The Silver Surfer
Active member
Hey everyone,
So I recently decided I would start doing a Marvel figure overview and strategy suggestions thread, probably weekly, just going over the base stats, special powers, ect. of the individual figures (excluding Capt. America and Red Skull due to the fact that they have strategy articles already, and I doubt there's anything in that I could say about them that wasn't already said in those). But anyway, Today we will be examining the Amazing Spider-man! Let's start with his base stats:
Life:5
Move:6
Range:1*
Attack:4
Defense:4
Cost: 160
Size: medium 5
*see Web Special Attack
Now with his base stats, in comparison to ClassicScape, Spider-man is slightly above average. But when you look at him compared to MarvelScape, frankly, he's a wimp. With a base attack and defense of only 4, you better get some lucky Combat and d20 (from spidey-sense) die rolls for him to be useful for any anything other than glyph grabbing, if any needed, and (possibly) engaging Venom. So for this figure overview, I will be focusing on his use in ClassicScape.
Now Spider-man is a relatively good figure for his point cost of 160. With a move of 6, he can travel quickly, and with a life of 5, he'll last a while depending on die rolls. With a defense of 4 and attack of 4, he can do a fair amount of damage before he's dead, but if you can give height advantage, he could be rather deadly. His official height of 5 allows him to move up more levels at a time, but his pose and literal height of 4 (yes, I checked) make him extremely concealable, in my opinion.
Now onto his Special Powers:
Spidey-Sense 11: When attacked and 1 skull is rolled, if you roll 11-20, you receive no damage and may use Swing Line 4. 50% chance of working.
Swing Line 4: Stealth Flying for up to 4 spaces.
Web Special Attack: Range 4 Attack 3 opponent rolls one less defense die. useful against low-to-med. defense squads (example: G'nators, Ashigaru, Microcorp, even the KMA).
Perhaps Spider-man's greatest yet most overly-trusted ability is his Spidey-sense 11. Although it can be extremely annoying to your opponent at times, it still has a 50% percent chance of not working, remember. But that also means that it has a 50% of working, and you should find those times extremely valuable, no matter what your strategy, especially considering you not only avoid damage entirely, but can also move almost anywhere within 4 spaces (providing there's nobody already on those spaces), which is obviously useful for gaining height advantage.
Next is his Swing line 4. This is an ability where it's effectiveness and usefulness is mainly dependant on the map. If you are playing with a castle set, you should find Swing Line very valuable, whereas on a map like Table of the Giants, it's pretty much useless, so take that into consideration when building or drafting your armies with Spider-Man.
And finally, is Spider-man's Web Special Attack. This ability can be most effective against character with low defense, such as most elves, RotV Drake, both Realins, and a few squad characters I mentioned earlier, but especially the KMA. Any chance to lower their defense is an opportuniy that should not be passed up, if at all possible.
Now that we've gone over the stats of our favorite Wall-Crawler, here are a few strategy ideas I've come up with:
Strategy number 1: Squad Killer. Very simple concept. Use him like he is often seen in the comics. You see a hoard of guys, and have fun. His spidey-sense will keep him alive rather long, and when that fails, his defense should be adequate, as well, but especially when you have height advantage. And remember, when you get spidey-sense, if you want to make your opponent mad at you even more, throw in the traditional really bad Spider-man puns we all know and hate. The only problem with this strategy is lack of multiple attacks, but depending on which squads and how many of them, it shouldn't be a problem.
But if it turns out to be a problem, Doctor Doom's Mind Exchange could be useful for more attacks against squads.
Strategy Number 2: Clean-up (see "What's in an Order Marker" thread)Probably the best strategy for ol' Web-Head, Clean-up is rather simple as well. Don't place to many order markers on him until mid to end game, and then let him finish off the big guys. His Spidey-sense will suffice in defending from their attacks, and with enough of his own, Spidey will eventually finish off mostly-wounded heros like Ne-Gok-Sa with only 2 or 3 life left. I've noticed that if place behind ruins and such, Spider-man will be forgotten pretty quickly, a "decision" your opponent will regret when spidey is brought out again.
And finally Strategy Number 3: Skirmisher. Send him out right away. Use his swing line when necessary to advance quicker, and wound heavily, if not kill, important characters like cheerleaders such as Raelin, or ranged power-houses like Syvarris. Finn and/or Thorgrim would be helpful when using this strategy, and if they don't make it to the enemy lines, you still get their spirit bonuses.
Units to avoid: Characters with multiple attacks, like the Q brothers. Why? Because Spidey-sense only has a 50% chance of working, which means each attack that you Spidey-sense, the chances of the next one succeding are decreased. And if you don't make Spidey-sense at all, those Wrist Rockets of Q10 will make short work of Spider-man.
