We've created an army list of Marvel Universe Miniature Game for the free army builder software BattleScribe 2.0 or higher.
Plas
- Inicio
- Batman Miniature Game
- Black Chapel Miniatures
- Blood Bowl
- Brush & Dice
- DC Universe Miniature Game
- Games Workshop
- Euphoria
- GW: Herejía de Horus
- Last Sword Miniatures
- MoM Miniaturas
- Norba Miniatures
- Plastcraft Games
- Punkapokalyptic
- Star Wars: Imperial Assault
- Star Wars: Legion
- Star Wars: X-Wing
- Willy Miniatures
- Windmaster Miniaturas
- Pintura
- Rol
Mostrando entradas con la etiqueta mumg english. Mostrar todas las entradas
Mostrando entradas con la etiqueta mumg english. Mostrar todas las entradas
miércoles, 21 de febrero de 2018
viernes, 30 de diciembre de 2016
Report DC/Marvel Universe Miniature Game Tournament 18 December, Quimera Madrid
On Sunday, December 18, we saw the faces in the DC/Marvel Universe Miniature Game tournament that was played in Quimera, Madrid, a great event to highlight the good atmosphere and high level of play throughout the tournament.
We played the three usual scenarios, The Relic, Control the Energy Pillars and Survival and the games lasted 1 hour and 30 min. We left the bases of the tournament and his photo album:
Classification (Click on the name to see the list in Hero Builder)
- Arturo - Guardians of the Galaxy
- Candel - Avengers
- Lady V. - DC Villains
- Humberto - Avengers
- Adri - Avengers
- Diego - Xmen
- Lorka - Xmen
- Pepe - Guardians of the Galaxy
The absolute champion of the tournament was Arturo, with his band of Guardians, who carried great well, I repeat the words of Candel "You see how good are The Guardians Arturo", winning all three games and with a remarkable match-by-match score.

The second place went to Candel, who could not revalidate his position of champion after the victory in the last tournament, but remaining in a more that respectable second position, with his Avengers.

The third place was for our friend Lady V. , a very remarkable post being that he had hardly played a couple of games of DC/MUMG and also with the DC Villains band, a very interesting list on the other hand.

Between the participants 100% + 10% courtesy of Quimera of the collection in store vouchers was distributed, in the absence of tournament kits for DC/MUMG, which we expect KM to release next season.
Metagame Analysis
As an analysis of what was seen in the tournament comment that, although we were only 8 participants, there were relative variety of bands, although missing bands like Brotherhood of Evil Mutants or Dark Avengers, being allowed to play at 51 levels .
Nor was there any band of Justice League, despite being one of the most competitive right now by Trinity and the huge variety of profiles that have at their disposal, although we could see a band of DC Villains, who was carry our friend and Contributor Lady V.
On the other hand, to highlight that the band more frequent was Avengers, with up to three lists in the tournament, the most frequent band in almost all the tournaments that we have played lately, and that agrees with the band with more profiles available until the moment.
However, with the entrance of the Justice League, we hope that this will change, since Avengers will have a tough opponent.
We also hope to see new reinforcements soon for the bands that stood out for their absence, Brotherhood and Dark Avengers, bands with a lot of potential, that when they receive the timely incorporations they wll put things very difficult.

To finish, we leave the link to the chronicle written by our friend Candel, who also participated in the tournament, where he tells us how his games were.
And so far our chronicle of the event, thank you very much for having participated in the tournament and I waiting for you in the next.
Greetings
lunes, 26 de septiembre de 2016
MUMG Analysis Hulk
Hi to everyone.
We continue with the analysis of the profiles with the most impressive being up to now: The Incredible Hulk, who with level 17 goes on to become the most expensive character in the game, and as expected to swell the ranks of Avengers. As for Power concerns it is somewhat misleading, since despite having a value basis of 10 will never has this value as it will take values 8/9/11 depending on what condition is found and, as expected, how much more hurt be more dangerous it is.
We continue with the analysis of the profiles with the most impressive being up to now: The Incredible Hulk, who with level 17 goes on to become the most expensive character in the game, and as expected to swell the ranks of Avengers. As for Power concerns it is somewhat misleading, since despite having a value basis of 10 will never has this value as it will take values 8/9/11 depending on what condition is found and, as expected, how much more hurt be more dangerous it is.
In mobility terms his huge steps especially noticeable in the second value as Hulk is 2 points above the average for values of 4/9 (10/22.5 cm). But this is not all that offered in this aspect, since once per game is capable of carrying out his characteristic Super Jump (3) to reach an area 12"(30 cm), such as the top of a building since it does not have to be visible. The main problem you can find is his size, since it is the first model with a base of 6 cm, and do not forget that in the case of climbing it must be taken into account when reaching his final position.
On defensive terms Hulk does not highlighting put up much resistance with his base values defenses. All of them only 1 point above the worst value known to date: Physic 15, Energy 15, Mental 14 and Supernatural 14, without forgetting that the latter is the exception that is the only one that can not be Improved Defensively. But these low defenses do not prevent Hulk be a mass holding on hits, as it offers resistance to the two most common types of attacks such as Physical and Energy, can reduce by 1 the damage received thanks to its Resistance/1
and Resistance/1
, unless your opponent has Irresistible attacks available as Black Panther, Captain America and Wolverine among others.
and Resistance/1
, unless your opponent has Irresistible attacks available as Black Panther, Captain America and Wolverine among others.
But his resistance is not the only thing that make it a difficult enemy to knock down, since it is able to hold up to 22 hits before being defeated, 2 above Groot, divided into 10/6/6 in each of the three areas. Unlike most characters, the first of its three areas is where losing bellows since its Power is reduced by 2 points to a value of 8, although as he progress between areas this is fading, losing only 1 point in the intermediate zone (Power 9) and gain +1 to power when it is at the limit of his forces (Power 11) in addition to seeing his attack also increased with the same bonus (Attack 7).
As far as checks are concerned, it is normal that Agility and Willpower he fails since value 7 only has a 33% chance to success, so someone as recently as Emma Frost she can become his worst enemy since her Astral Bolt (2) may be causing damage 2 by 2 (check Willpower) and her Paralyze Mind (2) may leave immobile (check Agility), although in this case always he can use once per game, his Super Jump (3). By contrast, in Stamina is difficult to see him fail because his value 11 gives him a 77% chance to overcome, which may mean that seeing Hulk really angry is complicated because if he is recovered from a state KO translates into 4 POW more generated due to Rage/4, bearing in mind that when he leave this state receives both POW like Power-1, and to get up is necessary to pay one POW, this Rage would give Hulk 2 more POW, which means you could have 11 POWs in the intermediate zone and 13 POWs in the red zone, which means it is more than likely no one will do grace have Hulk angry so close.
NOTE 1: Special powers involving some kind of movement are not considered movement, so that the effect of being immobilized would have no effect if powers are used such as: Pounce (Black Panther), Hook Arrow (Hawkeye), Bamf! (Nightcrawler), Super Jump (Hulk), bodyslide (Deadpool) ...
Finally, in this defensive aspect is important to stress the innate protection that has Hulk to be throwing, not because available some special power as the Escape Artist (0) of Groot or Nightcrawler, but because his size combined with his Toughness/1 limit the amount of enemies that can Grab him and Launch him, and despite having Size 4 are considered to be 5 thanks to said Toughness/1 further reduced by 1' the distance that can be thrown or pushed. This means that only enemies with Force 5 may try to launch this beast.
Turning to Offensive plane, as you would expect all attacks are aimed at short distances and are all based on cause maximum damage possible either covering an area of effect or throwing through the air to his victim. Attack value of 6 passes to 7 if he has to limit his forces, which combined with the Power 12 reaches at the time can end a lethal combination of punches:
- Hulk Thunderclap (4): This Spray attack causes a base of 3 wounds all affected, and if extrapolated to BMG would not be unreasonable to think that is ideal for use against Daredevil or symbionts as Venom, which can be translated in terms of MUMG as Weakness/
that involve 6 wounds both (7 in the case of critical impact). - Hulk Earthquake (4): Thinked to put the big guy in the middle of a tangle of people and shoot down all those 4"(10 cm) around him, although Acrobat are his worst enemy since beating checking agility needed to halve the damage of such attacks ignore this additional effect. Otherwise, any model that is not covered is automatically hit and get 2 damage.
