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The Book of Tiger Shark

Hahma

Prickly Cactus
Site Supporter
The Book of Tiger Shark

C3G MARVEL WAVE 17
ANTAGONISTS ASSEMBLE

C3G_TigerShark_comic.png


Comic PDF


The figure used for this unit is a Heroclix figure from the Incredible Hulk set.
Its model number and name are #033 / Tiger Shark.
_________________________________________________________________
Character Bio - Todd Arliss was an Olympic swimmer that had gotten his spinal chord damaged when he rescued a drowning man. To be able to swim again he volunteered for an experimental procedure by the scientist Doctor Dorcus. Doctor Dorcus cured Arliss by blending his DNA with that of Namor. The experiment changed Arliss and now he had gills and razor-sharp teeth. His personality changed as well and he became predatory and savage. He became a villain and called himself Tiger Shark. For years, Tiger Shark and Namor have been enemies.
_________________________________________________________________

-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:
  • As a Mutate, Tiger Shark has these Mutate Synergies.
  • As a figure with the Savage personality, Tiger Shark has these Savage Synergies.
  • As a figure with a special power benefitting from water tiles, Tiger Shark can benefit from water tiles being placed by one of these figures.
Outgoing Synergy:
  • N/A
_________________________________________________________________

-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-
Card Updates:
3 January 2021 - Water Leap wording update
 
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Re: The Book of Tiger Shark - Design Phase

NAME = TIGER SHARK
SECRET IDENTITY = TODD ARLISS

SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = PREDATOR
PEROSNALITY = SAVAGE

SIZE/HEIGHT = MEDIUM 6

LIFE = 6

MOVE = 7
RANGE = 1
ATTACK = 7
DEFENSE = 7

POINTS = 240


WATER STRENGTH 1
Tiger Shark does not stop his movement when entering a water space. Add 1 die to Tiger Shark's attack and defense while he is on a water space.

WATER LEAP 10
If Tiger Shark ends his normal movement on a water space, he may move up to 3 spaces with Water Leap. When moving with Water Leap, Tiger Shark has the Flying special power, but may not move up or down more than 10 levels in a single leap and will not take any leaving engagement attacks.

WATER SUIT
If Tiger Shark has 3 or more Wound Markers on this card and is not occupying a water space, subtract 2 from his Attack and Defense numbers.

SUPER STRENGTH
 
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Re: The Book of Tiger Shark - Design Phase

Mini Pix:

086.jpg


085.jpg


067.jpg


066.jpg


065.jpg


064.jpg



Comic Image (not much of a selection)

TigerSharkcomicimage.jpg


Background Images:

TigerSharkbackgroundImage.jpg


TigerSharkbackgroundImage3.jpg


TigerSharkbackgroundImage2.jpg
 
Re: The Book of Tiger Shark - Design Phase

For simplicity's sake, how about:

WATER SUIT
While there are 3 or more Wound Markers on this card, subtract 1 from Tiger Shark's Attack and Defense numbers for each Wound Marker on this card if he is not on a water space.

So he holds up for a bit on land, but rough him (and his suit) up too much and he's not really so tough.

EDIT: Not knowing the character other than what I read on wikipedia, I also wonder if Criminal is a good fit. Maybe Predator? Even Psycopath? :shrug:
 
Re: The Book of Tiger Shark - Design Phase

Cool design, and I love the mini. Also, that comic image is sick!

I wonder if adding a line in about a maximum of Rip markers wouldn't be a bad idea.
 
Re: The Book of Tiger Shark - Design Phase

For simplicity's sake, how about:

WATER SUIT
While there are 3 or more Wound Markers on this card, subtract 1 from Tiger Shark's Attack and Defense numbers for each Wound Marker on this card if he is not on a water space.

So he holds up for a bit on land, but rough him (and his suit) up too much and he's not really so tough.

I like that suggestion to make it a bit less variable. As it is, the roll for the Ripped Marker is low enough that I don't think it'll come into play all that often, and 230 will be a bit low for him given his stats.
 
