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Firemaster
July 8th, 2007, 09:05 PM
The Book of Red Skull

http://www.hasbro.com/common/images/heroscape/characters/master/B19307B3-D56F-E112-43F76DD7E8EE68C3.jpg
If you cannot see the Army Card graphic, check Hasbro's Unit Page (http://www.hasbro.com/games/kid-games/heroscape/default.cfm?page=Marvel/CharacterDetail&char_id=117&set_id=15&set_type=1) for stats and special powers, plus "character biography" and other non-game unit info.
_________________________________________________________________
-Rulings and Clarifications-
TBA
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
Marvel:
TBA
Classic:
TBA

Synergy Benefits Offered
Marvel:
MASTER MANIPULATOR : Who is affected
All unique hero figures you control in clear line of sight of Red Skull are affected.
Classic:
MASTER MANIPULATOR : Who is affected
All unique hero figures you control in clear line of sight of Red Skull are affected.
_________________________________________________________________
-Strategy, Tactics and Tips-

- TBA

_________________________________________________________________
-Heroscapers Community Contributions-

- TBA


Unit Strategy Review

Unit Strategy Review: Red Skull (http://www.heroscapers.com/community/showthread.php?t=13577)

johnny139
July 8th, 2007, 09:41 PM
One of my favorites so far. Stand back Dr. Doom, here's the real mastermind of this set!

dragonfire9788
July 8th, 2007, 09:48 PM
(My :2cents: may change when I get the figure)

Red skull- If all you have left is unique heros he could be useful. Won't live long in marvelscape. May live long in heroscape. A-

jcb231
July 9th, 2007, 12:15 PM
I love this figure. The manipulation power is just so perfect.

Elginb
July 18th, 2007, 03:17 PM
Here's something that didn't occur to me before I started using the Red Skull: if the heroes you use to work with him are HUGE, you don't have to worry about moving the Red Skull so much. I used him with Jotun in a game and he just sat safe and sound behind a wall while the Giant went around killing people behind a fairly tall hill. I figure the same principle could be used with Braxas or Nilfheim-- anybody who's difficult to completely obscure.

NecroBlade
July 18th, 2007, 03:18 PM
Shouldn't this be The Book of Red Skull?

rdhight
July 19th, 2007, 11:40 PM
So many great heroes to activate with this guy.

Sir Gilbert: Put all order markers on Red Skull, but if your Jandar squad figures aren't where they need to be, then activate Gilbert and fix the problem right away.

Iskra: Has this guy solved the problem of summoner order marker management?

Marcu: I guess he doesn't hate the Red Skull as much as Hawthorne does.

Isamu: Want to activate him on your 3 marker? No problem.

Aubrien support heroes: split markers between Red Skull and Aubriens. If they don't frenzy, you can go archers, archers, Red Skull. If they go roaring across the board, you can go archers, archers, Acolarh/Raelin.

Saylind/Kelda, if you're into that.

Krug/Hulk: manipulate other heroes until they hit the height of their threat, then exploit it while you can.

Valguard: manipulate a multi-attack hero to shoot away the figures engaged with Valguard, then activate him when he can move to a new target without taking a disengagement strike.

I see purposeful LOS blocking as a potentially frustrating counter against him-- land Nilf nearby to limit his options, things like that. Or use Jotun to throw his puppets to places he can't see.

IAmBatman
July 19th, 2007, 11:48 PM
Or, better yet, use Jotun to throw him places where he can't see his puppets. :twisted:

rdhight
July 19th, 2007, 11:52 PM
Like right next to Charos.

IAmBatman
July 19th, 2007, 11:54 PM
Or down a deep pit filled with hot lava death.

GreyOwl
July 20th, 2007, 06:57 PM
I'm assuming that when Master Manipulator says to take a turn "with any unique hero" it means just one, right? Normally the card specify "one unique hero" and this time it doesn't, but I'm assuming that's what they meant.

IAmBatman
July 20th, 2007, 07:07 PM
It means one. I could see how you could get another interpretation from the text, but that'd be insane if it meant all of them in his sight.