- Gamma Strike (7): With 7 damage is the most lethal attack today, and also with an option to throw his opponent to 2D8'(5-40 cm), which is especially interesting if you can do collide against an opponent to harm two enemies in a single attack. This reason makes the higher the better attacked rival, since its size will cause damage to the impacted.
- Hulk Smash (2): For only 2 POW cause not only 2 damage but allows push 1D8 (2.5-10 cm) to him objective using alternative Overload.
As expected, the Strenght 6 causes launches gain a new dimension since it is capable of throwing objects as large as tanks, fighter aircraft, small houses, Crane ... (Type T4) at a maximum distance of 6 * 2 = 12 '(30 cm). In these special attacks it is when his Hulk Angry! (-) Comes into play passively, since in his case any action to Grab and Throw costs 1 POW's more, ie 4 POW plus related Overload whether to do them, but instead receives a bonus of +1 damage that is capable of causing throwing objects (and only objects), which means that depending on the size thereof can be caused between 2 and 7 wounds. The other interesting aspect on his throws is that only a few of non flying characters could be able to come back in contacto with him, on their next activation, if he throws them to the maximum distance of 12', which for example in Energy Pilars mission is something to have into account.
This Strength value means it is also able to launch any character known today, and seeing that he already has 4 size, few enemies Size 7 or more can imagine.
On Support/Control, Hulk has absolutely nothing to offer.
In short, Hulk is a character designed to sow destruction especially throwing objects based since his Strenght 6 lets him grab objects the size of tanks, small houses ... plus 1 additional damage cause with them (only the objects ) due to its Hulk Angry (-), but on the contrary this special action will entails an additional cost of 1 POW.
Even without offering a high defensive values, his combination of 22 points Endurance with Resistance/1
and Resistance/1
in addition to his high Stamina 11 (77%) make him a tough character to knock down, but skills like I Am Groot ! (2) or Paralyze Mind (2) of Emma Frost may leave immobile because of his low Agility (33% success), but then still would have his Super Jump (3) to move, but yes, only one once per game. Throw him can also be tricky since his Size 4 is necessary to add 1 given his Toughness/1, which means that it is necessary to have Strenght 5 (Thor) to launch it into the air.
and Resistance/1
in addition to his high Stamina 11 (77%) make him a tough character to knock down, but skills like I Am Groot ! (2) or Paralyze Mind (2) of Emma Frost may leave immobile because of his low Agility (33% success), but then still would have his Super Jump (3) to move, but yes, only one once per game. Throw him can also be tricky since his Size 4 is necessary to add 1 given his Toughness/1, which means that it is necessary to have Strenght 5 (Thor) to launch it into the air.
Despite how difficult it can be to let him KO, since it is ironic when recovering when unleashes their potential, especially if is in the red zone Endurance bar can receive up to 13 POWs. As the use of POW is concerned, once it has used its Gamma Strike (7), the destructive power of Hulk is based on stringing successive Hulk Smash (2), Throwings (4 + 1 + 1 POW) especially objects to take advantage of +1 to damage caused by them, and his Hulk Thunderclap (4) can affect multiple enemies at the same time.
Special mention should his Gamma Strike (7), because if he want to use safely is necessary to employ 8 POW, which means that while Hulk is in good condition involves using all his POW, forcing him to start activation and contact with his objective.
Like Wolverine, and as might be expected, Hulk is one of the few characters that interests it found the limit of his forces to unleash their full potential, obtaining two bonus of +1 to both Power and Attack to has values of 11 and 7 respectively. During the first 10 strokes he receives his power is affected negatively by 2 points (Power 8), while during the next 6 wounds only on a 1 (Power 9).
jueves, 25 de agosto de 2016
Our analysis of the Knight Models monthly releases for Marvel Universe Miniature Game
Following the announcement of the Suicide Squad Game Box, Knight Models surprise us again this time with more news for Marvel Universe Miniature Game, with a new villians starter, the Dark Avengers, extending the game with a new faction, and on another hand Doom(neutral Guardians/Avengers) and the Thing (Guardians/Avengers) that will reinforce finally Guardians of the Galaxy faction, and other factions, for dual membership of both, plus the neutral condition Doom.
We begin by analyzing the starter of this new faction, whose miniatures have stunned us once again, for its level design and the resemblance to the comics. It is noteworthy its value, as it is the first starter that has 40 levels, instead of the usual 30 (only Sentry already has Level 16).
As a strong point of this starter its enormous mobility, since three of the members have the trait Fly and the only one that does not, Ares has the Pounce trait that will allow him to equalize the movility of his partners, so they can get its objectives enormously fast.
Another strong point is the hardness of this starter, with Ares as central axis thanks to his Bodyguard, Regeneration and good physical defense, Iron Patriot with Energy Shield or Ms. Marvel with her Intangible trait. But undoubtedly the trait Unstable of Sentry be the highlight, because if he dies, can resurrect and continue fighting once again.
Another strong point is the hardness of this starter, with Ares as central axis thanks to his Bodyguard, Regeneration and good physical defense, Iron Patriot with Energy Shield or Ms. Marvel with her Intangible trait. But undoubtedly the trait Unstable of Sentry be the highlight, because if he dies, can resurrect and continue fighting once again.
Led by Iron Patriot (Norman Osborne), brings to this faction interesting strategic aspects, thanks to his Master Tactician and Strategist, although his other traits and their attacks, stand less. Like curiosity to mention his Special Power Hidden Goblin, which forces him to make willpower roll all rounds may lose power if he fails.
Ares and Sentry are the characters of melee to the starter with very good attack (also Ares is Master Fighter) and much damage, especially Sentry, which has devastating attacks. In addition Ares can increase the value of attack of all who are around them (allies and enemies), once per game.
Ms. Marvel provides support in the distance, lots of variety of attacks and with good reach.
As interesting aspect noted that Ares, by his neutral status, could also be hired by Avengers, so will be the most benefited as faction reinforcements are concerned, as you will see below.
As for Dr. Doom, their status as neutral for Guardians and Avengers, it allows him to strengthen today as three bands, which provides a lot of flexibility to the game. However, because of his high level could not be played with the Dark Avengers starter by adding 51 points (unless the tournament organizers permit), which is a shame.
That stands out of this character his Resistance 1 to energy attacks as well as other Skills like Fly and Phase Shift, which will give good mobility. With Strategist also it will provide a strategic factor to his faction, which always come in handy.
As for his attacks, highlighting his Mystical Blast, supernaturally, green and with good reach, one of the few of this kind that allows overload. Has other notable attacks that allows remove rival counters with Stun or do damage area with his Explosive/4, so that all will be a lethal character in the distance.
As for his attacks, highlighting his Mystical Blast, supernaturally, green and with good reach, one of the few of this kind that allows overload. Has other notable attacks that allows remove rival counters with Stun or do damage area with his Explosive/4, so that all will be a lethal character in the distance.
But perhaps the highlight of this character is his special ability Doom's Way, which adds a handycap the band to take him, preventing overload to his allies who are nearby, representing the darker side of this character.
The Thing is a very interesting character and for a Level 7, very acceptable for all that which provide, allows, thanks to his two affiliations, beef up the factions of Guardians and Avengers, especially interesting for Guardians, who had very few reinforcements so far.
How could it be otherwise, this character stands out for his hardness, with physical defense 18 and Resistance to physical and fire damage, as well as having an ability to improve the defense of his allies during a round.
As for their attacks, being a melee character, also has very interesting template attacks that will condition the progress of the rival. He also has a melee attack which will lower the rival defense with Distract1, which, together with the Distract of Starlord, will combine very well with Gamora and Drax or other characters with attacks of physical type.
Finally, celebrate the arrival on the scene of a new faction, in addition of villains, very interesting for his speed and endurance, but with very high levels, which will bring more variety to the game, one of the aspects that most needed.
We also liked the two new reinforcements, very versatile for its dual affiliation, very playable and with interesting rules, which will be a great support, especially for Guardians of the Galaxy, which until now was the faction with less game options. However, Avengers may include up to three of the six new models, so also will greatly benefit.