Re: The Book of Tiger Shark - Design Phase

For simplicity's sake, how about:

WATER SUIT
While there are 3 or more Wound Markers on this card, subtract 1 from Tiger Shark's Attack and Defense numbers for each Wound Marker on this card if he is not on a water space.

So he holds up for a bit on land, but rough him (and his suit) up too much and he's not really so tough.

EDIT: Not knowing the character other than what I read on wikipedia, I also wonder if Criminal is a good fit. Maybe Predator? Even Psycopath? :shrug:


Well the idea for the ripped marker is that his costume has a water circulating system in it that keeps him wet and in peak physical condition as if he were in the water. I don't think there should be a digression in his stats based on his wounds because once his suit is damaged and leaking water, he won't keep as wet or wet at all if the mechanical system is damaged. So that's why the -2 to attack and defense once it's "ripped" and he shouldn't get any weaker based on wounds.

Regarding being a Criminal or not, I went off his occupation on Marvel Comic Database and affiliation with the Masters of Evil.

Cool design, and I love the mini. Also, that comic image is sick!

I wonder if adding a line in about a maximum of Rip markers wouldn't be a bad idea.

Thanks and yeah, as soon as I saw the mini I had to get it and draft him. I had been disappointed that there wasn't a mini for him before. I'm glad there was that comic image because there wasn't much else good to match the era and mini version I wanted. :)

Regarding the Ripped markers:

WATER SUIT
At the end of any turn in which Tiger Shark received 1 or more wounds, if there isn't a Ripped Marker on this card, you must roll the 20-sided die. If you roll 4 or less, place a Ripped Marker on this card. Anytime there is a Ripped Marker on this card and Tiger Shark is not occupying a water space, you must subtract 2 from his Attack and Defense Numbers.
He should only be able to have 1 Ripped Marker. The suit is damaged or it isn't, so extra damage to it shouldn't really matter. He's still pretty tough outside of water or without water suit working, but not nearly as tough as when in contact with water. -2 to attack and defense is pretty big so he will want to stay in water to get the extra defense die until he needs to do his thing and then there is still plenty of chance that his suit won't get damaged and he'll be tough.

I just wanted to represent the suit well enough and offer a risk for him to come out and play, but not make it too huge of a risk to make him swingy. The d20 roll can be tweaked if need be during testing.
 
Re: The Book of Tiger Shark - Design Phase

For simplicity's sake, how about:

WATER SUIT
While there are 3 or more Wound Markers on this card, subtract 1 from Tiger Shark's Attack and Defense numbers for each Wound Marker on this card if he is not on a water space.

So he holds up for a bit on land, but rough him (and his suit) up too much and he's not really so tough.

I like that suggestion to make it a bit less variable. As it is, the roll for the Ripped Marker is low enough that I don't think it'll come into play all that often, and 230 will be a bit low for him given his stats.

As I mentioned above, I don't see how having -5 to his attack and defense when he has 5 wounds represents his water suit being damaged. He's still pretty badass w/o being in contact with water but just not as badass. And yeah, like other water types he can get a lot weaker when out of water for an extended time but like other water types, we didn't represent a severe decline in stats based on time out of water because the time represented by the combat during a game, isn't an extended period of time really.

Also, the d20 roll can be adjusted to be less variable. But if the consensus by the group is for a non-marker way to go, I'm fine with it, but I wouldn't be fine with a digression in stats based on wounds. He shouldn't wilt like a flower. Either his suit is damaged or it isn't, but he shouldn't go from super badass to super pvssy because of a few wounds.
 
Re: The Book of Tiger Shark - Design Phase

Ok, good point. Another thing to consider is whether he should be able to have his suit 'ripped' while he is on a water space. It would be kinda sucky to be camping him on a water space with a late-round OM, then have an opponent snipe him and rip his suit before he even gets out of the water.
 
Re: The Book of Tiger Shark - Design Phase

Life of 6 and Defense of 7 is gonna be hard to just "snipe", especially while on water. :shock:

This guy's points may go up.
 