Agent Minivann
July 26th, 2007, 02:54 AM
Just played my first Marvelscape games. Something that occurred to me almost immediately is that Red Skull is a great teammate for Thanos. If you manage to roll that 19-20 for rejected by death and the order marker is on Red Skull, that's potentially an immediate turn with Thanos right after he comes back. He's a little bit of a glass jaw, especially compared with the other guys in the pack, but he has some very nice specials. I took out one figure each game with the Dusy-o-death, and the Master Manipulator is a VERY nice special. If he was a tougher figure it would almost be a broken special, but the weak stats balance it out nicely. Fun figure.

gamjuven
August 3rd, 2007, 10:46 AM
I played a game with 4 friends last night, so we each had 2 figures, and red skull was pretty awesome. he died as soon as someone shot at him (blanked the defense roll), but he auto-killed a healthy hulk and healthy venom without breaking a sweat. I think the army with Thanos won, although thanos never died

Penitus
August 6th, 2007, 11:50 AM
What constitutes a clear line of sight? Absolutely nothing in between their sight and the character in question? The rulebook is so vague on the subject.

GreyOwl
August 6th, 2007, 11:51 AM
It means that you can see any part of the figure, regardless of hit zones.

Hex_Enduction_Hour
August 9th, 2007, 12:21 AM
Red Skull is my favorite unit so far in the game.
I like the insaneness of the Hulk and the fun of the Surfer, but there's some great comfort with order markers on Red Skull, all of your army's figure in CLOS of him, and having plenty of options when it's time to roll for that initiative - winning the roll or otherwise.
And I'll admit it - I'm a sucka for D20-based abilities - especially one that has options like Dust-of-Death.


Won't live long in marvelscape. May live long in heroscape. A-
Yeah, definitely have to watch how close the enemy is getting to the Nazi clone!

rdhight
August 9th, 2007, 01:55 AM
I like to take one or more of the web-slingers with Red Skull and move him out in front early. If the enemy moves up a high-attack ranged hero to threaten the Skull, I manipulate Spider-Man or Venom to jump in and lock him up. Also, I try to draft the Silver Surfer with Red Skull so he can't be used against me. (Actually, I try to draft the Surfer pretty much every game, so it doesn't change all that much).

jcb231
August 9th, 2007, 03:57 PM
The other day I took Red Skull and then just filled up my army with cheap heroes, as many as I could draft. The lack of synergy was a minor concern....my flexibility was insane. I could react to anything, anywhere, and so I decimated the other army.

LoneDragon
August 20th, 2007, 11:56 AM
Ah, Redskull. Crappy in Marvel(at least until a few more expasions come out), awesome in general HeroScape games. I can't wait to try him out!

Also, does anyone else think red skull looks a little funny with a red head and flesh colored hands? I might have to paint some gloves on him....

~Yub yub, Commander!

Bloody the Marro Stinger
October 14th, 2007, 07:42 PM
Since I think I'm going to play more Marvel/Classic combination games then pure Marvel, Red Skull is going to be awesome. He gives such a diversity with him that you can pratically sit him somewhere and reign havoc. He also has Dust of Death, good enough on it's own. I'm not particullarly enthralled by the sculpt, though, due to those yellow eyes. Why does he have those, anyways?

IAmBatman
October 14th, 2007, 08:47 PM
Bad cloning job?

Fezzikthedoor
October 20th, 2007, 01:08 PM
All Nazis had yellow eyes; that's how we could identify and shoot them.

Neo-nazis, unfortunatly, have evolved to look like everyone else. Since they don't have the yellow eyes like their fore-bearers, many of them shave their heads to proclaim their affiliation.

This also makes them easier to identify and shoot.

