Wrecking Crew speculation

By Hippie Moosen, in Marvel Champions: The Card Game

1 minute ago, TheSpitfired said:

Taking a picture cue from the article, I would just use the hero health dials to track health for each member of the wrecking crew. I don't think you really need one for the heroes anyways and can just use damage counters.

I was thinking the same. I guess then the problem comes if you want play 4 heroes against all 4 of them; not enough dials!

1 minute ago, TheSpitfired said:

I really like how this scenario is looking! The setup of four villains with their own villain decks and the active villain switching is intriguing. Combined with the game's modular villain deck system, I think it is fair to guess that we are getting four villain decks and (at least) four modules that can swap back and forth between the four villains.

My question is where will you put your obligation and the universal villain cards? I can't see each villain deck having shadow of the past in it. I am wondering if they'll have different "difficulty" recommendations for where to put those cards or something along those lines.

Either way this is looking like a solid villain pack. Between that and Green Goblin I think I already like what you get from a villain pack more than what you get from a hero pack but I won't lock that thought in until Captain America is released and we actually see how much overlap there is.

My feeling is they play a single deck; they just tag team each other being the main baddie each turn. It sounds interesting!

21 minutes ago, Mon no Oni said:

I was thinking the same. I guess then the problem comes if you want play 4 heroes against all 4 of them; not enough dials!

My feeling is they play a single deck; they just tag team each other being the main baddie each turn. It sounds interesting!

On the stream they said no standard/expert cards, no obligations, No modules, and each member of the crew has their own decks.

Edited by Derrault
27 minutes ago, TheSpitfired said:

My question is where will you put your obligation and the universal villain cards? I can't see each villain deck having shadow of the past in it. I am wondering if they'll have different "difficulty" recommendations for where to put those cards or something along those lines.

This question was answered on the live stream earlier today. With the Wrecking Crew scenario pack, you actually don't need to use hero obligations nor any of the modular sets. It's just your heroes straight up against four angry dudes in spandex, no complications.

They did add, however, that you can do whatever you want and add those cards in a manner that you see fit if you feel you are up to such challenges.

But I do like the streamlined way of doing it. It makes the match up feel more "brawly"...

Edited by Ascarel
2 minutes ago, Ascarel said:

This question was answered on the live stream earlier today. With the Wrecking Crew scenario pack, you actually don't need to use hero obligations nor any of the modular sets. It's just your heroes straight up against four angry dudes in spandex, no complications.

They did add, however, that you can do whatever you want and add those cards in a manner that you see fit if you feel you are up to such challenges.

But I do like the streamlined way of doing it. It makes the match up feel more "brawly"...

Yeah, I think you could probably sub in any given member of the crew as the Rhino, and alter the rules so that they just scheme normally.

Watching the livestream right now!

Really interesting how different these villain packs can be!

- Green Goblin 78 cards for 2 scenarios and 4 modular sets.

- Wrecking Crew - 73 cards split 1 main scheme, 2 x 4 Villains, 4 Side Schemes and 4 x 15 card decks for each Villain.

Crazy to see such a different scenario - 4 separate encounter decks and a variable villain activating. It’s like a whole new game mode!

2 hours ago, Mon no Oni said:

I understand you only have to defeat each once, isn't it? Also I'm assuming no minions on the scenario encounter deck so I feel this balances out.

There was mention of a few minions. Probably no more than 2 per deck at most.

Double Post

Edited by Radix2309

I like that all four of them have a B side so you can still play the scenario on "expert" mode.

55 minutes ago, Palpster said:

I like that all four of them have a B side so you can still play the scenario on "expert" mode.

Yeah, that’s cool - interesting that they chose to make it a separate card though rather than just double sided. I guess that might have been more confusing than useful?

It looks like the side schemes might not disappear when each member is defeated, but that once they’re defeated it can be removed like any other side scheme (by reducing its threat to 0) which is interesting.

Lots to think about in this one, including target priority. The main scheme doesn’t start out too threatening (1 per player per turn and 6 per player needed to lose and the villain doesn’t scheme against it) but it could potentially stack up some acceleration tokens quickly, particularly if one crew member is activating a lot - they only have 15 card encounter decks each.

23 minutes ago, FearLord said:

It looks like the side schemes might not disappear when each member is defeated, but that once they’re defeated it can be removed like any other side scheme (by reducing its threat to 0) which is interesting.

