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
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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.
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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.
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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.
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.
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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