IAmBatman
October 20th, 2007, 01:15 PM
The swastika tattoos on the tops of their heads also make excellent targets.
Not that I'd ever hurt a Neo-Nazi ... Jesus loves them too (though to a lesser extent). :)

Fezzikthedoor
October 20th, 2007, 01:19 PM
The swastika tattoos on the tops of their heads also make excellent targets.
Not that I'd ever hurt a Neo-Nazi ... Jesus loves them too (though to a lesser extent). :)

Nah. I once saw a picture of Jesus kicking a neo-nazi in the junk. I know that with photoshop you can doctor most anything, but I don't belive that the LORD would allow such a thing to happen unless it was HIS will.

Man, are the days where we have to qualify ourselves with not really intending to assassinate neo-nazis really upon us? If these chuckle-heads are off limits, who's left?

P.S.--Taeblewalker's Red Skull Strategy Guide is being reviewed as we speak. :D

IAmBatman
October 20th, 2007, 01:28 PM
Hey, if Heroscape won't give me Nazi common squaddies to use against the AE, I figure they don't want me killing even the regular type ... stupid pc Hasbro. :(

MaJic_Rat
December 5th, 2007, 07:17 PM
I played a Marvel game the other night (Skull, Doom, Thanos, Venom, and Abomination vs. Iron Man, Silver Surfer, Captain America, Hulk, and Sgt. Drake Alexander [1st]).

The high light of the game was Red Skull in the back (with nothing to block his sight) constantly ordering Thanos around. Doom and Abomination had died early and Venom wasn't far behind. I brought Thanos back 3 times (including the last turn when I womped Sarge to take the win). Red Skull even successfully Dust-o-death'ed Captain.

May point is that with all order markers on Skull in the back you never have to worry about losing markers to dead heroes. at worse he becomes a target allowing your other units to regroup.

RickyDMMontoya
December 6th, 2007, 01:29 AM
May point is that with all order markers on Skull in the back you never have to worry about losing markers to dead heroes. at worse he becomes a target allowing your other units to regroup.

You sure should worry when they target Red "1,2,3,X" Skull and take him out.

It's an advantage when you can guarantee his safety. It's a serious liability when your opponent can credibly threaten him.

Rajaat the Warbringer
December 6th, 2007, 06:21 AM
May point is that with all order markers on Skull in the back you never have to worry about losing markers to dead heroes. at worse he becomes a target allowing your other units to regroup.

You sure should worry when they target Red "1,2,3,X" Skull and take him out.

It's an advantage when you can guarantee his safety. It's a serious liability when your opponent can credibly threaten him.

Or zap him with Dund in a mixed game.

MaJic_Rat
December 6th, 2007, 10:41 PM
In my way of thinking, I figure if Red Skull is threatened then I've skrewed up worse then putting all my eggs into the Nazi's basket.

This is a risky strategy that takes thinking a few moves ahead and from your opponent's point of view.

gamjuven
February 6th, 2008, 11:56 AM
Anyone else find it funny that Red Skull is a "Unique" "Clone"? made me laugh.

Ravager15
April 10th, 2008, 11:12 PM
I found myself with a game set at 600pts. Mixed at a friends house.

I decided just for fun to surround Red Skull with a bunch of 20sided Heroes.

Here is what I came up with:

Red Skull 190
Sudema 140
Braxas 210
Me-Burq-Sa 50

for 600pts. Again this was just a "let's see what happens", Kinda army.

I fought an army made of some heroes and squaddies...
Concan, Sentinels, Drake v2 and the Ninja's of Northern wind...

Needless to say...with some nice 20's rolled for his heroes from Sudema. And then Red giving multiple actions to Braxas....well it was not pretty.

darktrooper889
April 17th, 2008, 02:28 PM
May point is that with all order markers on Skull in the back you never have to worry about losing markers to dead heroes. at worse he becomes a target allowing your other units to regroup.

You sure should worry when they target Red "1,2,3,X" Skull and take him out.

It's an advantage when you can guarantee his safety. It's a serious liability when your opponent can credibly threaten him.

Or zap him with Dund in a mixed game.

THAT would suck.

Ugly-Caco
October 6th, 2008, 03:29 AM
So far I've successfully Dust of Death twice. Both times my Red Skull killed Captain America.