After the accompanying villain has left the game though, there isn't much point in removing their scheme since it won't get additional threat without the villain there. And as an aside, Jessica Jones will thwart like crazy against the Wrecking Crew and is another good reason not to remove any of them.

Breakout will still place 1 threat a turn on it as a forced response to step 1 of the Villain phase, so if it’s about to blow, it will still go off if you don’t do anything.

Yeah Jessica Jones is going to be working over time in this scenario. Iron Man’s helmet feels like it will be doing good work keeping things manageable if he can go aerial every turn as well!

1 hour ago, FearLord said:

Breakout will still place 1 threat a turn on it as a forced response to step 1 of the Villain phase, so if it’s about to blow, it will still go off if you don’t do anything.

Yeah Jessica Jones is going to be working over time in this scenario. Iron Man’s helmet feels like it will be doing good work keeping things manageable if he can go aerial every turn as well!

Don’t forget Crisis Interdiction; yeah the multi-thwart likely would shine. Offense might also be a perfectly viable option; since they each have relatively few Hit points (combat trained She-Hulk drops any one of them within 3 basic attacks+ the flip).

23 minutes ago, Derrault said:

Offense might also be a perfectly viable option; since they each have relatively few Hit points (combat trained She-Hulk drops any one of them within 3 basic attacks+ the flip).

Their HP is per player, so you're going to need more attacks with more players.

5 hours ago, Palpster said:

After the accompanying villain has left the game though, there isn't much point in removing their scheme since it won't get additional threat without the villain there. And as an aside, Jessica Jones will thwart like crazy against the Wrecking Crew and is another good reason not to remove any of them.

There are definitely cards that can put Threat tokens on a different Villain's side-scheme, so you might want to be a little careful.

18 hours ago, Mon no Oni said:

I understand you only have to defeat each once, isn't it? Also I'm assuming no minions on the scenario encounter deck so I feel this balances out.

I'm also assuming no minions because the Wrecking Crew was basically a barbershop quartet of empowered thugs (Thunderball being the exception). They were often someone else's minions, but they rarely lead.

Caleb said that since the premise is a prison break, the minions will be other prisoners. Most likely just no name goons in orange jumpsuits.

I think that FFG are looking at different ways of doing things rather than being locked in to a certain mind set means that almost anything goes when it comes to the expansions. Plus players can add in various elements to the decks to add complexity if they wish.

11 hours ago, Khudzlin said:

Their HP is per player, so you're going to need more attacks with more players.

Yep, I had solo play in mind.

It's not too horrendous - if you compare all other standard difficulty scenarios:

Rhino 29 HP per player

Klaw 30 HP per player (+10 for Immortal Klaw)

Ultron 39 HP per player

Wrecking Crew 50 HP per player

On 11/13/2019 at 5:04 AM, Palpster said:

After the accompanying villain has left the game though, there isn't much point in removing their scheme since it won't get additional threat without the villain there. And as an aside, Jessica Jones will thwart like crazy against the Wrecking Crew and is another good reason not to remove any of them.

Actually the main scheme puts 1 threat on each, and there are other ways to get threat on there.

One interesting thing about this product that I hadn’t considered before - assuming you proxy tokens / health tokens, you can actually play this Scenario with just this pack and a hero pack - no core set required!

On 11/12/2019 at 4:39 PM, TheSpitfired said:

I really like how this scenario is looking! The setup of four villains with their own villain decks and the active villain switching is intriguing. Combined with the game's modular villain deck system, I think it is fair to guess that we are getting four villain decks and (at least) four modules that can swap back and forth between the four villains.

My question is where will you put your obligation and the universal villain cards?

There are no modular sets with this expansion and in the FFG live video they said you don't use obligations for this scenario.

Honestly with no modular sets I think I'll be skipping this scenario.

5 hours ago, Lily Chen said:

There are no modular sets with this expansion and in the FFG live video they said you don't use obligations for this scenario.

Honestly with no modular sets I think I'll be skipping this scenario.

I like that it breaks from all the normal rules for a single scenario driven fight. Plus, if I really wanted to, I could mix in some of the villains to raise the difficulty (Ie just put my nemesis into one of the decks, just put Braniac in, etcetera). I suspect it’s going to be a fairly difficult encounter without all that.

Figured I'd dabble in thread necromancy instead of starting a new thing.

Team Covenant has been told that the Wrecking Crew should be available in the US on February 7th (and, by extension, Canada, as it has always had the same schedule).

This is earlier than I expected. Looking forward to face that angry bunch!

Edited by Ascarel