And to here our review of the novelties, we hope you enjoyed it as much as we enjoyed doing it.
Greetings and we keep reading in La Biblioteca de Alfred
We also liked the two new reinforcements, very versatile for its dual affiliation, very playable and with interesting rules, which will be a great support, especially for Guardians of the Galaxy, which until now was the faction with less game options. However, Avengers may include up to three of the six new models, so also will greatly benefit.
And to here our review of the novelties, we hope you enjoyed it as much as we enjoyed doing it.
Greetings and we keep reading in La Biblioteca de Alfred
martes, 23 de agosto de 2016
Well known teams arrive to MUMG
Hello everybody.
Inside The Thing blister it can be found the rules for the 1st of the well known teams: Guardians of the Galaxy. We have always said that the three main factions of the game are Superhumans, Mutants and Cosmics (not Avengers, X-Men, and Guardians of the Galaxy), despite of the logo of them. Now it make sense why.
After of this last long month out of the blog, I can confirm that I'm back again with my batteries fully recharged again.
This morning our mate Pepelucho has published a small article about the releases of this month (up to now it is only in Spanish, soon we will also publish it in English). A while ago we have discovered a new interesting concept regarding the team building lists: The well known teams.
This morning our mate Pepelucho has published a small article about the releases of this month (up to now it is only in Spanish, soon we will also publish it in English). A while ago we have discovered a new interesting concept regarding the team building lists: The well known teams.
Inside The Thing blister it can be found the rules for the 1st of the well known teams: Guardians of the Galaxy. We have always said that the three main factions of the game are Superhumans, Mutants and Cosmics (not Avengers, X-Men, and Guardians of the Galaxy), despite of the logo of them. Now it make sense why.
On this case, the card contains the following information:
- Name of the team: Guardians of the Galaxy
- Team's Requirements: There must be 5 or more of the following Character in the Team:
- Groot
- Drax
- Gamora Zen Whoberi Ben Titan
- Peter Jason Quill
- Rocket
- Richard Rider
- Benjamin Jacob Grimm
- Level Cost: 1
- Bonus: If the Team's Requirement are accomplished, at the beginning of the game up to 3 of your characters gain +1 to Speed for all the game.
As it can be seen, the requirement is that a serie of characters that gives the name to that peculiar team must be on the list for obtaining that bonus. Also, this is not free, it also has a level cost to be added to the team list.
Now that the first team has been published, it is easy to think in other famous teams as it can be the ones released up to the date: Avengers, X-Men, Brotherhood of Evil Mutants, Dark Avengers...
miércoles, 15 de junio de 2016
BMG & MUMG Juny Releases
Hello everybody.
Yesterday, and after filtration which was unveiled what was expected for the coming months, Knight Models revealed the novelties for this month.
For Batman Miniature Game , this month has focused on the novel by Frank Miller: The Dark Knight Returns, with its 3 novelties of this month drawn from the pages of that book (or rather of adaptation to the small screen).
For Batman Miniature Game , this month has focused on the novel by Frank Miller: The Dark Knight Returns, with its 3 novelties of this month drawn from the pages of that book (or rather of adaptation to the small screen).
![]() |
| Checks that methods use Sons of Batman to help Bat in his fight against crime |
The first one and already released a few days ago, consists of a new starter led by the most atypical of all Robin: Carrie Kelly, who goes on to become the character cheaper able to lead the Bat band with 54/$100, 5 points below Barbara Gordon in his comic version. Despite not having a Batclaw, it is a fairly fast and with a capacity of concealment known to date only by Kid Flash character. But she has not come alone, and that the famous Sons of Batman accompany she in the form of exclusive Henchmen for this band, each bringing something different to the band: The SoB 1 racing Policewoman thanks to his 14 reputation points, as well to offer some support with their Batlings and easier to shoot down enemy; SoB 2 offers firepower and crowd control with his sawed-off shotgun; and finally the SoB 3 becomes in the "elite" Henchmen for this band, with a very interesting profile and skills in both attack and defense and support.
And what would become of Batman without his most bitter enemy. And it is that a new Joker has come to Gotham accompanied by his explosive bots: Bobbie, Mary and Bobbie MKII. As regards Joker has a more aggressive profile for a low cost (the cheapest to date) . His three companions, despite offering very little resistance are , as expected, to be able to blow themselves to scare their enemies; also they add more mobility to the band since they all are able to fly.
And finally, at the expense of seeing if someday comes the armored version of the Dark Knight (although it could well be the "Batfleck" version), comes the most striking of all Green Arrow known : the one-armed, who again has a point cost really low, and part of it is that their offensive potential its reduced to a unique arrow shot by attack by no more help than a +1 to hit. What is really striking about this new profile is one of his arrows, and yes, it is the same arrow used to help the Dark Knight in his duel against Superman: an arrow of Kyptonita, although not know what does, sure to be a pain for some as Superboy and Supergirl.
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| Hulk, destroys! |
Turning now to Marvel Universe Miniature Game, it is impossible not to start talking about someone wearing expected arrival since the game landed: Hulk. Who is able to destroy everything in his path but at a relatively high cost. As expected, it reaches its full potential when injured, at which point it is better to be away from him, though perhaps not entirely safe because 'is able to throw up objects the size of buildings!!
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| If you want to know the reasons why Emma came to lead the school of mutants, look at their profile |
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| At the expense of meeting her Phoenix version, this Jean Grey has much to offer |
The other two new novelties are two of the best-known telepaths of Professor Charles Xavier school talents: Emma Frost and Jean Grey. The first can sacrifice her support capacity towards becoming a rock to return his body as hard as diamond. The second, also offers support also "cover fire" to their peers and may even throw objects with the mind.
So, after seeing this month, and in contrast to the leaked information, and only to be expected:
So, after seeing this month, and in contrast to the leaked information, and only to be expected:
- To MUMG, The Brotherhood of Mutants, where all hope at least see Magneto and Mystique between them.
- BMG, the starter of Gorilla Grodd band
Etiquetas:
Batman Miniature Game,
bmg english,
Emma Frost,
Green Arrow,
Hulk,
Jean Grey,
Joker,
Josito,
Marvel Universe Miniature Game,
mumg english,
Robin,
Sons of Batman,
Vengadores,
X-Men,
Xermi
jueves, 2 de junio de 2016
MUMG: Analysis Vision
We continue
with the novelties of the month with this new form of artificial life, the
physical form of Tony Stark`s supercomputer , J.A.R.V.I.S., better known as
Vision. Beginning with his level (8) is the first avenger in this third step,
even behind Thor (12) and Gamora and Groot (both 9). With Power 7 is located on
the second level, but with option to upgrade to 8 provided that it is in the
upper area of the bar Endurance, but also can be reduced to 6 ultimately.
Starting with the mobile aspect, Vision not only highlights for the same thing all the characters with the ability to Fly as is able to reach any area, but also its Phase Shift lets him become incorporeal and cross both objects and characters though unable to finish inside buildings or on anyone. The counterpart is in their range of motion, since they are 1/2/2 points below the average at three levels: 3/5/12 (7.5 / 12.5 / 30).
In Defensive terms he highlight above all in the Mental (18) aspect, just below the 20 Deadpool. His other three Defenses itself left much to be desired since both Physic (14) and Energy (14) are the worst known level, and the Supernatural (14) only one point above the lousy value 13 some as Wolverine. These low values force Vision Improve Defensively unless he want to be an easy target, though against Supernatural attacks has nothing to do since it is not possible to apply this increase. Along with these typical improvements, Vision can respond reactively (or active) to Energy and Physicists attacks improving their protection in +2 thanks to its Density Shift (1), allowing him to have up to two separate 16 in both defenses, though only one can keep in 18 with Improved Defensive. Besides this, their ability to Fly allows him to improve in melee the target defense of the attack +1 whenever the opponent not fly too, which means that in optimal situations could have a maximum value for any of its defenses of 19/19/15/21.
Its value 7 Agility makes it not very hopeful reduce damage from Spray or Explosive nor Expansive attacks like so avoid being hit by launchings find in their path, or be affected by certain special powers like I Am Groot (2), since it has only 33% of options emerge unscathed from such checks. His Willpower 8 does not guarantee many more successes, and that against certain special powers as Trick (1) only has 44% chance of overcoming them.