Re: The Book of Tiger Shark - Design Phase

For simplicity's sake, how about:

WATER SUIT
While there are 3 or more Wound Markers on this card, subtract 1 from Tiger Shark's Attack and Defense numbers for each Wound Marker on this card if he is not on a water space.

So he holds up for a bit on land, but rough him (and his suit) up too much and he's not really so tough.

I like that suggestion to make it a bit less variable. As it is, the roll for the Ripped Marker is low enough that I don't think it'll come into play all that often, and 230 will be a bit low for him given his stats.

As I mentioned above, I don't see how having -5 to his attack and defense when he has 5 wounds represents his water suit being damaged. He's still pretty badass w/o being in contact with water but just not as badass. And yeah, like other water types he can get a lot weaker when out of water for an extended time but like other water types, we didn't represent a severe decline in stats based on time out of water because the time represented by the combat during a game, isn't an extended period of time really.

Also, the d20 roll can be adjusted to be less variable. But if the consensus by the group is for a non-marker way to go, I'm fine with it, but I wouldn't be fine with a digression in stats based on wounds. He shouldn't wilt like a flower. Either his suit is damaged or it isn't, but he shouldn't go from super badass to super pvssy because of a few wounds.

I more meant that if he had 3+ wounds you would subtract 2 from his attack and defense (so he'd be a static 7/7 or a static 5/5 depending on wounds). I figured if he got that many wounds, his suit would be damaged, so that could sell the theme. It'd be the same stats deduction as you have in the current write up, so hopefully it wouldn't mean he was turning into a wimp at that point (5/5 isn't bad).

Life of 6 and Defense of 7 is gonna be hard to just "snipe", especially while on water. :shock:

This guy's points may go up.

Yeah, I was thinking that too. Those stats are nasty.
 
Re: The Book of Tiger Shark - Design Phase

Well I originally had Water Stealth instead of Water Strength, but when I showed it to Bats he said he'd rather have Water Strength, so I went with that.

WATER STEALTH
Tiger Shark does not stop his movement when entering water spaces. While on a water space, Tiger Shark may not be targeted by a non-adjacent attack.

This wouldn't have made him as nasty in the water as his attack and defense would be the same as his base stats, though he couldn't be sniped because he is supposed to be prowling under the water. To make that less nasty vs. range, it could maybe only work against normal non-adjacent attacks. Though Submariner can't be attacked from ranged attacks while in water and that's not a huge deal. Or we could just leave Water Strength. But I just wanted to show what I originally had to go with the rest of the write-up.

I guess I didn't know what you meant Bats as the wound trigger mentioned by Margloth was for each wound on his card once he got to 3, so it was going down hill really quick for him.

The wound thing can be fine, but if he gets wound markers removed from his card how does that affect things if he falls below 3 wounds? Does is water suit miraculously get repaired when he's healed? I'm just trying to think of some possible situations that may come with that. :D

Stats can be adjusted for sure if they are too nasty. I wouldn't want him at or above Namor's range. But look how nasty Aquaman is for 230 and he has healing and a nasty ranged attack while in water. :)

Anyway, I have to go. Going for a walk with the wife and kids. Though I know you guys would like me to take a long walk off a short pier :p
 
Re: The Book of Tiger Shark - Design Phase

Just a little background on his powers for reference. From Marvel Comic Database:


Powers

Doctor Dorcas' blending of Arliss' DNA with that of a tiger shark and The Sub-Mariner grants him a unique, amphibious physiology granting him a number of superhuman attributes.

Superhuman Strength: Tiger Shark possesses great physical strength that varies greatly depending upon the amount of time he spends out of water. His strength is sufficient enough to engage Namor in direct physical combat. While wet, Tiger Shark possesses sufficient superhuman strength to lift up to 75 tons. When dry, however, his strength is significantly less and can lift about 50 tons. The least amount of weight Tiger Shark has been able to lift is about 40 tons, but only after being dry for an extended period of time.