I apologize for any typos, and I hope this helped some people out there. If anyone thinks this was great, please let me know you would like me to continue, and if it was terrible, useless, or redundant to other threads or common Spider-man ideas, please let me know then, as well, just do it nicely, please. Thanks for any suggestions or comments,
-TSS
So I recently decided I would start doing a Marvel figure overview and strategy suggestions thread, probably weekly, just going over the base stats, special powers, ect. of the individual figures (excluding Capt. America and Red Skull due to the fact that they have strategy articles already, and I doubt there's anything in that I could say about them that wasn't already said in those). But anyway, Today we will be examining the Amazing Spider-man! Let's start with his base stats:
Life:5
Move:6
Range:1*
Attack:4
Defense:4
Cost: 160
Size: medium 5
*see Web Special Attack
Now with his base stats, in comparison to ClassicScape, Spider-man is slightly above average. But when you look at him compared to MarvelScape, frankly, he's a wimp. With a base attack and defense of only 4, you better get some lucky Combat and d20 (from spidey-sense) die rolls for him to be useful for any anything other than glyph grabbing, if any needed, and (possibly) engaging Venom. So for this figure overview, I will be focusing on his use in ClassicScape.
Now Spider-man is a relatively good figure for his point cost of 160. With a move of 6, he can travel quickly, and with a life of 5, he'll last a while depending on die rolls. With a defense of 4 and attack of 4, he can do a fair amount of damage before he's dead, but if you can give height advantage, he could be rather deadly. His official height of 5 allows him to move up more levels at a time, but his pose and literal height of 4 (yes, I checked) make him extremely concealable, in my opinion.
Now onto his Special Powers:
Spidey-Sense 11: When attacked and 1 skull is rolled, if you roll 11-20, you receive no damage and may use Swing Line 4. 50% chance of working.
Swing Line 4: Stealth Flying for up to 4 spaces.
Web Special Attack: Range 4 Attack 3 opponent rolls one less defense die. useful against low-to-med. defense squads (example: G'nators, Ashigaru, Microcorp, even the KMA).
Perhaps Spider-man's greatest yet most overly-trusted ability is his Spidey-sense 11. Although it can be extremely annoying to your opponent at times, it still has a 50% percent chance of not working, remember. But that also means that it has a 50% of working, and you should find those times extremely valuable, no matter what your strategy, especially considering you not only avoid damage entirely, but can also move almost anywhere within 4 spaces (providing there's nobody already on those spaces), which is obviously useful for gaining height advantage.
Next is his Swing line 4. This is an ability where it's effectiveness and usefulness is mainly dependant on the map. If you are playing with a castle set, you should find Swing Line very valuable, whereas on a map like Table of the Giants, it's pretty much useless, so take that into consideration when building or drafting your armies with Spider-Man.
And finally, is Spider-man's Web Special Attack. This ability can be most effective against character with low defense, such as most elves, RotV Drake, both Realins, and a few squad characters I mentioned earlier, but especially the KMA. Any chance to lower their defense is an opportuniy that should not be passed up, if at all possible.
Now that we've gone over the stats of our favorite Wall-Crawler, here are a few strategy ideas I've come up with:
Strategy number 1: Squad Killer. Very simple concept. Use him like he is often seen in the comics. You see a hoard of guys, and have fun. His spidey-sense will keep him alive rather long, and when that fails, his defense should be adequate, as well, but especially when you have height advantage. And remember, when you get spidey-sense, if you want to make your opponent mad at you even more, throw in the traditional really bad Spider-man puns we all know and hate. The only problem with this strategy is lack of multiple attacks, but depending on which squads and how many of them, it shouldn't be a problem.
But if it turns out to be a problem, Doctor Doom's Mind Exchange could be useful for more attacks against squads.
Strategy Number 2: Clean-up (see "What's in an Order Marker" thread)Probably the best strategy for ol' Web-Head, Clean-up is rather simple as well. Don't place to many order markers on him until mid to end game, and then let him finish off the big guys. His Spidey-sense will suffice in defending from their attacks, and with enough of his own, Spidey will eventually finish off mostly-wounded heros like Ne-Gok-Sa with only 2 or 3 life left. I've noticed that if place behind ruins and such, Spider-man will be forgotten pretty quickly, a "decision" your opponent will regret when spidey is brought out again.
And finally Strategy Number 3: Skirmisher. Send him out right away. Use his swing line when necessary to advance quicker, and wound heavily, if not kill, important characters like cheerleaders such as Raelin, or ranged power-houses like Syvarris. Finn and/or Thorgrim would be helpful when using this strategy, and if they don't make it to the enemy lines, you still get their spirit bonuses.
Units to avoid: Characters with multiple attacks, like the Q brothers. Why? Because Spidey-sense only has a 50% chance of working, which means each attack that you Spidey-sense, the chances of the next one succeding are decreased. And if you don't make Spidey-sense at all, those Wrist Rockets of Q10 will make short work of Spider-man.
I apologize for any typos, and I hope this helped some people out there. If anyone thinks this was great, please let me know you would like me to continue, and if it was terrible, useless, or redundant to other threads or common Spider-man ideas, please let me know then, as well, just do it nicely, please. Thanks for any suggestions or comments,
-TSS