Receiving damage, Vision has up to 18 + 3 points of endurance spread over 6 points per fringe. When is in good condition not only their power is increased by 1 point (8), but also their attack (6), leaving him with an average value for it. At the opposite end is the opposite situation since these bonuses become penalties, leaving him with a Power 6 and measly value 4 for the Attack. In the intermediate zone suffers no penalty, but if he lose the bonus that allow him to perform more actions (Power) and allow decent hit (attack). To try to alleviate the negative effect of leaving the upper area, once per game can use him Healing Nanites (2) to recover 3 points of Endurance, which can extend him stay in this area, and considering their Bodyguard (1) will be prone to fit blows.
Greetings and we keep reading in La Biblioteca de Alfred and Reino de Juegos.
As for offensive power, despite having a good variety of attacks in terms of damage, effects and nature of these (important especially the latter), the attribute Attack is not up to the best since with a value of 5 it is the worst based on today's value, although while in good condition it rises to 6. If a value 5-4 it is worth attack with Overload if he do not want as him offense is closer to failure than to be a success. It is also not to be a character that stands out for the range of their attacks since no none has greater reach 8 '(20 cm), making it an easy target for enemy marksmen. Thus, their attacks ordered by scope are:
- Solar Bolt (4): If you were to carry out this attack is to activate Vision of the first, so that characters with energy attacks as Iron Man take out party down 2 points to the opponent suffers in that defense due to its Awkardness/ 2 plus 4 damage.
- Ghostly Vision (2): First attack known mental nature, although for that reason the Dazzle/ 1 effect applied is useless today because no one else will take advantage of the drop in the Mental Defense until the end of the round or the next activation of the target (whichever comes first). Despite having less than the previous range with only 6 "(15 cm), it has the characteristic to cause as much damage as it cost: 2 wounds. Keep in mind that such attacks can not cause damage to the elements of scenery.
- Phase Punch (4): Another reason why Vision activate the first. If this has already been in melee, you can start hitting with this attack to make the opponent lose 2 counters POW thanks to Stun/ 2 (3 if you also use defensive improvement) in addition to causing 3 damage.
- Strike (2): Again, the positive part of this basic attack is to cause as much damage as it cost: 2 wounds. With Power 8 has a potential damage 8 wounds, which is not impossible if the opponent is already KO.
The launches are other strong points Vision, since his Force 4 lets him get rid of enemies with size 4 or less, or elements as big as small houses or cranes, and throw them at a distance of up to 8 ' (20 cm) causing damage by the launch of three wounds.
Finally, in tasks Support/Control the only known use today for Total Vision is cancel the Invisible characters since their attacks are not capable of drilling to do the same with the scenary. Another of his contributions to these tasks is in the aforementioned effects of their attacks Solar Bolt (4) and Ghostly Vision (2), although the drop 2 points in the defense of Energy (Awkardness/2) only takes place once per game, and Mental (Dazzle/1) once per round and there's nobody you can still take advantage of it. In addition to this we must not forget that, with Captain America, Vision is the other protector of the team thanks to Bodyguard (1), but if you want to combine with the bonus of defense that gives its Density Shift (1) the latter should be used during activation since it is only possible to use a reactive power against any attack.
In short, Vision combines the good of Thor and Captain America but without being better than any of them. From Thor offers offensive potential, but does not have such destructive attacks or a good value of attack to be at its height, but unlike the latter serve as support for their peers by a downward trend in defense they apply; about Captain America offers its functions of protector of the team (Bodyguard (1)), but not safety of him against checks of Agility or Stamina.
As for variety of attacks is stocked, since the 4 existing types can carry out 3 (Physical, Mental and Energy), as well as being good pitching. The downside is its attribute attack, if value 6 is already quite common to use Overload, at the time that is lower 5-4, attack without doing it becomes a utopia. Besides him ranged attacks are for rather short ranges (20 cm maximum), which is easy targets for enemy snipers, so it is advisable to leave POW to endure retaliation.
If he want to unleash its protective power, it is required to activate his Density Shift (1) during activation to later be able to use Bodyguard (1).
Regarding the use of POW:
- It will be usual reserve at least 3 of them for protective tasks: Density Shift (1) Improved Defensive (1 POW), Bodyguard (1).
- If it matters not neglect the protective facet and starting from a good position Ranged (ie, 6 "(15 cm) or less than him objectives), he can use in combination him Solar Bolt (4+1) and Ghostly Vision (2+1), in which case it would be advisable then attack someone like Iron Man (Energy damage) if the Awkardness/2 of its first attack has been effective.
- If he is "stuck" in melee he can use his Phase Punch (4) to also make the opponent lose up to 3 POW (2 for the Stun/2 and 1 in the defensive upgrade if he decide to use it), and then his Strike (2), but the bad part of this is that both are physical in nature and a unique defensive upgrade is enough to put the most difficult things.
Like Thor, it is crucial not to leave the upper area of the bar Endurance since out of it makes him lose potential as both its Attack and Power lose the bonus of +1 to return its base value of 5 and 7 . This increase even more in the sensitive area since then they decrease to 4 and 6 respectively. Fortunately for him, once per game can recover three wounds thanks to his Healing Nanites (2).
martes, 31 de mayo de 2016
MUMG: Analysis Nightcrawler
Hello everybody.
In terms of values, only the Energy Defence (18) can be considered a good value, besides being the best known to date, which means that normally against attacks from a distance if you do not have POW enough to escape you can rely on this value, or 20 if it can be improved Defensively. His other defence almost up to the best but without becoming a value that guarantees very successful is the Supernatural (16), just 1 point below Colossus, also do not forget that it is the only one that cannot Defensively improved. At the other end both their Physical Defense (15) and Mental (14) are close to being the worst, both just 1 point above Iron Man and Starlord Physically and Colossus in Mentally terms.
With this new batch of novelties comes the most evanescent mutant of all, the German-born circus performer: Kurt Wagner aka Nightcrawler. With Level 5 is another character of those useful for complete lists, just 1 point above Black Widow who remains the cheapest character up to date. His Power 6 is consistent with its low cost, but ultimately this decays to 5.
In the mobile aspect is where Kurt is a real concern for the opponent, since not only can reach where it is proposed and as often as desired thanks to its Bamf! (2), but also to be able to perform two actions movement due to be Agile combined with values of 2 points above normal: 7/9 (17.5 / 22.5 cm). The most important thing is that he can perform up to 2 move actions is that with a single activation could down from a raised area since the descent should be carried out at the beginning of the move action, but unless Kurt want move 6 'or less, or because loaded with something that prevents him from teleporting (as a relic), it is cheaper to use him Bamf! (2).
In Defence his main stronghold is again his Bamf! (2) also because of its reactivity, which will allow him to stand again anywhere (while still having POW) every time a rival declare him as target of an attack and has already paid for it. Alongside this mechanism has its passive protection from ranged attacks that grants his Stealth, making it imperceptible to over 8 "(20 cm); while in the melee offers passive protection against grabbing for his Escape Artist (0) which will raise its Physical Defense 18 (with option to reach 20 if Improves Defensively) if the aggressor does not have tools to change the nature of grip, impossible thing today.
In Defence his main stronghold is again his Bamf! (2) also because of its reactivity, which will allow him to stand again anywhere (while still having POW) every time a rival declare him as target of an attack and has already paid for it. Alongside this mechanism has its passive protection from ranged attacks that grants his Stealth, making it imperceptible to over 8 "(20 cm); while in the melee offers passive protection against grabbing for his Escape Artist (0) which will raise its Physical Defense 18 (with option to reach 20 if Improves Defensively) if the aggressor does not have tools to change the nature of grip, impossible thing today.
In terms of values, only the Energy Defence (18) can be considered a good value, besides being the best known to date, which means that normally against attacks from a distance if you do not have POW enough to escape you can rely on this value, or 20 if it can be improved Defensively. His other defence almost up to the best but without becoming a value that guarantees very successful is the Supernatural (16), just 1 point below Colossus, also do not forget that it is the only one that cannot Defensively improved. At the other end both their Physical Defense (15) and Mental (14) are close to being the worst, both just 1 point above Iron Man and Starlord Physically and Colossus in Mentally terms.