Superhuman Speed: While on land, and wet, Tiger Shark is capable of running and moving at speeds greater than even the finest human athlete.

Superhuman Swimming Speed: While in water, Tiger Shark is capable of swimming much faster than the finest Olympic swimmer. He can reach a top speed of 60 miles per hour.

Superhuman Stamina: While wet, Tiger Shark's musculature produces considerably less fatigue toxins during physical activity. His musculature also generates far less fatigue toxins than the vast majority of Atlanteans, who all possess some level of superhuman stamina. He can exert himself at peak capacity for about 24 hours before fatigue begins to impair him.

Superhuman Durability: While wet, Tiger Shark's body is considerably harder and more resistant than the body of an ordinary human, or most Atlanteans for that matter. He is capable of withstanding the extreme temperature and pressures of the ocean floor, powerful impact forces, high caliber bullets, and falls from great heights without sustaining injury.

Superhuman Agility: While wet, Tiger Shark's agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete.

Superhuman Reflexes: While wet, his reaction time is enhanced to a level that is beyond the natural physical limits of even the finest human athlete.

Regenerative Healing Factor: Despite his superhuman durability, it is possible to injure Tiger Shark. However, like Atlanteans, he is capable of rapidly healing minor and moderate injuries faster than ordinary human beings, provided he is wet.

Aquatic Physiology: Tiger Shark's body is specially adapted for aquatic environments. His body is capable of withstanding cold temperatures and pressures that are found on the bottom of the ocean floor. He is also capable of breathing, speaking, seeing, and hearing underwater with perfect levels of clarity.


2 Abilities

Before gaining his superhuman powers, Todd Arliss was a record-breaking Olympic swimmer. His sheer strength and physical toughness make him a formidable combatant.
Strength level

Class 75;[2] Tiger shark can lift up to 75 tons when well hydrated.Weaknesses

Tiger Shark's vitality is dependent upon regular exposure to water. The longer he is out of the water, most of his superhuman abilities rapidly dwindle. If he is removed from water long enough, it could prove fatal.


ParaphernaliaEdit

Equipment

Tiger Shark's costume is specially designed and contains a built in water system that constantly keeps his body wet. This keeps him in peak physical condition if he's out of the water.
 
Re: The Book of Tiger Shark - Design Phase

I like the overall design & what you are trying to accomplish, but I am not in love with the Water Suit power. It's a lot of text for a power that is going to be detrimental only in a few games. :shrug:

I don't know the guy, but do we need another criminal?

Very cool looking mini :up:.
 
Re: The Book of Tiger Shark - Design Phase

First off I think that comic art is AWESOME! 8)

Thanks for providing that little bit of background with his powers I don't know anything about this guy. Based on what it said about his speed in and out of the Water though, I would support increasing his move to 7.

WATER SUIT
At the end of any turn in which Tiger Shark received 1 or more wounds, if there isn't a Ripped Marker on this card, you must roll the 20-sided die. If you roll 4 or less, place a Ripped Marker on this card. Anytime there is a Ripped Marker on this card and Tiger Shark is not occupying a water space, you must subtract 2 from his Attack and Defense Numbers.

I think this is too complex for a detriment power. I like my detriment powers nice and simple so they aren't a pain in the butt to remember.

I know you guys have been talking about it here but I would support something like this without markers or a d20 roll here. (This reminds me of Molly Hayes Power Fatigue power and I hate playing her because of that.) I would hate to not enjoy this guy just because of this power because that figure is too cool not to see some serious game time.

WATER SUIT
If Tiger Shark has 3 or more wounds on this card and is not occupying a water space, subtract 2 from his Attack and Defense Numbers.

Nice, simple and thematic. Sure it may feel wonky if he gets healed up but we only have a few healers right now:
Aquaman - using his magic water hand gets Tiger Shark's skin wet again.
Alfred - stitches up the suit for Tiger Shark.
Zatanna - magic, need I say more?

