Who do you put in Reserve?

Started by Jesse, February 20, 2012, 09:36:57 AM

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Bullio

My default is 3-stat Morph with Substitute Death.  If I can't find a better fit I just leave him there.  It's probably a bad habit, but I focus on building the best team I can with the front line and then fit in what I can for the reserve.  Usually Morph is the only thing that will fit.

Nate Grey

Quote from: thetrooper27 on November 21, 2012, 04:13:52 PM
Fighters have really good cards... Most of my decks are a fighting team.  I've played about every marvel fighter there is, where I've only played select characters of other power types.  Do you guys find AD specials to be useful in each game you play?  I've always brushed past most of them because I felt they were limited in their usage (that's my most common excuse for not playing a card).  If it avoided two types, say fighting or intellect, then I would be more inclinded to include it.  But a single power type avoid, I never played much.  Avoids for power card attacks in general I liked though.  You always use those.

Sabretooth's AD in particular has been effective in our circle of play. It can block all fighting specials (its gold against Heroes for Hire specials since they are mostly all fighting, also Onslaught Raw Power just to name a few), that pesky Death from Above Any Hero, fighting attack follow ups with Teamworks, and you can call a Multipower attack as Fighting if your opponent doesn't call it.  ;)
And of course if you play against another Fighting deck, you've got a great defensive reserve. So even with the limitation of just that power type, you still see those specific attacks thrown your way.

gameplan.exe

Quote from: Nate Grey on November 21, 2012, 07:25:40 PM
Quote from: thetrooper27 on November 21, 2012, 04:13:52 PM
Fighters have really good cards... Most of my decks are a fighting team.  I've played about every marvel fighter there is, where I've only played select characters of other power types.  Do you guys find AD specials to be useful in each game you play?  I've always brushed past most of them because I felt they were limited in their usage (that's my most common excuse for not playing a card).  If it avoided two types, say fighting or intellect, then I would be more inclinded to include it.  But a single power type avoid, I never played much.  Avoids for power card attacks in general I liked though.  You always use those.

Sabretooth's AD in particular has been effective in our circle of play. It can block all fighting specials (its gold against Heroes for Hire specials since they are mostly all fighting, also Onslaught Raw Power just to name a few), that pesky Death from Above Any Hero, fighting attack follow ups with Teamworks, and you can call a Multipower attack as Fighting if your opponent doesn't call it.  ;)
And of course if you play against another Fighting deck, you've got a great defensive reserve. So even with the limitation of just that power type, you still see those specific attacks thrown your way.

and of course, being a dual-grid, max8, at a relatively cheap 19 points, doesn't hurt his cause :)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

Oh dont' get me wrong, I like Sabretooth! :D  he's usually a frontline character for me.  I guess it makes sense to use the one type only avoids because, unless someone specifically makes a deck without certain power types, it's bound to defend something, even a small attack that might spectrum ko a character.  In sabretooth's case, it's a teammate, so it has a broader scope to use it.

She Hulk might have just gotten a little better.:)
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

steve2275

#34
yea   i prefer sabertooth up front with his ar and ej specials
and having rapture and her kb special (keeping with the 2 becomes 8 theme)
and still use alpha flight or gambit(or the danger room as a battlesite)
combat medic a.k.a action leader and charm  :o
while having hawkeye in reserve  8) with his ej


gameplan.exe

Quote from: steve2275 on November 23, 2012, 12:24:44 AM
yea   i prefer sabertooth up front with his ar and ej specials
and having rapture and her kb special (keeping with the 2 becomes 8 theme)
and still use alpha flight or gambit(or the danger room as a battlesite)
combat medic a.k.a action leader and charm  :o
while having hawkeye in reserve  8) with his ej

not a bad team!

in general, back to the initial post, any characters who can play cards from Reserve are going to be a solid choice. not only does it reduce dupes, it gives the advantage of having a character "in play" but mostly untouchable ;)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

steve2275

Quote from: thetrooper27 on November 19, 2012, 12:48:37 AM

Flash is my favorite DC character because he has such killer specials, and he's good in front line OR reserve.  I had a team with him, Nightcrawler, Quicksilver and Multiple Man in reserve.  It was nothing but chain attacks and teamworks.  Lots of fun.  I don't know if we were playing it right though.  I would use an AA, then follow it up with a teamwork and sometimes get four attacks at once.  I used FE specials the same way... Any hero AA, FE, one teammate makes an attack, the next teammate plays a teamwork, and if I'm lucky both follow ups.  I don't think the rules allow for that though, but that's how we played.  .
yup
played completely wrong ;)

but i like that team tho

thetrooper27

As long as it's special cards, you can continue the chain, right?  But if it's a teamwork, you have to lead off with it.  Do I have that right?

I suppose in the case of an ally card, you could ally, aa, fe, and so forth, as long as they're all special cards after the ally.  Is that right?
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

gameplan.exe

Quote from: thetrooper27 on November 24, 2012, 01:20:10 PM
As long as it's special cards, you can continue the chain, right?  But if it's a teamwork, you have to lead off with it.  Do I have that right?

I suppose in the case of an ally card, you could ally, aa, fe, and so forth, as long as they're all special cards after the ally.  Is that right?

a few notes:

Any Hero cards and cards from a Battlesite can never be a follow up attack.

If a Special allows for a teammate to make additional attacks (like an FE) and the teammate plays a Special which allows follow ups (like an AA), his follow ups are forfeited).

basically, here's how you can look at it:
if it's a single character's string, he can play as many attacks as he's able, so long as it's "self-supported" (i.e. no AnyHero or Battlesite in the middle).
if it's across the whole team, everyone gets 1 shot.
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

Gotcha.  In Capcom fighting games, combo chains are how you maximize damage.  I used this strategy to build most of my decks, but I'm losing alot of chains with all these limitations.  I guess they would be kind of broken though.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

gameplan.exe

Quote from: thetrooper27 on November 24, 2012, 02:52:41 PM
Gotcha.  In Capcom fighting games, combo chains are how you maximize damage.  I used this strategy to build most of my decks, but I'm losing alot of chains with all these limitations.  I guess they would be kind of broken though.

I've had some good success building "Chain Decks" inasmuch as I've been able to put together some gnarly chains. The problem in Overpower, though, is that it's tough to win Venture with them, because they tend to be 3s and 4s. So, then you're really looking to Spectrum KO.

There are a few good notes in this thread: http://www.beenhereandthere.com/SMF/deck-construction/string-theory/
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

Thanks for the link!  Please if anyone recalls some good threads or links, by all means save me trouble of sifting through tons of posts.  I looked up that Onslaught guy's posts, and there's so much to sort through... to get to a gem.  I guess that's how you find gems though... you DIG.

But you guys can help me excavate... I think that's the right word. ;D
"wow...never notice how JACKED pym is in that pic before!" -breadmaster