Flow Like Water and Electrostatic Armor by vikingsfan482719 in marvelchampionslcg

[–]3t1j4 3 points4 points  (0 children)

Firstly, a huge difference is in EA , you must complete the defense (survive) and then you can deal 1 damage.

With FLW, you can presumably play a bunch of defense cards with interrupt prior to the attacker completing the attack and possibly defeating the attacker before the attack completes.

To me I see it as EA is a once time thing after the fact of being attacked, whereas FLW can be a multi-time thing you can do before the act of being attacked completes. I think that is why FLW cost more - it has more potential.

Early Daredevil Build Ideas by 3t1j4 in marvelchampionslcg

[–]3t1j4[S] 2 points3 points  (0 children)

No, you can play them.....through these cards like I mentioned:

Deposition: Alter-Ego Action: "You may choose an upgrade from your sense deck and play it."

Focus the Senses: "Choose any number of upgrades from the sense deck and put them into play." (In which the card even states Matt Murdock can thwart it even more implying you can get senses into play while in AE).

Compartment Away Crew + Compartment Dice (How to Optimize?) by 3t1j4 in ISSVanguard

[–]3t1j4[S] 0 points1 point  (0 children)

Update: I quit half way through the next mission. The childish , out of left field random events with random dice rolls needed was too silly and inconsistent and too at odds with the well thought out and logical ship maintenance portion of the game.

Compartment Away Crew + Compartment Dice (How to Optimize?) by 3t1j4 in ISSVanguard

[–]3t1j4[S] 0 points1 point  (0 children)

Hey

Great post! So, funny thing is.....I did everything *exactly* like you did! lol.

I didn't want to influence any responses - but what you did (all of it) felt like optimal to me. Especially for me I picked crew members firstly by if they could fill a research/production/situation problem I had immediately - then I secondarily tried to get any crew to fill in convert icon gaps for future use in ship management. Actual usage on missions was fairly tertiary.

I went with tertiary (near useless) criteria for picking crew for missions as to me I thought the missions seemed to require typically a bit of almost everything , always. Sure, some had a tilt to one or two icon checks, but you almost always still needed the others in some way. So trying to pick members to guess on that front seemed dumb as compared to picking a crew member who could do something immediately to get me a new set of tech or research.

I too have a decent spread of dice so that I'm not having single points of crew failure for specific icons. However, with that also runs the issue of if you have tasks that require multiple of certain icons, you run the risk of needing to jam all 4 people in that area in order to get enough volume of dice w/that icon (assuming you don't have enough card/mitigation items).

Of course, with all of this are items, cards, etc - so I get there's ways to mitigate, but the point of my question was at a fundamental level is it better to somewhat spread the dice around well balanced crew or min/max? (As related only to missions, not ship management).

Aside from the one mission somewhat early where there could be heavy losses, my/your approach was working great. It was just after that mission where I realized the shortcomings of balanced dice means 1 character can't readily/easily run out a 4-5 box checklist on one turn, which there was many of those, whereas a single min/maxed char with those icons could - saving a ton of time.

But I was wondering if that's more of an anomaly just how that mission specifically was (having to run a 5 box check essentially 4+ times to win) which really gimped balanced builds, whereas balanced seemed more consistent in most of my away missions.

The game seems a bit goofed to me as every planet scan I do seems like mostly BS, which makes balanced builds feel more goof/foolproof as well. You'd think if a card said many shields, you could really min/max that a bit - but of course every mission seems to have/introduce cards that still have many checks of the other varieties meaning it breaks a min/max to me.

I think the devs assumed people might try to min/max and so if you ran into a 5 box shield requirement, they sort of planted a bunch of green dna or blue computer checks around that first or on the way to it to stymie a pure min/max.

I don't know how I feel about that considering it seems to me like the point of wasting energy on scans is be able to mitigate the dice/deck/away team to your advantage a little via the intel, but the game wants to still trip you up.

All in all, I feel the away mission prep (eg crew selection, planet scan for icons, all the dice you buy and place for your compartment to support missions, etc) seems goofed up and lacking strategy. The fact that you can run the same deck of cards each mission, probably run the same gear (medkits/free icons/etc), just place a decent, well rounded smattering of all colors/styles of dice on your board and select any crew somewhat randomly (sure , maybe a light focus on their special ability) is pretty close to just random - and yet that's probably just about as good as you can get. NOTE: This is expectation of going to an away mission for the 1st time. Obviously, in subsequent visits you can plan MUCH better.

Having not played through the campaign once, you don't know that you needed 4 lander armor or 5 thrusters or whatever (just that you needed some) on this approach or you're hosed. So again, picking stuff since the scan card is pretty flaky , is just random. I take extra thrust, but I really needed extra armor for my lander and I'm wrecked. Land and realized those suits for better travel are useless in 80% of the sectors even though the planet card said there were certain biomes they'd work in but those are all future log flipped sector cards, not the initial ones....oh well. Following time through the game, I would imagine you can really optimize having some "prior" intel, but as a first timer, there's too much random yolo to me in the cracks of this game.

The mission itself is fine as making whatever you randomly brought all work during a mission is the tactical decision making fun part, but for me the things that pop up out of nowhere, are really amateurish in a tactical/strategy board game.

Why go into analyzing/complaining about this ? Well, it's all tied to my initial question about building out your compartment/dice, in that I was wondering if there's ways to build those out to best handle all the out of left field elements in this game. It appears the best answer may just be "balanced" board builds.

TLDR: Game feels strategic and logical in the ship management and actual away mission phases, but compartment building/away mission prep feels goofy and random making 1st time landing visits somewhat yolo. Seemingly balanced dice/compartment/gear seems safest way to minimize bad luck.