I may have missed some but I think you can explain most of the quirkiness out of this power.

Everything else looks good here. :up:
 
Re: The Book of Tiger Shark - Design Phase

I like the overall design & what you are trying to accomplish, but I am not in love with the Water Suit power. It's a lot of text for a power that is going to be detrimental only in a few games. :shrug:

I don't know the guy, but do we need another criminal?

Very cool looking mini :up:.

I have in the SP as a possible change to make his class Predator instead of Criminal since it's been mentioned a couple times that Criminal wasn't desired.


First off I think that comic art is AWESOME! 8)

Thanks for providing that little bit of background with his powers I don't know anything about this guy. Based on what it said about his speed in and out of the Water though, I would support increasing his move to 7.

WATER SUIT
At the end of any turn in which Tiger Shark received 1 or more wounds, if there isn't a Ripped Marker on this card, you must roll the 20-sided die. If you roll 4 or less, place a Ripped Marker on this card. Anytime there is a Ripped Marker on this card and Tiger Shark is not occupying a water space, you must subtract 2 from his Attack and Defense Numbers.

I think this is too complex for a detriment power. I like my detriment powers nice and simple so they aren't a pain in the butt to remember.

I know you guys have been talking about it here but I would support something like this without markers or a d20 roll here. (This reminds me of Molly Hayes Power Fatigue power and I hate playing her because of that.) I would hate to not enjoy this guy just because of this power because that figure is too cool not to see some serious game time.

WATER SUIT
If Tiger Shark has 3 or more wounds on this card and is not occupying a water space, subtract 2 from his Attack and Defense Numbers.

Nice, simple and thematic. Sure it may feel wonky if he gets healed up but we only have a few healers right now:
Aquaman - using his magic water hand gets Tiger Shark's skin wet again.
Alfred - stitches up the suit for Tiger Shark.
Zatanna - magic, need I say more?

I may have missed some but I think you can explain most of the quirkiness out of this power.

Everything else looks good here. :up:

Thanks Tickle, I put your suggested change for Water Suit in the SP and will make the official change after breathing period is up. I'll also bump his move to 7.

With that change, I expect to see him in a lot of test reports because he is too simple to not play :p

Personally, I don't see how complex it is to roll a d20 after he takes wounds. Once he would have gotten the Ripped Marker you would never have to roll for it again that game. A lot less in complexity than Shadow Strike, Radar Sense, Spidey Sense and whatnot. Detriment power or not, I thought it would make it a bit more exciting for both players to see what happened with the d20 roll. The rest of the powers are blah and since Aquaman and Sumariner had some spicier stuff with their basic stuff, I was kind of trying to make this guy have something interesting. That said, I accept and am fine with the new direction.

I think you forgot the Cosmic Cube and the First Aid Kit glyph as means to remove wound markers Tickle but ultimately they are no different than the other ones you mentioned.

As mentioned, it's a really cool mini, so as long as it gets played a lot, that's all that matters to me. :D
 
Re: The Book of Tiger Shark - Design Phase

Thanks, Tickle. I thought that was what Margloth was suggesting already, but I skimmed what he posted and guess I lost something in translation.
 
Re: The Book of Tiger Shark - Design Phase

The SP planned updates look great. This guy will definitely get some play from me just for the awesome figure.

Can I go ahead and call dibs on making the card? :p
 
Re: The Book of Tiger Shark - Design Phase

Well dibs for the card is between you art guys :boxing:

It was close enough to time and certainly the majority wanted changes anyway, so I updated the OP and sent it out to ERB.
 
Re: The Book of Tiger Shark - Design Phase

From David:

Tiger Shark
Whoa, that’s a cool Heroclix sculpt. I forsee good things ahead.

Water Strength
His base stats are pretty beefy, so this is a nice bonus.

Water Leap
I remember using this when I played Aquaman. With his considerable base movement, this is pretty huge.

Water Suit
Awkward! Well, maybe if we run him through the car wash a few times, he’ll be ok. :razz:

Nice vulnerability.

