Thing never actually laid a single orange granite finger on him. You see, Doom has access to the Mastermind power, enabling him to allow an adjacent ally of his to take damage from an attack for him - and his Doombots did just that. With the addition of my solo game's reinforcement rules, Doom was able to get two more Doombots on the board than what he started with, and all of them served their master well. Even when the Invisible Woman trapped Doom in a barrier - which would have bought them time to get the "rescued" Thing back into the fray - a Doombot was there to get its damage enhanced (via the Perplex power) high enough to break through the obstruction to free the villain to attack Reed Richards.

"Permit me to salute your courage, Richards!
A pity you have not the power to match it!"

Sure, there are strategies to deal with Dr. Doom. He's pretty awesome, but he's not unbeatable. Longtime players know one needs to simply eliminate his minions, Outwit his power of mobility, and pound away. After 4 clicks of damage, he's a manageable threat. However, thanks to the unique elements of my solo game, 1) the eliminated minions kept coming back, and 2) the Fantastic Four's Deployment Rolls weren't always generous. By the end of the match, only the Invisible Woman was left against Doom, and I desperately hoped to get another Double 6 "rescue" to bring the Thing once again to Sue's aid.

"I dislike your threats woman,
particularly since your voice should be raised in tribute!"

It never happened.

So, Doom (down only one click from Sue's successful Incapacitate attack to push him) and Doombot 5953 - all 240 points worth of them - will move on to join the villains in Phase 2, Region 2,  the Central Park Zoo (Thunderbolts vs. MODOK'S 11). It's a huge advantage for the baddies!

Doooooooooom!

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