His Agility value of 10 guarantees him a 67% success rate in checks such as those required to reduce by half the damage received by Spray attacks, Explosive or Expansive and completely avoid the impact to be in the path a launch; also given its status as Acrobat it is possible to repeat those failures. Instead, his Stamina 7 requires almost to keep it intact if you do not want to see Kurt KO virtually the rest of the game since it only has a 33% chance of standing or recover from their lethargy. In terms of Willpower (7) walks the same, with 33% to overcome this type of screening, such as to avoid Trick (1) from Starlord or Deadpool.
With 10 points Endurance is just 1 hit over Black Widow, with 4 of them in the upper area in which their attack improves to value 6. Kurt You'd better not leave that area, and not just because normal when it comes out of it is that KO stay (in fact may be a good idea to use Bamf! (2) to hide when it reaches the orange zone and has not been activated, so that if it is KO is far rival) but because it loses that bonus +1 attack, in addition to seeing his power diminished to 5 in the red zone.
Offensives work is not to be strong to begin with because Force 1 cannot throw greater than motorcycles objects, and as characters only to Rocket Raccoon for now, or attacking scenery of type T3 or higher such as a truck. Despite this, its Attack value is maintained in 6 while in good condition (which is an intermediate value), but two attacks one is unique and the other only gives 1 wound. As so many characters have the handicap that all attacks are the same type and nature. What is really fun with him is hitting and evaporating so the opponent does not know where the blow came from.
Summarizing, Kurt Wagner is not a character thought to be the hammer of the team, but it is useful to try to make the opponent spend POW in it and disappear right before throwing dice, so it is vital for their survival to maintain whenever possible 2 POW.
He is highly mobile and not only for their high levels of movement and can perform up to two actions of this kind, but also because its Bamf! (2) it allows him to reach any area of the map.
Greetings and we keep reading in La Biblioteca de Alfred and Reino de Juegos.
With 10 points Endurance is just 1 hit over Black Widow, with 4 of them in the upper area in which their attack improves to value 6. Kurt You'd better not leave that area, and not just because normal when it comes out of it is that KO stay (in fact may be a good idea to use Bamf! (2) to hide when it reaches the orange zone and has not been activated, so that if it is KO is far rival) but because it loses that bonus +1 attack, in addition to seeing his power diminished to 5 in the red zone.
Offensives work is not to be strong to begin with because Force 1 cannot throw greater than motorcycles objects, and as characters only to Rocket Raccoon for now, or attacking scenery of type T3 or higher such as a truck. Despite this, its Attack value is maintained in 6 while in good condition (which is an intermediate value), but two attacks one is unique and the other only gives 1 wound. As so many characters have the handicap that all attacks are the same type and nature. What is really fun with him is hitting and evaporating so the opponent does not know where the blow came from.
- Sneak Attack (3): The good thing about this attack is that despite being melee has a range of 4 "(10 cm), allowing Kurt start 10 '(25 cm) of the target, move to it (1 POW), hitting (3+1 POW) to cause 3 damages and flee (Bamf! (2)), although this is only possible starting at 4 '(10 cm) or less of Cyclops to get that extra POW thanks to its Leadership/4, if not he would have to sacrifice Overload or Bamf! (2) to escape, which is not recommended. The other interesting part of this attack is lowered rival Physical Defence by 2 points due to the Distract/2 it applies, what can come in handy someone as physical as Wolverine and even Gambit to perform up to 3 times 52 Pick up (2) without making Overload thanks to relevant "+3" to hit (-2 rival defence besides to +1 for being Marksmanship), although the effect of area would be lost due to Explosive/3 of its alternative Overload.
- Strike (2): Basic attack deals only 1 damage. The good point of this attack is using it between 2 Bamf! (2) to hit the opponent so he/she has no option to respond. Again, if he starts near Cyclops it is possible Overload this attack, which is quite easy because it can finish the rounds near it.
As a Support/Control refers, with that Distract/2 single use, Kurt also offers once per game the option of teleporting with a fellow wherever thanks to its Teleport Multiple (3), which can serve to save the skin of an ally (even that is KO) or catch off guard an enemy to be may already have activated teleporting with Nightcrawler an "hit-harder" character such as Wolverine, and also when combined with his Sneak Attack (3), the partner may have it easier to achieve hurt, although again this is idyllic do starting near Scott, which is not so difficult.
Summarizing, Kurt Wagner is not a character thought to be the hammer of the team, but it is useful to try to make the opponent spend POW in it and disappear right before throwing dice, so it is vital for their survival to maintain whenever possible 2 POW.
He is highly mobile and not only for their high levels of movement and can perform up to two actions of this kind, but also because its Bamf! (2) it allows him to reach any area of the map.
Regarding the use of POWs, each of his two attacks allow the execution of an interesting combo, although both are further enhanced if it can begin activation to 4 "(10 cm) or less Cyclops to take advantage of their Leadership/4 and get that extra POW, which is not difficult thanks his Bamf! (2) can be positioned close to him from one round to another:
- The most common will be using his Bamf! (2) (2 POW) for arriving to the rival, hitting him with his Strike (2) (2+1 POW) and disappearing again (2 POW), idyllically back again to Scott's side. This attack can be useful for last hitting those enemies with one wound left before changing from the area of their endurance bar.
- Finish the previous round with a physical ally like Wolverine, Gambit, Colossus ... to make use of Teleport Multiple (3)Sneak Attack (3)(3 POW) and appear next to a lagging enemy and if it is possible already activated, so that Kurt perform his
- (3+1 POW) so his mate obtains a +2 to impact against Physical Defence.
- Beginning at 10 '(25 cm) or less from the rival (and 4' (10 cm) of Cyclops), you could use one POW to move to stay at 4' from the rival and then use his (3+1 POW) and then again evaporate the Bamf! (2) (2 POW).Sneak Attack (3)
Like most, Nightcrawler reaches its full potential until he has received more than 4 damage, which would take him uptown bar Endurance and he would lose that +1 attack to return to its original value of 5. In addition to this he has 33% of options to get KO. In the red zone he also has his power decreased up to 5 due to the -1 penalty he receives. At least his Stealth condition protects him from the distance, and with Agility 10 and Acrobat lets him have two options to reduce damage from attacks Spray, Explosive, Expansive with a 67% chance of success.
jueves, 5 de mayo de 2016
MUMG: Analysis Starlord
Hello everybody.
Despite have begun with Groot, finally it’s time for the starter of this peculiar group, and as always who better to begin with than their "leader", the looter from the Earth: Starlord. Let’s start with his Level, as this, is even more striking than Cyclops! Among all the Guardians of the Galaxy he has the lowest Level with a (some would say, human) value 6, just above the Black Widow from the Avengers. Regarding his power of 7, he is at the same level as his team mates, with the obvious exception of Gamora who is top dog on 8 (the same as the mighty Thor and the quintessentially American, Captain America), although it decreases to 6 when he is in the red area of his Endurance bar.
Beginning with his Mobility, Peter stands up to most with his ability to Fly, which will let him move freely with the option to arrive at any place on the board, and although his two first tiers have the average value, the third one is 2 points below it for these kind of characters: 4/7/12 (10/17.5/30 cm).
In defensive terms Peter’s another of those characters that can be considered easy to hit due to his low values for Physical, Energy and Supernatural Defence, as all of them come in with a value 14. His Mental Defence of 17 is between that of Deadpool at 20 and Colossus at 13. His Fly skill however not only grants him more mobility as mentioned, but it also gives him a +1 to his Defence against close combat attacks, unless his rival also has this skill. His defensive ace in the hole is his Energy Field (2) which, once per game, lets him reduce the wounds by 2 from all damage coming from either Physical or Energy sources and due to the Resistance/2 he wins, although characters like Wolverine and Captain America will be able to ignore that thanks to the Irresistible trait attached some of their attacks.