Yaish
September 9th, 2009, 04:09 PM
I love this guy, he really puts the "Hero" back in Heroscape. I never waste points drafting squads with this guy, since his greatest strength is that flexibility of order markers. Honestly, there are very few squads that measure up to hero's when taken in low numbers and when not used with extensive order markers. I'd say the AE might be the exception to that, since you can drop them right where you want them and with their range of 8 you can sit still and hit your targets all day long.

Personally, I like taking hero's that give me two or more attacks per turn when I have Red Skull. Syvarris, KA, Iron Man, Krug, Cyprien, etc... Not only can I use whichever one is best, I can target multiple figures. I think Q10 makes one of the best bodyguards too, with his ability to be either an effective squad or hero killer.

Vilsara
January 27th, 2010, 01:51 PM
Yay, Marvel Book bump!

After realizing Red Skull's actual potential for OM management, a bunch of ideas popped into my head in near succession... I can't say I'm the first to think of them (how could I be? We've had months to think about DnD), but I'm the first to actually post it in the book ;)

***

Cowboys.

Unless Wizards throws us an Utgar Cowboy, Red Skull is really the closest we're going to get. He may not be actualy desperado material (from what I've read, he's apparently a Nazi clone), but he does actually tie the cowboys we have together in some way.

I imagine:

Red Skull 190
Guilty McCreech 220
Deadeye Dan 280
Johnny "Shotgun" Sullivan 345
James Murphy 420

In 500-800 point games, that'd be a fun, thematic base to build an army off of. Even with 80 points left, you still have a bevy of options to fill your army's gaps. There's Theracus, the classic Red Skull Escape Mechanism, and a good way to lift him to position if someone needs to hide himself- IE, Deadeye. You could round out the "generals" theme and play Darrak Ambershard- a rogue is close enough to a cowboy in my terms. Hiding in the Shadows to stall time, he can come in and Sneak Attack any foe that gets too close to a cowboy. And if you are partially racially insensitive, a squad of Mohican River Tribe as cleanup will do you well.

***

Now, forget all those extras- that cowboy base, to me, just screams "dungeon crawl." After all, with offensive purposes taken into account, you have a pretty good lineup:

Squad Killers: Deadeye Dan and Guilty McCreech are your best bets here. DeD can take care of high-defense squads on a good day, while Guilty with height can shoot out low-defense in a hurry with Double Attack (moreso with a Heroic Rune).

Off topic but... for 30 points, aswell, Guilty really shines in the dungeon- with height/Treasure Glyph, he has Syvarris's Double Attack, and even a slightly lower range doesn't matter given the cramped dungeon rooms. And for less than a third of the cost! Sounds like something I'd post in the books if I had time...

Scatterers: With their wide-area special, Johnny and James help hit multiple figures very well- again note that the dungeon rooms typically don't allow figures to spread out that much from their start zones. They could certainly wreak a bit of havoc. James also has his whip for close-quarters combat- not much of a hinderance for the troll, but a wicked handicap on Dungeon cores like Pelloth and Othkruik.

AND, of course, Red Skull ties the army together- instead of worrying about OM management, you can stick a few low-power heroes on the front lines and have amazing flexibility. Instead of losing your best figure because your enemy outwitted your OMs, you can clear the threat from afar all because Red Skull saw it coming. This could still be said if you, say, stuck in a powerhouse like SoTM Drake and filled in the gaps.

The point in short: it's quite possible that Red Skull fixes the biggest Dungeon Crawl problem that came with the DnD Master Set. While expensive in the context of 360 point Hero teams, larger DCs would allow him to shine. I'll certainly be trying this out when I make my own Dungeon Crawl, and I hope a few people reading this will, too, and will hopefully record their data.

***

Aside from the actual Dungeon Crawl of the Master Set, Red Skull should (does) benefit from one particular figure from that set- and so begins my short, data-backed theoryscape rant.

Ana Kathiron is almost everything Red Skull needs to be a true "Master Manipulator;" giving everyone's favorite HS Nazi both a buffer from attacks and near unlimited healing.