Final Thoughts
This is a really nice design. He has beefy stats until he springs a leak, but should still be able to knock some heads.

Note: Due to Daylight Savings Time, don’t forget to set the design phase ahead one step. Tiger Shark now passes to Final Editing! :grin:
 
Re: The Book of Tiger Shark - Design Phase

ERB from Porkins.

[B]Hahma[/B] said:
Gentlemen, here's Tiger Shark for your ERB viewing pleasure :smile:

And just as a heads up regarding Water Suit. His costume has water circulating through it to keep him wet and at full strength. But if it gets damaged he would lose that contact with water and thus lose some of his strength/defense.

Thanks in advance :grin:

Hahma

Quote:
NAME = TIGER SHARK
SECRET IDENTITY = TODD ARLISS
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = PREDATOR
PEROSNALITY = SAVAGE
SIZE/HEIGHT = MEDIUM 6


LIFE = 6
MOVE = 7
RANGE = 1
ATTACK = 7
DEFENSE = 7
POINTS = 240?


WATER STRENGTH
Tiger Shark does not stop his movement when entering a water space. Add 1 to Tiger Shark's attack and defense while he is on a water space.

WATER LEAP
If Tiger Shark ends his movement on a water space, he may Water Leap. Water Leap has a move of 3. When counting spaces for Water Leap, ignore elevations. Tiger Shark may leap over figures without becoming engaged, and leap over obstacles such as ruins. Tiger Shark may not leap more than 10 levels up or down in a single leap. When Tiger Shark starts to Water Leap, he will not take any leaving engagement attacks.

WATER SUIT
If Tiger Shark has 3 or more wounds on this card and is not occupying a water space, subtract 2 from his Attack and Defense Numbers.

SUPER STRENGTH

Looks good, very map dependent, but that makes sense for this character. I expected there to be some sort of shark attack like power...Feeding Frenzy or...Blood in the Water...or something like that to give him a sharky attack bonus. I suppose Water Strength covers it.

Yeah, there wasn't much room for a frenzy power and Water Strength could cover his extra nastiness in the water.
 
Re: The Book of Tiger Shark - Design Phase

We can leave the Feeding Frenzy for King Shark (DC character). I was just working up a rough draft for King Shark the other day and had something like that on it.

I really like this design and would hate to see any of the powers go so no frenzying here. :)
 
Re: The Book of Tiger Shark - Design Phase

I think his roving around with 7 attack, or 8 attack on water should make him feel plenty shark-like! Not to mention he's definitely an Order Marker shark! :)
 
Re: The Book of Tiger Shark - Design Phase

C3G INITIAL PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT TIGER SHARK

- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
PASS

- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS

- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
PASS

- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit too powerful or too weak.
PASS –

- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
PASS

- FUN TEST/ Consider whether or not the design was fun to play.
PASS.

- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
PASS-

- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS – Certainly on maps with water. On non-water maps I imagine he could be used in a manner to go balls out and just take out as much as he can with his great move and nice attack.

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS – .

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS – While on water maps there may be times where you have to decide whether or not to bring him out of the water if a certain situation presents itself.

Heavy Hitter or Mid-Level Hero Test
- Does it pass, Yes or No? .Yes
- What should be the unit's point value? 240
- Give a brief overview. .While Tiger Shark had some good showings in a couple matches, for his cost compared to the other units, he doesn't bring anything else to the table. He doesn't fly, have a ranged attack and when forced out of water he becomes less of a threat with only 5/5 stats and at least 3 wounds. So while he holds up vs. Namor and I'm sure plenty more while in the water, he offers nothing else other than being a really nasty melee fighter. So I think 240 can be fine for him as he's all about melee fighting and nothing else, which is fine of course.

Spoiler Alert!