His Agility 8 grants him a 44% of chance of success with rolls of this kind, as the needed for reducing to the half the damage from Expansive, Spray or Explosive attacks, as well as the chance to avoid being impacted by throws with him in the firing line. Also it’s worth noting that, while he remains in the top area of his Endurance bar this value, his agility, is increased to 10, so the chances are further increased to 67%. Regarding Stamina he has the same value as his basic Agility, 8 this grants him a 44% chance of not getting KO’d in rolls of this kind as well as being able to recover from it; with Peter KO’d it is almost impossible for the enemy to fail any impact roll as his defences are decreased to 10/10/10/13. His Willpower value of 11 is more encouraging as it grants him a 77% of chance of succeeding in these kinds of rolls, for example avoiding Trick (1).
His 12 Endurance points are closer to the 9 of Black Widow rather than that of the 20 his teammate Groot, distributed in 4 points in each area. While he remains in the top area, as it has been mentioned, his Agility is increased by 2 points up to 10, on the other hand, when he is in the critical zone not only is his Power is decreased to 6, he also loses his Fly ability, as does billionaire playboy, philanthropist Iron Man, and so he becomes a target that can be taken down quite easy.
Offensively talking, Starlord is another character that should stay far from the combat due to, in addition with his low defences, the fact that all his attacks are ranged and he doesn't have the Strength value for throwing objects bigger than human size such as motorbikes. The only difference with his two attacks are the nature of them and the effects they apply (and the 1 more POW on the second one), both have a range of 12' (30 cm) and deal 2 wounds, in addition they are not limited in usage beyond the POW:
- Quad-Laser (2): The real danger of this attack is the combination of its Penetrative trait with Starlord's Total Vision, making impossible to hide from it using cover. Additionally it can destroy elements in its trajectory, or at least deal them some damage.
- Element Gun (3): Interesting for the control it offers on the enemy slowing them by 1 point thanks to the Ensnare/1 it applies if it damages due to its freezing effect, which can be increased even more with the Wall of Roots (3) from his friendly Ent like teammate, Groot.
Lastly, in Support/Control roles, Starlord has some things to offer. In addition his already mentioned Total Vision, making those characters with the Stealth or Invisible skill useless and unable to protect from him by keeping their distance, and the Ensnare trait from his element gun. Peter can decide once per game, which player begins activating thanks to his Perfect Plan. Despite not being good at going toe to toe with the enemy, Starlord can, once per round, try to decrease by 1 point the Physical Defence of a visible target, which in his case could be used against enemies totally hidden! (Total Vision) and so he doesn't have to expose himself to their reprisals, using his Trick (1).
NOTE: The word Target means there has to be line of sight with the objective.
Summarizing, Starlord is other of these characters to use at distance and not expose him too much due to his low defences and how complicated it can be to keep him stood up as, as soon as he leaves the top area of his Endurance bar (4 wounds) he becomes an easy target. His Quad-Laser (2) makes his ranged skills impressive thanks to the combination of the Penetrative trait of the weapon and with Total Vision, which will let him to attack hidden enemies piercing all the scenery in its path, or better, attack enemies while hiding himself behind the scenery.
Regarding the use of POW Peter is a character that has something to offer on the four basic aspects (mobility, attack, defend, support/control):
- If he hasn't used his Energy Field (2), the ideal option would be to save at least 2 POW for reacting to enemies attacks, which will leave him with 5 POW to attack twice with his Quad-Laser (2) (sacrificing at least one Overload), perfect if he is hidden; or attacking once and using the rest of his POW to move, improve his defences, to use Trick (1)...
- Once he has used it, he can use his 7 POW to attack once with each attack in exchange for 5 POW, 7 if Overloading, although if the Ensnare of his Element Gun (3) doesn't impact, his Quad-Laser (2) could be used a second time instead of it, which will leave him with 1 remaining POW.
As is normal, he gives his full potential while he is in good condition, increasing his Agility to 10, although at the moment he leaves this comfort zone his value goes back to 8. In the critical area his power is decreased to 6 and his wings are clipped (he loses Fly).
Greetings and we keep reading in La Biblioteca de Alfred and Reino de Juegos.
martes, 26 de abril de 2016
MUMG: Analysis Groot
Hello everybody.
What a better way to begin with Guardians on the Galaxy than with the last of its members to arrive, the one with the highest variety of words on his lexicon: Groot. With 9 Levels he is on the second step with his partner Gamora, and only one step behind the asgardian God Thor with his 12 Levels. Regarding Power he is also in the second step with value 8, on this case even behind Gamora, but while he remains on the top area of his Endurance bar it takes value 9, and considering he can endure up to 10 hits and his regrowing capability (to heal himself) it can be quite difficult to make him abandon it, if this happens his Power will be decreased in 1 point over the base value as it progress on this bar, until a value of 6.
Beginning with his Mobile aspect, it is surprising that despite being a trunk, literally, he has values over the average with 5/8 (12.5/20 cm), and in addition to this he can advance with no penalties while climbing thanks to his Wall Crawler, which will also let him to stop in the middle of an ascension or in places where a normal base won't fit.
Defensively talking is where he must be analysed with more detail. His values are not very remarkable all of them being 16, that means that character with Attack 5/6/7 have 23%/33%/44% (68%/77%/84% if they Overload) chances of impact him, making more difficult this chances if he improves his defenses, with the exception of the Supernatural which is not possible.
Regarding his capability of endure damage, he not only has a value of 20 wounds (the best known up today) being the half of them in the high area. As he progress among zones, his Power will decrease by 1 point changing from bonus to penalty on the first one (Power 8/6/5), having also a penalty on his Movement when he is on the read area, turning it into the most common values (4/7). To all this it must be added his capability of recovering 2 Endurance points once per round thanks to Regrow (2)(A), which means he has a virtual Endurance value of 32 points (in 6 rounds games). As novelty he has a Size 3 which protects him against Grabs of all those character with Strength 1-2, although what makes an utopia even try it, is his ability to anchor himself to the ground with his roots and offering a passive resistance against Grabs thanks to the +3 he obtains by his Scape Artist (0)(P), which except under special rules it means he has a Physical Defense of 19 (21) against this kind of attacks.
But not everything is pure endurance with him, as it can be expected his weakness are the burning attacks (Weakness to fire) which double their damage against him; that forces him to be careful against characters like Rocket Racoon and his RPG (3) with a range of 12' (30 cm) and an area of effect of 3' (7,5 cm), dealing him 6 wounds (8 if critical hit), and even more with Iron Man and his Micro Missiles (3) and not only for being impossible to hide from them within their 10' (25 cm), also because they are not limited to only once time, which means that Groot could be receiving 4 damages during all the rounds (6 if critical hit). One of the particularities of these attacks is their area of effect for being Explosive which, like the Spray and Expansive attacks, can be a serious problem for Groot due to with Agility 7 he only has 33% chances of decreasing that damage to the half, these are the same chances for avoiding to be impacted by a thrown item/character if he is on its trajectory. Regarding Stamina Rolls (9) his chances are a few higher with a 56%, although it can be difficult to make Groot to arrive to his middle area. In terms of Willpower (8) he only has 44% chances of succeeding on this kind of rolls, for example for avoiding the Trick (1) of Deadpool and Starlord.
In offensive terms, Groot has interesting options despite of not being focused for this task. His Attack will remain in 5+1 while he is on the top area of his Endurance bar, which once again will be difficult to see him without that bonus. But all his attacks including the Grab and Throw action are all of the same type: Physical, which can be a problem against enemies with some kind of resistance to it. Other of the positive points is that both attacks have some range, which is always remarkable, specially in the case of the close combat attacks as it is Branch out (2):
- Branch out (2): Groot's standard attack has the particularity of having 4' (10 cm) of range due to his innate skill of enlarge his branches. But this is not its unique advantage, if he is near a KO enemy (-4 to all his Defenses and with no option to improve them) it can suppose his/her death because with 8 POW he can realize this 2 damages attack up to 4 times (without Overload), and thanks to its reach it is not needed to be in touch with him/her. Other of the important readings of this attacks is that its 4' (10 cm) range force most of the enemies in touch with him to spend 2 POW if they want to runaway due to most of them has that same value on their first Movement tier (4').