The first, obvious benefit is the Protection From Evil aura. While situational, it's the perfect protection from whatever you Utgar-obsessed opponent happens to draft. 5 Life and 5 Defense is nothing to Squawk at for a figure who's making the army completely unpredictable. If you're facing one of the many Utgar-themed competitive armys, I can almost see this 290 point combination working at a tourney. :roll:

But alas, Raelin can do this aswell, but for 20 less points and extra defense no matter who's attacking. What makes Ana worth the investment is Healing Word, which is where I drop theoryscaping and start stubbornly screaming that this idea works.

Healing Word is used whenever you reveal an Order Marker on an adjacent figure, and even before turns are officially taken. As long as Ana is adjacent to Red Skull, you can reveal an OM on him, use Healing Word, and THEN take a turn with ANY Unique Hero visible. What makes this great is how it adds to Ana's value immensely- as long as she's hidden behind RS (and her sculpt fits nearly perfectly behind his), Red Skull has added defense against certain figures and reliable healing almost every turn. I'm reading so much about how killing Red Skull creates an immense thorn in your army's side, but with him healing most turns, that suddenly becomes a lot harder. This is made even trickier by Red Skull's unlimited flexibility- after healing, you can summon a ranged hero back to the starting zone to take on whatever's managed to make it to your base.

If I'm not dungeon crawling with my cowboy posse, I could add Ana to the game for a 520 point, semi-thematic, all aorund fun to play Red Skull army.

***

Yes, yes, I know that theoryscaping isn't allowed in the BOOKS, but I promise that the above has been thought over enough that it's stable in its facts ;)

-Vilsara, who is now completely enamored with Red Skull

MKV93
July 22nd, 2010, 04:38 PM
in larger point games i was thinking red skull would be great with two hydras. when your opponent attacks one of them activate the other one to maximize attack potential. just a thought

Gored by 21
July 22nd, 2010, 09:31 PM
in larger point games i was thinking red skull would be great with two hydras. when your opponent attacks one of them activate the other one to maximize attack potential. just a thought

The Hydra is uncommon not unique

CheddarLimbo
July 22nd, 2010, 09:58 PM
in larger point games i was thinking red skull would be great with two hydras. when your opponent attacks one of them activate the other one to maximize attack potential. just a thought

The Hydra is uncommon not unique

Uncommon Heroes are the same as Unique Heroes in every way except that you may draft multiple copies of them.

Red Skull can activate Uncommon Heroes like the Hydra.

Frylock
July 23rd, 2010, 01:03 AM
in larger point games i was thinking red skull would be great with two hydras. when your opponent attacks one of them activate the other one to maximize attack potential. just a thought

The Hydra is uncommon not unique

Uncommon Heroes are the same as Unique Heroes in every way except that you may draft multiple copies of them.

Red Skull can activate Uncommon Heroes like the Hydra.
In fact, I think multiple Hydras (or any high-variance heroes) really benefit from Red Skull. You never know when one Hydra will lose a couple heads; but if your OMs are safe on Red Skull, you can activate the healthiest one. Here's an army I considered for a 900 pt game:

Red Skull 190
Braxas 400
Hydra x3 760
Marcu 780
Rats x3 900

For an even 1000, you could take out Marcu and add Kelda +Rats x1.

IAmBatman
July 23rd, 2010, 01:47 AM
Mixing Valhalla and Marvel? But they're not compatible! :-P

Jack o' Blades
July 23rd, 2010, 02:39 AM
in larger point games i was thinking red skull would be great with two hydras. when your opponent attacks one of them activate the other one to maximize attack potential. just a thought

The Hydra is uncommon not unique

Uncommon Heroes are the same as Unique Heroes in every way except that you may draft multiple copies of them.

Red Skull can activate Uncommon Heroes like the Hydra.


:jawdrop:

Is that official ruling?

IAmBatman
July 23rd, 2010, 02:45 AM
Yes - it's an official ruling.

