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  #1009  
Old June 28th, 2021, 01:10 PM
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Re: C3G Strategy Discussion - Fatality

She can be pretty rough on GLs. She can endlessly attack until they actually defend against the attack. But if they do so on the first one if she rolls average or lower, then she’s not really doing anything too special. Auto wounders are still a bigger counter to them for cheaper, which also work on most other figures as well, which sort of makes her a bit pointless as such a specific counter draft.

2/C-
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  #1010  
Old June 28th, 2021, 05:35 PM
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Re: C3G Strategy Discussion - Fatality

Re: Mad Hatter

I like to draft him into an insane army that features the Joker Goons. I then try to sacrifice a Goon for a double turn with the Mad Hatter once he's close to the action. Then I can hat two figures on one player turn (usually OM3 reveal). With two hats in play, I start giving him OM's so he can get double turns out of them.

As for Fatality, outside of the GL counter role the SA seems like it could be useful vs. high defense types like Superman/Thor/Hulk/etc., but I can just never justify the price for such a small role. Wonder Woman is just so much better value at 300 points and can also help you deal with those same heavy hitters by negating their powers.
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  #1011  
Old June 28th, 2021, 05:39 PM
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Re: C3G Strategy Discussion - Fatality

If you draft Fatality the only fatality is going to be you.


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  #1012  
Old June 28th, 2021, 06:10 PM
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Temp Control

Win conditions are not checked until the end of the turn so temporary control is not sufficient for a victory. I believe this was previously ruled on in both Marcu and Mind Flayer.

~Dysole, who was trying to work out why that interaction was thought to end the game
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  #1013  
Old June 28th, 2021, 07:07 PM
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Re: Temp Control

I forgot that taking wounds knocks off the hat. Nevermind. Hatter's just kinda crappy then. But one-on-one he should be able to get one wound in at least.

Quote:
Originally Posted by Dysole View Post
Win conditions are not checked until the end of the turn so temporary control is not sufficient for a victory. I believe this was previously ruled on in both Marcu and Mind Flayer.

~Dysole, who was trying to work out why that interaction was thought to end the game
Yep, this is my understanding as well.

---

On Fatality, I always think of her as the definition of a narrow counter draft figure, but that's probably unfair. Her special attack is also really good against any figures with 7+ defense. If they have special attack vulnerability such as Kryptonians usually do, it's even more so effective.

But 300 is a crowded field with the likes of Wonder Woman, Martian Manhunter, etc., and she feels about 40-60 points weaker than them.

2/C for me.

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  #1014  
Old June 28th, 2021, 09:44 PM
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Re: C3G Strategy Discussion - Fatality

Yeah I’d probably draft her just for the SA if she was 240-250, especially with Red Skull 2.
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  #1015  
Old June 30th, 2021, 08:50 AM
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Re: C3G Strategy Discussion - Fatality

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  #1016  
Old June 30th, 2021, 10:26 AM
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Re: C3G Strategy Discussion - Ronan

His Special Attack is neat. Haven't tried him since all the newly designed Kree figures over the years, so my impression may be outdated, but I never found him to be worth his points compared to most other figures in his point range. He was a one and done type of draft. I'd find him more draftable around 290-310.

2/C- for me, but I could see if maybe all the Kree stuff that's been done might bring him higher, I'm just not privy to it if that's the case or not.
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  #1017  
Old June 30th, 2021, 10:32 AM
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Re: C3G Strategy Discussion - Ronan

The Accuser Corps definitely made him better and the Soldiers are noce with him, but that still doesn't offset his low movement too much. 3/B-
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  #1018  
Old June 30th, 2021, 02:58 PM
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Re: C3G Strategy Discussion - Ronan

Quote:
Originally Posted by Karat View Post
The Accuser Corps definitely made him better and the Soldiers are noce with him, but that still doesn't offset his low movement too much. 3/B-
Agree with this. Those stats are pretty low for 360 and the powers don't do enough to make up for it, despite the Tactician power being solid. That move/range combo especially makes him pretty easy to kite. I'd probably go 3/C+

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  #1019  
Old June 30th, 2021, 03:13 PM
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Re: C3G Strategy Discussion - Ronan

Having a whole special power dedicated to saying who he can hit with a different special power and doing nothing else is pretty crippling here I think.


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  #1020  
Old July 2nd, 2021, 07:39 AM
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Re: C3G Strategy Discussion - Ronan

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