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The Road to London GT 2022 - Week 9: 28th Mar ‘22



Well what a buzz! Week 8 was amazing, playing in a tournament with the team for the first time was a great experience. So much fun and a really great atmosphere. To come out on top was a real treat but there was one thing left unfinished... Scott and I tied for top position after Round 3, and it was only down to points difference that I pipped him to the post (by 1 point!). With that, we scheduled in our "True Final" to see who would have really taken home the Store Champion trophy.



Game 17 - 2nd April 2022

VS - Scott (Midnight Sons)


Intrusions Open Across City (19) / Mutant Extremists Target U.S. Senators (14)


Blade, Moon Knight, Toad, Ghost Rider

Green Goblin, Kingpin, Mysterio, Black Cat


Yay, a double C map... I really hate these match-ups, I really do. Rolling off, Scott won Priority and I think I spent about 10 minutes weighing up what threat to go with. I'd been playing really well at 17 threat so 19 was a bit of a step up for me. That being said I started this journey playing 14 threats and having some luck there too... In the end I went with 14 and chose Criminals in order to maximise my objective holding abilities.


Set up went as predicted for me, heavy hitters in the middle (Kingpin and Mysterio), Goblin to the slight right and Cat to the far left. It was going to be a race to find that cheeky Senator and hold onto teleporting portals.


Turn 1, Moon Knight took the left Safe House but it was empty. Kingpin secured the centre portal but decided to stake out the Safe House and not search it just yet. Toad went right to find another empty safe house, all eyes turned to the centre and Kingpin began to sweat.


Mysterio secured the Senator and became Priority Enemy No 1, taking attacks from Blade and Ghost Rider. It was bloody but he came through with power and some damage. Black Cat pounced on Moon Knight to steal the objective with her "Counts as 2" affiliation ability, and Goblin weighed in with some physical bombs on Ghost Rider. 4 points to 2, Crims take the lead.


Turn 2 and 3, Crims had a bit more fight in them being up close and personal with the Midnight Sons. Blows were made, counters were placed, squeals of pain were heard. Ghost Rider is a pain, he truly is. Hard to break through his defence and sucks up power like a flaming sponge. As mentioned earlier, I HATE double C maps. I can't hold secure enough objectives to score high quickly, and I can't control enough objectives without being beaten up by stronger dudes. I could see where this game was going and unless I took out the big gun (Ghost Rider) then it was going to be game over pretty quickly.


Kingpin ended the turn dazed, as did Goblin. I managed to hold on to the centre and the left flank with Mysterio and Black Cat but it was by the skin of my teeth. Turn 3 finished 8 to 6. Crims still in the lead.


Turn 4 turned into a massacre. I lost Black Cat but Goblin went on a flying spree going left to right throwing bombs (and himself) at whatever was in range. Kingpin took a battering but dazed Blade before the vampire could activate. Ghost Rider had the Senator firmly in his skeletal grip, but those dam teleporting portals meant I couldn't keep a track of the ebb and flow of the game well enough to go after him! By this point we'd played nearly 2 hours and I was seriously flagging. 10 points to 8, Sons steal the lead.


Going into Turn 5 and looking at the battlefield I knew I had lost the game, it was an absolute blood bath. Kingpin and Black Cat were on the bench, and Blade was cheering from the side lines. I decided enough was enough and threw the towel in. Totalling up the points of the "What if..." score and it looked like Sons would have finished on 16 to my 10.


Final Score 16-10 to Midnight Sons. Turn 6


This game was a real game changer for me. As soon as Scott and I were finished I binned the C map cards from my deck! I have had enough of these clashes, and I'll be damned if I come up against them again! In all seriousness, my current playstyle doesn't go well with how C map plays. If I had a nice D or F map to go along with the C then sure! I'd even take an E...


I enjoyed the game but I was also frustrated at some of my choices too. 14 is too small for a C game. I needed more of my big guns on the field and Black Cat didn't work well for it. Again, Lizard or Kraven would have been a better choice as I didn't need all the movement. Even Mysterio got to the centre on a double move! Kingpin and Goblin did the job, but Lizard's "Monkey Brain" card would have been really useful for the push.


I also struggled with tactics cards. As Crims are a newer faction for my Spider-Foe list my deck is geared towards "Sinister Traps", "Monkey Brain", "Well Laid Plans", cards that are specific to individuals or an affiliation. I needed some more Universal or Crim cards that will have more ooompf as well as flexibility.


A quick note on the Midnight Sons; great movement capabilities with Ghost Rider being a strong haymaker. They have a great aggressive turn with "Siege of Darkness" and work well as a hammer or an anvil. I feel like C maps work well for them, they can move up quickly and sit in a strong line, Turn 2 go all out with attacks and then "Siege" to finish of anything they don't like. Ghost Rider can run up and down the line where he is needed most, reinforcing any weakness or go after anything that needs securing or controlling. They are a team not to be underestimated (though still very much beatable ;) ). Thank you to Scott for the game as always, don't worry I'll get you next time.


Speaking of next time, I'll be going through the new changes I've made to the decks and introduce you to the new line up!

Spiders beware... Sinister Six have had a recruitment drive and things are going to be shaken-up!


Thanks again, see you next week true believers!

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