Jack o' Blades
July 23rd, 2010, 02:52 AM
Wow! First Rulk the Proctologist and now this discovery! It's been a great couple of nights :lol:


Seriously though, I will definitely have to experiment with this :ponder:

-Jack

CheddarLimbo
July 23rd, 2010, 07:29 PM
in larger point games i was thinking red skull would be great with two hydras. when your opponent attacks one of them activate the other one to maximize attack potential. just a thought

The Hydra is uncommon not unique

Uncommon Heroes are the same as Unique Heroes in every way except that you may draft multiple copies of them.

Red Skull can activate Uncommon Heroes like the Hydra.
In fact, I think multiple Hydras (or any high-variance heroes) really benefit from Red Skull. You never know when one Hydra will lose a couple heads; but if your OMs are safe on Red Skull, you can activate the healthiest one. Here's an army I considered for a 900 pt game:

Red Skull 190
Braxas 400
Hydra x3 760
Marcu 780
Rats x3 900

For an even 1000, you could take out Marcu and add Kelda +Rats x1.

I always like to put Theracus in a Red Skull Army to act as his Escape Pod in the event of a sticky situation. Theracus also helps him to get to a point in which he can get to height.

Maybe swap a squad of Rats out for it?

IAmBatman
July 23rd, 2010, 08:24 PM
If you're into customs, C3G's Angel is a nice transport/defensive helper for Red Skull.

Np3228
July 26th, 2010, 07:55 PM
one of the best uses of red skull is to use him to control dr doom then attack then mind exchange red skull again. so far its worked twice in a game. massive devestion and if u hit the excange u could pick another hero

Griffin
July 26th, 2010, 08:32 PM
one of the best uses of red skull is to use him to control dr doom then attack then mind exchange red skull again. so far its worked twice in a game. massive devestion and if u hit the excange u could pick another hero
You are playing that wrong. You cannot do that for the same reason you cannot use Master Manipulator after Mind Exchanging Red Skull; you have to reveal an Order marker on Red Skulls card to use that power. And though in your example, you did initially reveal the OM on his card, that power does not allow you to bypass that rule each time you use it. You have to follow the rule of revealing an OM on his card EVERY TIME you use Master Manipulator.

Also, there is something to be said about the spirit of the power. Look at Double Attack. Clearly with some twisted logic, you could continue to take infinite attacks with Iron Man until he no longer has anything to shoot at. But that is not the intention of the power, nor is it here.

Leotheanimal87
August 12th, 2010, 06:58 AM
Quick question. Does Master Manipulator clear line of sight has no range limit? Like can I give my turn to another character that's more than 50 spaces on the other side of the battlefield?

Sherman Davies
August 12th, 2010, 10:09 AM
You're correct. In fact, it's one of the few official powers (if not the only one) that has no range limit.

Welcome to the site!

Hahma
August 12th, 2010, 12:33 PM
You're correct. In fact, it's one of the few official powers (if not the only one) that has no range limit.

Welcome to the site!


Yes, it comes in handy a lot an makes that 190 point price tag worth it when you can have him moving guys all over the map. Not so good on maps with lots of obstruction obviously. :D

Kaiser Cat
August 12th, 2010, 01:28 PM
You're correct. In fact, it's one of the few official powers (if not the only one) that has no range limit.

Welcome to the site!

I think the only other one is Kato. This lead to a joke in my group about Kato being hundred of spaces away and giving commands.

Sherman Davies
August 12th, 2010, 10:34 PM
One of the great little things about Heroscape's rules is that even powers that use unlimited line of sight would still find themselves naturally blocked by something in the way, whether it be another figure or an obstacle.

Leotheanimal87
August 13th, 2010, 02:57 AM
Ic cool thanks guys! It's annoying going up against a Red Skull lol :/

Scapemage
August 16th, 2010, 05:26 PM
You're correct. In fact, it's one of the few official powers (if not the only one) that has no range limit.

Welcome to the site!

I think the only other one is Kato. This lead to a joke in my group about Kato being hundred of spaces away and giving commands.
If you can see your distant figure 100 spaces away through Kato's sight mark.

