15 posts · 785 views · started 2014-06-04 18:23 UTC
MA
marv
2014-06-04 18:23 UTC
#1
Just started playing this game. Played 7 and have won, one. If playing with only 3 hero's the odds of losing seem enormous. Not only do you have the main villian beating ya with all their backup, but, the Environments then add more damage! Everything seems to aim against the hero's. Good grief!
Omnicron, supposed to be easy??? I think not. Unless your hero's get the correct cards, seems impossible, with 3 hero's.
FO
Foote
2014-06-04 18:32 UTC
#2
Honestly, most matches end up being much easier with three heros due to scaling damage and the way damage reduction and mitigation work.
With more games you will get more familiar with what each villain can throw at you and what tools/options you have avaliable with the heros you bring. For instance, when going up against Omnitron, you know for a fact that there are two EMPs in his deck and you will probably see at least one, if not both of them. So when that does hit the table, you will have planned ahead and will be ready to unload on it as soon as you see it to reduce the damage you will take. Keep at it!
Welcome to the forums.
MA
marv
2014-06-04 18:41 UTC
#3
Oh definitely saw that! Unfortunately, had hero decks that just wouldn't get going. Bunker just sat the whole game taking damage, were as the previous game he was a powerhouse. I was told this was a very good solitaire game with 3 hero's. I liked the idea of being able to play individual hero's. I have other "deck building" games where you play more as a team. Just the constant barrage of villian and Environment teaming up against you is a tad frustrating, and I don't want to always play certain hero's that help me win. Thanks for all your help and info.
MA
Matchstickman
2014-06-04 18:47 UTC
#4
OK here's an obvious question but given your 'constant barrage' statement I have to ask, the villain only gets 1 turn to your 3, you are doing "Villain, Hero1, Hero2, Hero3, Environment" right?
I have seen more than one person lose interest because they played "Villain, Hero1, Environment, Villain, Hero2, Environment, Villain, Hero3, Environment".
TS
Theta_Sigma
2014-06-04 18:47 UTC
#5
I think it's just down to the randomness of the cards. Personally, I wouldn't suggest playing solo until you know the decks, though, since there can be a lot of bookkeeping to keep track of.
MA
marv
2014-06-04 18:50 UTC
#6
Yeah, I think in the majority of my games, the Environment beat me up more than the villains.
FO
Foote
2014-06-04 19:03 UTC
#7
Some Environments are much nastier than others. Megaopolis and Atlantis from the base set will always give you fits. Since you have Vengeance, Freedom Tower is a very very hero friendly environment…for the most part = D
GR
grysqrl
2014-06-04 19:16 UTC
#8
Personally, I found that playing with other people helped me a lot early on (and still does). Playing solo was fun but:
A) There's a lot of bookkeeping to do and it's nice to split it up among multiple people, especially when you're learning and prone to forgetting little situational rules and exceptions.
B) It is very easy to perceive any particular hero as a tool to do one particular thing. Seeing other people use heroes in ways that I hadn't thought of helped me to incorporate other playstyles than the ones that initially made sense to me and, consequentially, now allow me to win more often.
If you don't have ready access to other people to play with in person, I'd recommend either playing a forum game (they can be a little slow, though) or playing in one of the regular games we have scheduled on google hangouts. I don't have the link for the group handy, but I'm sure Pydro (or some other enterprising forumite) will post it within 12.3ms.
Edit: Too slow. https://plus.google.com/u/0/communities/117769941955241654989
In general, they key to success is knowledge. Know what your villain is capable of doing, know what the heroes are capable of doing, know what the environment will inflict upon you, and choose your team accordingly. For instance, Grand Warlord Voss spams the board with pissant Minions, so when facing him you’ll want a steady stream of damage, preferably across multiple targets–of the characters you have, Ra, the Wraith with Throwing Knives and a Microtargeting Computer, or Tempest would be good choices, probably in that order–and to avoid anyone who relies on melee damage in case those damnable spaceships of his come out.
SI
Silverleaf
2014-06-04 21:33 UTC
#11
I've played ~170 games this year over Google+, using almost exclusively random heroes, villains and environments. Our win percentage is 76%.
OA
Oaktree
2014-06-04 22:24 UTC
#12
I do a lot of 3-hero solitaire games - generally randomly selected villain, environment, and heroes.
Things are a bit tighter with 3 heroes compared to 4 - and I did initially do solitaire with 4 heroes until I was more familiar with what the different decks did. Slower game, more work, but also a flexible hero group and probably a better chance of getting a good mix of "attack" and "support"* heroes. With familiarity you start seeing the secondary strategies for heroes, synergies, and also some prep with knowledge of what the villain or environment might trot out; e.g. keeping a environment/ongoing card around when playing on Insula Primalis in case the T-Rex rolls out at a bad time.
You will also discover some neat edge strategies or opportunities where you turn the environment on the villain, or even turn one of his powerful cards against him. A good example of this is Visionary terrorizing Omnitron by using Wrest The Mind on an Electro-Pulse Explosive.
And you also also sometimes get completely trounced when playing three heroes. La Capitan owned me for a little while before I started beating her.
* - With three heroes the difference starts to blur. You sometimes need everyone to chip in to do damage, or to trigger a seldom used card/power to do something in order to free up another hero to do something else.
MA
marv
2014-06-05 08:54 UTC
#13
OK guys...found my error, and its major! I played a couple of games in the "jungle" environment. When the Volcanic Eruption came into play during the PLAY phase I was applying its affects immediately, instead of waiting till the next environments START phase. It really makes a difference! I was probably applying this same method in the environments in other games, thinking that the environments first card played, or during the PLAY timing was applying effects of cards that read START of environment turn. Now, I'm sure I was playing this correctly, if a card comes out in the environment PLAY phase that has an affect in the END phase, those effects will take place that turn, correct?
TS
Theta_Sigma
2014-06-05 11:13 UTC
#14
Yes, anything that says it occurs during the End Phase occurs in the same turn it appeared during the Play Phase. This also counts for any Hero or Villain Cards.
AM
Ameena
2014-06-05 12:47 UTC
#15
Also, all cards which trigger during the same phase will do so in the order they were played. For example, say Insula Primalis has just put out the volcano, which triggers during the Start phase of the environment turn. In the following round, Fanatic plays End of Days, an ongoing card which also triggers during the Start phase for the environment. The environment turn comes around again and because the volcano was out first, it erupts and burns everyone before End of Days goes off and destroys it (and everything else ;)).
About the only time you can mess with which phase stuff happens is with Ab'Zero's card Sub-Zero Atmosphere, which makes all villain cards which would trigger in the End phase instead trigger in the Start phase. Useful against Voss, whose Minions would normally act during the End phase (thus, any Minions who enter play during the Play phase won't be able to attack that turn because they now have to wait until the next round, by which time they'll probably have been destroyed by hero efforts). Less useful against some other villains, but very few cards/effects are always useful in every game.