- Wall of roots (3): It could be compared with Colossus' Titanic Smash (3) due to it is the other Expansive Wave attack known up today. It not only applies the annoying Ensnare/1 in an area of effect of 3' (7.5 cm) surrounding its target, it also deals 3 damages to all of them, 1 more than Colossus. If it is Overloaded, among so many rolls it is possible to obtain any critical hit so the damage will become 4 on this case, but it must not be forgotten that each Overload must be done for each one of the affected (if it is desired), which mean that the minimum cost for this attack is 3+1+1 POW, when it is possible to affect at least to two targets, preferably non Acrobat due to it is easier for them to reduce this damage to the half (1 wound).
As all the characters with Strength 4, Groot can be considered a good Thrower both for scenery items or characters, being able to throw them up to 8' (10 cm) and dealing 2 damages if the thrown is an enemy, in addition to the damage he/she can deal against an impacted enemy which will be up to 4 wounds deppending of the size of the thrown item/character, which/who can be as big as Hulk.
Lastly, in terms of Support/Control his main tasks is protecting his mates thanks to his Advanced Bodyguard (1)(R), whose only difference with the already known Bodyguard (1) is its higher range with 4' (10 cm) instead of 2' (5 cm). Most of his defensive power comes with the combination of this 4' (10 cm) and his Scape Artist (0)(P) which allows him to redirect to him Grabs against mates, with the increase of difficulty it supposes for the rival.
But all his supporting tools are not only defensive, his I am Groot! (2)(A) is even more restrictive than his Ensnare due to it forbids his enemy to move unless he/she succeeds on an Agility Roll, which again and as his Wall of roots (3) is not a good idea to use it against Acrobat characters.
Summarizing, despite not flying he has a good mobility with possibilities of arriving to any place thanks to his Wall-Crawler. But where he really stands out is enduring damage, his 20 wounds should be seen as a virtual value of 32 thanks to his Regrow (2)(A), being half of them in the high area of his Endurance bar (again with a virtual value of 22 wounds). In one side he is weak against burning attacks (Weakness fire), but on the other side he has huge protection against Grabs due to his Scape Artist (0)(P), which can be used also with allies within 4' (10 cm) thanks to his Advanced Bodyguard (1)(R).
Lastly, in terms of Support/Control his main tasks is protecting his mates thanks to his Advanced Bodyguard (1)(R), whose only difference with the already known Bodyguard (1) is its higher range with 4' (10 cm) instead of 2' (5 cm). Most of his defensive power comes with the combination of this 4' (10 cm) and his Scape Artist (0)(P) which allows him to redirect to him Grabs against mates, with the increase of difficulty it supposes for the rival.
But all his supporting tools are not only defensive, his I am Groot! (2)(A) is even more restrictive than his Ensnare due to it forbids his enemy to move unless he/she succeeds on an Agility Roll, which again and as his Wall of roots (3) is not a good idea to use it against Acrobat characters.
Summarizing, despite not flying he has a good mobility with possibilities of arriving to any place thanks to his Wall-Crawler. But where he really stands out is enduring damage, his 20 wounds should be seen as a virtual value of 32 thanks to his Regrow (2)(A), being half of them in the high area of his Endurance bar (again with a virtual value of 22 wounds). In one side he is weak against burning attacks (Weakness fire), but on the other side he has huge protection against Grabs due to his Scape Artist (0)(P), which can be used also with allies within 4' (10 cm) thanks to his Advanced Bodyguard (1)(R).
Regarding the use of POW, Groot is other of these characters with variety of options, being maybe the most interesting:
- In his most aggressive variant, he could strike up to 4 times with his Branch Out (2), without Overload, for dealing up to 8 wounds. It is perfect to off KO enemies due to the -4 the have on all their defenses and without the need for being in contact with him/her thanks to its 4' (10 cm) of range. Also, if the enemies in contact with him want to runaway from this attack they must pay, normally, 2 POW because 4' are not enough to get out of range. He could also sacrifice one of this attacks for Grabbing an enemy in contact with him and Throw him to a distance still in range for his attacks, in that case he will have a potential damage of 9 wounds, with the advantage he could also damage another enemy if he declares him/her as target of the impact.
- His other attack, Wall of roots(3), is interesting to use it when it can affect at least 2 enemies, which means 3+1+1 POW, and with the remaining 3 he could Overload if there are more targets, or Grabbing and Throwing an enemy. This last point can be done in two different ways, in both supposing Groot begins his activation in touch with an enemy:
- Throw him/her so he/she is still in range of his Wall of roots(3).
- Strike first with his Wall of roots(3) and then Throw that enemy far, to the ground (dealing him/her 3 wounds) or against another enemy for damaging both of them.
- Once viewed his two most offensive variants, maybe the most clever use is to explode his defensive potential, it means, keeping at least 4 POW to use Advanced Bodyguard (1)(R), Defensive Improvement (1 POW) and Regrow (2)(A). The 4 remaining POW could be saved for moving, use Advanced Bodyguard (1)(R) and Defensive Improvements more times, dealing some attacking action or supporting with his I am Groot! (2)(A).
So, it is interesting to activating him the later as possible, so the POW he didn't used can be used now to attack.
As it can be expected, Groot releases all his potential while he is on the top area of his Endurance bar, having his Power and Attack increased in 1 point up to 6 and 8 respectively. At the moment he abandons this area, his Power begins to decrease 1 point per round, going from 8 (7+1) to 6 (7-1) and 5 (7-2) respectively, having his Movement also reduced in 1 point when he is on the critical zone.
Greetings and we keep reading in La Biblioteca de Alfred and Reino de Juegos.
miércoles, 20 de abril de 2016
MUMG: Analysis Rogue
Hello everybody.
And finally is time for the last member of the starter of the X-Men and maybe one of the actual characters more complicated to discover all her power: Anna Marie, more known as Rogue. Regarding Level (8) and Power (7) she is on the same situation as his mate Wolverine. His Level is on the third step behind Thor (12), and Gamora and Groot (9), and once again above her "leader" Cyclops; her Power leaves her only one point behind the most powerful characters (as Thor, Gamora and Captain America), although at the moment she is on a critical situation it decreases to 6, moment when Scott's Leadership could affect her.
On the Mobile aspect she is the most dynamic mutant up to the date because she is the only one with the Fly skill which will let her to move vertically if she needs it and, very important, she is not affected by the limitation of Jumping into the Void which forces the character to stop at the moment she reaches the edge (so it is not possible to move and Jumping into the Void, in that order, as part of the same movement action, it must be done upside down beginning in contact with the border and starting the movement action Jumping into the Void). In addition to this she also has a second tier movement 1 point over the average, so she can move up to 4/8/14 (10/20/35 cm).
In Defensive terms, with the exception of the Mental Defense (18) the rest have some intermediate values, although all of them decrease in 1 point at the moment Rogue leaves the high area of her Endurance bar. Both Physical (16) and Energy (16) if are improved grant her 50% of protection against characters with Attack 5 using Overload, although against Attack 7 it is not so much difficult impacting her (68.36%). Supernatural (15), even being true is not a high value and having into account actually the best value known until today is Colossus' 17, is not difficult to succeed against it with Overload attacks even more if it is decreased to 11 when Marie is KO (a value even worst than scenery), also unfortunately for her it must not being forgotten it is the only defense that can not be improved. Lastly, her Mental Defense (18) is only overcome by the exceptional case of Deadpool and his value 20, although with a defensive improvement Anna Marie can also reach this value, but it is only a detail because up today no one has attacks of this nature. In addition to all this she has her Fly skill which grants her an additional +1 against close combat attacks if the enemy doesn't have also this skill, and having into account her Power Drain is limited only to close combat it is interesting this extra protection against enemy's reprisal, which will grant her a Physical value up to 19, and in short distances all the known attacks have this nature with the exception of Thor's For Asgard and another's Rogue's Power Drain (on this cases she will have her base value of 15 because both of them also Fly).