Kaiser Cat
August 26th, 2010, 11:33 PM
You're correct. In fact, it's one of the few official powers (if not the only one) that has no range limit.

Welcome to the site!

I think the only other one is Kato. This lead to a joke in my group about Kato being hundred of spaces away and giving commands.
If you can see your distant figure 100 spaces away through Kato's sight mark.
Luckily, Valhalla really is the world with no Horizons. :rimshot:

Kaiser Cat
August 29th, 2010, 06:04 PM
Sorry for the double post, I'm bumping off a bot thread.

Kaiser Cat
August 29th, 2010, 06:37 PM
...And again. I'm really sorry guys, but it's better than having a bot thread at the top.

killergoat72
November 15th, 2010, 10:57 PM
I'd just like to point out this guy has some amazing potential with Ana Kathiron! he can heal himself them move anybody! (including Ana)

nate the dawg
November 16th, 2010, 10:50 PM
I'd just like to point out this guy has some amazing potential with Ana Kathiron! he can heal himself them move anybody! (including Ana)
Wow, that's a really good catch! I think the Red Skull is trying to find his way into my next adventuring party.

DrummerScaper97
November 21st, 2010, 09:22 PM
I'd just like to point out this guy has some amazing potential with Ana Kathiron! he can heal himself them move anybody! (including Ana)
Wow, that's a really good catch! I think the Red Skull is trying to find his way into my next adventuring party.
Yeah! I'm playing tonight, I might pick up this combo.

Corzan
December 1st, 2010, 11:19 PM
Ah, Red Skull...bittersweet thoughts...

IAmBatman
December 1st, 2010, 11:50 PM
Ah, Red Skull...bittersweet thoughts...

... do tell?

Corzan
December 2nd, 2010, 08:20 AM
Oh, I don't know, a high ledge, my army on top of it, an enemy that owned Theracus and had three order markers on Red Skull, and rolled around 6 lucky rolls of the d20...do you get the picture? And as for sweet, ironically, in the same battle, they involve Kee-Mo-Shi and a lucky roll for me...and then three OMs on Red Skull, and a couple of good rolls...the 20-sider musta been loaded or somethin...

Basically, my army was on a ledge, the enemy used Theracus instead of Skully, moved up to said ledge and carried Red Skull, plunked him right in the middle of my army, and then proceeded to take two turns, dusting of deathing everybody. Then my Kee-Mo-Shi Mindshackles him, and I hop off the ledge, take a bunch a wounds from falling, and dust-o-death his army. It was....interesting, to say the least.

IAmBatman
December 2nd, 2010, 12:16 PM
Sounds fun. :-)

Hahma
December 2nd, 2010, 12:29 PM
Yeah, that's why this game is so great. There's always a new story and lots of replayability. :D

Corzan
December 2nd, 2010, 12:50 PM
It was a good game, even though I lost. :D

SirGalahad
December 23rd, 2010, 08:21 AM
If anyone is able to update the first page:

Synergy benefits received:

As a Ruthless Mastermind, Red Skull may be activated by C3G HYDRA Agents' (http://www.heroscapers.com/community/showthread.php?t=31085) Ruthless Mastermind Bonding special power.

Lord Pyre
December 23rd, 2010, 09:37 AM
If anyone is able to update the first page:

Synergy benefits received:

As a Ruthless Mastermind, Red Skull may be activated by C3G HYDRA Agents' (http://www.heroscapers.com/community/showthread.php?t=31085) Ruthless Mastermind Bonding special power.

I'm pretty sure they've never updated the official cards, since they are official, and we're still just a custom group.

IAmBatman
December 23rd, 2010, 10:02 AM
Yeah, it's one of those deals where we respond to the official stuff, but wouldn't expect the official stuff to respond to us.

Heroscaper62
December 23rd, 2010, 08:52 PM
Just one quick, noobish question: His Master Manipulator says "After reavealing an Order Marker on Red Skull's card, instead of taking a turn with Red Skull, you can take a turn with any Unique Hero you control within clear sight of Red Skull." Does this mean when you reveal the "X" marker, can you take a turn with any Unique Hero? I don't play with this rule, and I don't think you could do it, but I was playing a game with him in my army today and this popped up in my head.