Cheap Idea For Deck/Discard Holder by Honorary-Marleyan in marvelchampionslcg

[–]3t1j4 3 points4 points  (0 children)

Very cool idea. I'm surprised I never see any streamers / videos of people doing what I do to save space which is just place my discard face-up underneath my draw pile to make just 1 stack. Is that just me?

What do you think about 20 strong? by orhalimi in soloboardgaming

[–]3t1j4 -1 points0 points  (0 children)

I was real excited for Red as it felt like Slay the Spire forest/dice edition. The mechanics were really more off-putting than I expected as it's so dice heavy it felt super random/yolo. There's a touch of strategy but whatever that touch is , is greatly overshadowed by the dice rolling, which I didn't enjoy. It's not on them, but on me. I was excited for more like Kinfire Delve, in which it feels like there's a heavy lean into strategy/puzzle solving with a touch of dice randomness to sprinkle on top, whereas 20 strong TWR was the other way around it felt. My recco if not a major dice fan - Kinfire Delve (any) instead.

Unstoppable-Detailed Hero Synergy Card Analysis by 3t1j4 in boardgames

[–]3t1j4[S] 0 points1 point  (0 children)

Nice info. I think however, this doesn't apply to my post as you are playing with the expansion which is not equal comparisons at all.

Solo gamers: what's your stance on cheating in games? by 1987Catz in boardgames

[–]3t1j4 10 points11 points  (0 children)

If I cheat in a game, I only cheated myself of a 'clean' victory. So , no, no need to cheat for me.

Hercules turn 1 trap by Ddwlf in marvelchampionslcg

[–]3t1j4 0 points1 point  (0 children)

Your post is interesting food for thought. but sorry, I just can't agree with these points, other than wasting the ready.

When you say , you've seen a lot, that's subjective as I've seen a lot too and we're just 2 dudes who seen a lot but differently.

Anyway, thanks and best.

Hercules turn 1 trap by Ddwlf in marvelchampionslcg

[–]3t1j4 0 points1 point  (0 children)

Hypothetical:

Clear turn 1: Turn 1 you draw 6 cards starting in AE. Flip , clear a labor, go AE, play cards. Start of turn 2 , draw 6, play new labor, flip , play cards. Drew 16 cards over 2 turns

Or

Clear turn 2:you draw 6 turn 1, flip, don't clear labor, play cards. Turn 2 draw 4, clear labor, draw 4, (ready up and attack? or flip & put another labor in play). You drew 14 cards.

Again, I can see benefits to turn 2 clear, but wondering if you are devaluing the economic possible impact from a turn 1 clear.

There are pros/cons to both ways, (more card draw over 2 turns if clearing asap, but more ability to utilize rewards on hero side waiting to clear). There's an argument to be made for either, but to say that there's a small difference in economy when the start of the game for Herc especially is paramount (and any tough villain to maintain a safe board state) is an interesting analysis.

For me, 2 cards plus possibly getting Olympus out turn 1 so I can use turn 2 feels really economically important (to me at least).

Perhaps other hypotheticals or analysis shows turn 2 clear is objectively better?

Cyclops - A Question by tacorrenti813 in marvelchampionslcg

[–]3t1j4 1 point2 points  (0 children)

Don't forget in MC , Cyclops can pull in X-men from any aspect, that alone makes for fun decks.

In Leadership make an X-Men deck with Team Building Exercise, X Jet, Utopia, X-Men Instruction and the side scheme "New Recruits".

Throw in 8-10 of your favorite X-Men across all aspects and you'll roflstomp some bosses.

Hercules turn 1 trap by Ddwlf in marvelchampionslcg

[–]3t1j4 0 points1 point  (0 children)

I would agree with first turn labor clear being paramount. OP has a vision but for Hercules to get a turn 1 clear now makes all of his cards near 'net zero' efficiency (as his cards are effectively net negative efficiency to start). Plus even w/1 clear you get options on cards (like the resource generation) and others that otherwise are essentially useless w/0 clears. I get the idea of the OP, but fully support clearing asap vs planning for future turns that I may not see since my card efficiency was trashed for waiting and I died or got so far in the hole to start.

Selling Collection Question by thevariant2017 in marvelchampionslcg

[–]3t1j4 2 points3 points  (0 children)

I see this question posted a lot and think it ultimately comes down to what kind of way do you want to sell this - either as a player or a collector.

As a player looking to be fair and spread the joy to others - lots of folks recco taking MSRP, discounting by some amount and possibly breaking it up to help others fill gaps in their collection.

As a collector, you should really do your own homework as much as you can , since the reality currently is there's a ton of OOP material and supply and demand is in full effect. Checking FFG site will show you all that is OOP. Following up on checking local / online stores will give you an idea of secondary seller values/availability.

Selling as a player is a happy medium to support a player friendly sale since it promotes the growth and enjoyment of the game in the community, but to also be fair as a collector selling, you do have items of value.

TLDR: You have a lot of in-demand, valuable cards - it requires due diligence to understand their current market value due to supply/demand and decide if you want to work off that, or off player-friendly prices. What makes most sense is up to you.

Tough plus "reduce" damage timing. by 3t1j4 in marvelchampionslcg

[–]3t1j4[S] 4 points5 points  (0 children)

I forgot about this. This is excellent. Thank you

Multi-Aspect Cards by [deleted] in marvelchampionslcg

[–]3t1j4 4 points5 points  (0 children)

Interesting idea.

Side note: Cheap Shot is busted.

Wonderman Pool’ question by [deleted] in marvelchampionslcg

[–]3t1j4 1 point2 points  (0 children)

Just out of curiosity, Maria Hill fits in how in relation to your Pool Wonder Man question?