Regarding Endurance she can receive up to 14 wounds before being defeated, once again this is between the hardest characters as Groot (20) and the weakest as Black Widow (9), although at the moment she accumulates 5 wounds she will offer less resistance due to the -1 to all her defenses (it could been said that in close combat this -1 is cancelled by her Fly bonus), which also affects to her Power decreasing it to 6 at the moment she also reaches the critical area of that bar. Her agility 8 grants her 44% of chances reducing the damage to the half for Spray, Expansive or Explosive attacks, and immunity against thrown being her on the trajectory of it. Similarly to this, her Stamina 8 also grants her a 44% of chances of not getting KO when she abandons the top area of her Endurance bar (when she has received 5 wounds), or recovering from that state. Where she offers good chances are on Willpower rolls due to her 11 value grants her 77% chances (84% is she is in good conditions due to her value 12).
On the Offensive area, Rogue is not a character to be considered harmful, neither for her attacks nor her value (5, 6 if she is in good conditions), but on the other hand she is one of those characters that can be considered good by grabbing and throwing due to her Strength 4, which will allow her to throw characters as big as Hulk up to 8' (20 cm) away dealing him 3 wounds, she can also deal the thrown character's size in damage to another enemy if he/she is thrown against him/her. Letting for the end her unique attack:
- Superstrike (3): Mainly for this attack Rogue is perfect for engaging into a combat and striking first. In addition to the 2 wounds it deals, it offers a potential lose of 3 POW counters on the rival, 2 for its Stun/2 and 1 more if the enemy decides to use defensive improvement, which should be the most common if he/she doesn't want to suffer damage and that lose during the same attack.
- Strike (2): Nothing remarkable on this 1 single damage attack, maybe thought for last hitting the enemy to kill him or make him/her moving to another area of his/her Endurance bar.
- Power Drain (5): The best thing of this attack is its Supernatural nature, so the enemy can't improve his/her defense. More than the 3 damages it deals, the really interesting of this attack is the copy of any attribute, skill or special power, which becomes Rogue into a versatile character easy to adapt to the situation, although she has to chose wisely what to copy. Having into account all the characters know until today:
| Attributes | Reason | ||||
|---|---|---|---|---|---|
| Power |
Rogue is one of those characters that should strike once, save POW to defend herself, and/or moving for arriving into a combat or running away from it
| ||||
| Speed |
He has good movement values and the freedom of movement given by Fly
| ||||
| Strength |
With her 4 value she can Grab and Throw characters as biger as Hulk
| ||||
| Attack |
She is not a character focused on attacking. It could have sense for ensuring even more her Power Drain, but this will be incoherent due to this is the attacks she uses to copy
| ||||
| Size | Up today its only use is protection against Grabs | ||||
| Agility | It would make sense combined with Acrobat | ||||
| Stamina |
It could be interesting as last resource for enhance her 44% in rolls of this kind
| ||||
| Willpower |
Her value grants her a 77% (84% when its value is 12)
| ||||
| Skill | Reason | ||||
| Acrobat | 44% chances of succeed. It can be a good idea if the rival has many Explosive, Spray or Expansive attacks | ||||
| Agile | Combined with her Fly will become her, probably, in the most mobile character of the game | ||||
| Inmunity | If the enemy has many attacks of this Nature, it can be an interesting option | ||||
| Master Fighter |
It can be quite useful for ensuring the Stun/2 of her Superstrike, in addition to think about using her Strike without Overload, although it doesn't deal so much damage it can be annoying for the enemy being receiving wounds 1 by 1
| ||||
| Master Tactician |
She has a 77% (84%) of chances. It can be a good idea attacking with her first to apply her Stun/2 and then attack with an ally. It also can be useful to thorw an ally into a combat and try to activate him to take advante of the knocked down enemy
| ||||
| Perfect Plan |
Sometimes can be a good idea to being the round first. It can also force the enemy to use his Perfect Plan if he/she doesn't want to lose it
| ||||
| Regeneration |
Interesting to enlarge her life. It can even used her Power Draing against a mate so he can heal himself/herself.
| ||||
| Resistance | If the enemy has many attacks of this Nature, it can be an interesting option | ||||
| Soldier | It can be a good reinforce for her 44% chances on Stamina rolls | ||||
| Stealth |
It is always useful the extra protection given by not being visible mainly against ranged attacks within 8' (20 cm)
| ||||
| Strategist | Very circumstantial. It could be useful if it is necessary to have the last activation because on the scenary it can be an advantage | ||||
| Character | Defense | Special Power | Reason | ||
| Deadpool |
15
|
Trick
(1)(A)
|
Perfect for empower even more her support role. It can combine perfectly with Wolverine supporting him even more in the combat making his strikes much easier
| ||
| Gambit |
13
|
Cheat Death (1)(P)
|
It can save hel life in a critical moment, avoiding to change of area in the Endurance bar, or cancel an attack with a big amount of damage
| ||
| Groot |
16
|
I am Groot! (2)(A)
|
Perfect for empower even more her support role by pinning down an enemy so a mate can reach him/her
| ||
Regrow
(2)(A)
|
It becomes Rogue into a rock with a potential value of 21 wounds (for 6 rounds games)
| ||||
Scape Artist
(0)(P)
|
Better protection, on this case against grabs
| ||||
| Nova |
14
|
Energy Abrotion
(1)(R)
|
Better protection, on this case cancelling 1 energy attack against her. The rest of the Special Power couldn't been used because she doesn't have that attack
| ||
| Starlord |
14
|
Energy Field
(2)(R)
|
Better protection, on this case enhancing in 2 points her Physical an Energy defenses (increasing them to 18)
| ||
| Thor |
15
|
Hammer of Storms
(2)(A/R)
|
Better protection, on this case against
| ||
| Vision |
14
|
Density
Shift
(1)(A/R)
|
Better protection, on this case against Physical (18) and Energy (18) attacks. Specially useful on the Physical aspect due to a lot of the close combat attacks have this nature, so she could have up to value 21 (Fly + Defensive Improvement)
| ||
| Wolverine |
13
|
Adamantium Skelleton
(0)(P)
|
Better protection, on this case against Physical attacks
| ||
SUPPORT/ATTACK/DEFENSE/MOBILITY
NOTE 1: Her Drain Power can't copy Defenses because they are not in the Attribute section.
NOTE 2: It must be possible to fulfill the conditions on the Special Power. For example, she can't use Deadpool's Bodyslam because it states that is Deadpool who uses it, on the same way she can hit with the free Snikt using Fastball Special because she doesn't have that attack.
Lastly, in tasks of Support/Control she doesn't offer anything with the exception of the Stun/2 she can apply once per round. Although this facet will depend more of what she decides to copy.
Summarizing, the only skill Rogue has makes her a mandatory piece for her team due to she is the only mutant with the capability of reaching, normally, any place thanks to her Fly skill. That makes her perfect for taking objectives and running away from the enemy, as in the scenery The Relic. Although her copy options can be quite wide, her role on the team will remain in support tasks due to her options for attacking can't be increased.
Although offensively talking she doesn't deal so much damage, she can combine her attacks in different ways:
- Perfect for joining a mate into a close combat and attacking first with her Superstrike (3+1 POW) to force the enemy to lose 2-3 POW counters with the combination of its Stun/2 and the defensive improvement he/she could use; the 3-4 remaining counters could be kept for defensive improvements, runaway from the combat once she has done her job, searching another target for the next round, or focusing on the objective of the mission.
- Close to the above combination, if she begins in contact with her enemy she can use her Superstrike (3+1 POW) and then Grabbing and Throwing him/her (2+1 POW) just in front of a mate so he/she doesn't have to pay any POW to move, in addition to having a "+1" to impact for being the enemy knocked down. This will be her most offensive combination and will let her without any POW for anything else, but she will have dealt up to 5 wounds.
- For ensuring the success of her Power Drain the best is Overload it, which makes this attack to cost 5+1 POW, letting her only with 1 POW for arriving to the combat or running away from it, which means to use it with high probability of success Rogue should be within 4' (10 cm) of her target.
- Her Strike is probably one of the attacks of all the crew less used during the game due to its low damage, also because her Superstrike offers even more, or her Strength 4 for Grabbing and Throwing enemies.
As in most of the cases, she releases all her potential when she is on the high area of her Endurance bar, having her defenses decreased in 1 point when she leaves it (although in close combat it is compensated with her +1 for Fly against enemies without it), in addition to having her power decreased to 6 when she enters on the red area (at least on this case Scott's Leadership could let her to remain with 7 POW).
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