Hahma
December 23rd, 2010, 08:59 PM
Just one quick, noobish question: His Master Manipulator says "After reavealing an Order Marker on Red Skull's card, instead of taking a turn with Red Skull, you can take a turn with any Unique Hero you control within clear sight of Red Skull." Does this mean when you reveal the "X" marker, can you take a turn with any Unique Hero? I don't play with this rule, and I don't think you could do it, but I was playing a game with him in my army today and this popped up in my head.


No, you can't use the X to take a turn with any Unique Hero.

Just like with the Wyrmlings or Werewolf Lord, the "after revealing an Order Marker" line is not for use with the X.

IAmBatman
December 23rd, 2010, 09:43 PM
You're only allowed to reveal an X-Order Marker on an Army Card if there's a special power specifying that you're able to.

SirGalahad
December 28th, 2010, 04:06 PM
Riddler has you reveal the X Order Marker, but since you don't take a turn with that OM, it's a non-issue.

BrandonD
April 24th, 2012, 05:18 AM
My friend has just started to incorporate the Marvel characters into our regular heroscape game. I'm having a tough time getting on board with this change because the point cost of the marvel guys doesn't really seem to coincide with the point costs of the regular heroscape guys, and this guy seems like a prime example.

Compare him to Kato Katsuro. They are similar in that they can both activate other armies anywhere within clear sight. Though Kato costs 10 more, his activation is restricted to samurai, he has no range or special powers, his only advantage to counter all these relative disadvantages is that he has 1 extra defense.

Red Skull can activate any hero, has range and a special power, as well as the same life as Kato.

I don't see why they are of relatively equal point value. If anyone who is more experienced in marvelscape would like to explain why Red Skull should cost less than Kato, I would much appreciate it.

I'm not hating on marvelscape, I just hate to see other characters falling out of play because they now seem useless.

Arch-vile
April 24th, 2012, 08:43 AM
Believe me, Kato and Red Skull have huge differences. Kato allows you to activate 8 ashigaru in one turn, which is incredibly powerful. Red Skull only allows you to take a turn with 1 unique hero in clear sight. Kato is the centerpiece of an ashigaru build, while Red Skull let's you put 10 unique heroes in the same army and have some sense of Order Marker stability.

Generally, Thanos, Silver Surfer, and Capt. America are seen as the strongest in Marvel to play in classic. Red Skull is seen as one of the weakest.

Now, if he could activate squads too, then he would be all high and mighty. It's the single turn activation and weak defense that ruins him.

Griffin
April 24th, 2012, 10:47 AM
Also, check out the compatibility link in my signature. Read all of it carefully, and you will find that Classic Scape was not really tested thoroughly with Marvel Scape. The point system on each game is slightly different from each other.

Tornado
April 24th, 2012, 11:12 AM
Although the Marvel figures may appear to be more powerful, that is rarely the case. The sure number of attacks unleashed by classic squads will overwhelm Marvel Heroes nearly every time. Red Skull is best served in a 'heroes only' game if you are mixing.

Griffin
April 24th, 2012, 11:24 AM
Although the Marvel figures may appear to be more powerful, that is rarely the case. The sure number of attacks unleashed by classic squads will overwhelm Marvel Heroes nearly every time.
:word:

Marvel is more "powerful" but Classic is more "victorious".

IAmBatman
April 24th, 2012, 11:25 AM
When it comes to Hasbro Heroscape design squads >>>>>> heroes every time.

nate the dawg
April 25th, 2012, 07:05 PM
Although the Marvel figures may appear to be more powerful, that is rarely the case. The sure number of attacks unleashed by classic squads will overwhelm Marvel Heroes nearly every time. Red Skull is best served in a 'heroes only' game if you are mixing.
For sure. If Skull were a bit cheaper (or incorporated squads), I'd probably use him in every dungeon crawl I come across. As he is, he's not a bad option in all-hero armies.