Squad Test
- Does it pass, Yes or No? .YES
- What should be the unit's point value? 220-230
- Give a brief overview. .Without range, Tiger Shark is in trouble vs GCW. If he stays in water, he's going to give them even more of an attack with height to add to their other bonus for other GCW adjacent to him. So he tried to take the high ground of a hill and it worked for a little bit but he could only kill one at a time and once he got 3 wounds, it was not long after he went down. He couldn't have gone into the water as he usually had 2 or 3 adjacent to him and then it would be just as risky to leave engagements and they'd then have height advantage on him in water. GCW are nasty and weren't even at full value without bonding.

Map: . HYDRA Base Gehenna
Units: Tiger Shark vs. Gorilla City Warriors x 2 (250 points).


Spoiler Alert!



Squad Test
- Does it pass, Yes or No? .YES
- What should be the unit's point value? 240
- Give a brief overview. . While Lex Corps Security aren't worth as much without a Criminal to bond with, they are still pretty good against a single normal attacker like Tiger Shark. However, on a flatter map where Tiger Shark can get to ranged units, he fairs better. Had this been tested on a map with buildings, LCS would have likely been able to kite easily and get extra attack die with height and make short work of Tiger Shark. Kryptonian Armor really let the LCS down in this match as even lower attack rolls by Tiger Shark were enough to take them out.

Map: . Custom with water, hills, trees and rock outcrops, but no buildings to kite on. .
Units: Tiger Shark vs. Lex Corps Security x 2 (260) .



Spoiler Alert!



Army Test
- Does it pass, Yes or No?.YES
- What should be the unit's point value? .240
- Give a brief overview... It was neat to have Hydro-Man place water tiles at various places for Tiger Shark to use where water would not otherwise be. Though H-M misses his only Tidal Wave attack and couldn't help offensively as he was blasted by Rhino. That however set up for Tiger Shark to move onto that vacant water space and begin pounding Rhino. With Rhino have some wounds already, KP was worried about having him LE and charge Tiger Shark and take more wounds from LE and missing Tiger Shark. But that allowed for more Ninja to get into the mix and bring Electro forward who could attack Tiger Shark on water from range without fear of attack from TS. KP then also got busy and occupied Absorbing Man. It was a close match and Tiger Shark's performance was aided by Hydro-Man and the OM flex that Hush provides since Tiger Shark has no synergy to take advantage otherwise.

Map: Custom with water, hills, trees and rock outcrops, but no buildings.
Units: . Tiger Shark (240) Absorbing Man (260) Hush (220) and Hydro-Man (190) for 910 points vs. Kingpin (220) Ninja x 3 (255) Rino (220) Electro (135) and Trapster (75) for 905 points.

Spoiler Alert!




Army Test
- Does it pass, Yes or No? .YES
What should be the unit's point value? .240
Give a brief overview. .Well Tiger Shark put 2 wounds on Submariner and killed Cloak, but this was an ugly game really as Merlyn became a real threat with Deadly Shot attack of 4 b/c of height and being adjacent to Bane. Merlyn put 3 early wounds on Ghost Rider and then put final 2 wounds on Submariner. The key to the game was to get 3 non-flyers to the rooftop by Green Lantern and then he carried Tiger Shark into water adjacent to Submariner, so there were threats all over. Ghost Rider was pretty pitiful in only putting 1 wound on Green Lantern. He had wanted to get onto the rooftop to take care of Bane and Merlyn, but then GL would have terrorized everyone with his nasty attack. It would have been helpful if Dagger hit a couple more Light Dagger attacks as she was like 1 for 6. She really wanted to get GL with it. It would have also been nice for Cloak to get someone into the darkness but he really didn't have much chance. It was my first time playing those two and perhaps they were over matched a little, but it didn't help that Ghost Rider really massively sucked this game. Dagger had her chances though and a couple more Light Dagger wounds could have really helped, especially against GL.

Map: .HYDRA Base Gehenna
Units: .Tiger Shark (240) Green Lantern John (340) Bane (190) and Merlyn (160) for 930 points vs. Ghost Rider (380) Sumariner (250) Cloak (195) and Dagger (105) for 930 points.

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