5 hours ago, IceHot42 said:It is still appreciated.
I gave it a try myself last night. I do see how this combo could work (although I wasnt using pre-cons). It felt like it was working, but I think the combination of me being less experienced and possibly more unlucky got in my way.
I had a good opening hand for Hulk (marginal for Cappy) favoring Immovable Object. Third turn I was able to get Hawkeye out, but Ultron flipped Advanced and 2-boost which moved to Stage IIb fairly quickly. Hawkeye held serve and I was onto Squirrel Girl right behind. I had a decent board built: 2x Super Serums, Av Tower, Nick, Doreen, and Hawkeye ready to chump, plus a Brawn and Tigra. There was a decent amount of threat on stage IIb, but I was ready to move through that as long as I stayed in hero mode one more turn. Hulk soaked up his attack (the retaliate put Ultron in a range that was likely going to finish Ultron II next turn) and I blocked with Nick for Cappy. I still had blockers with a 4-Health Hulk, if I ran into Gang up or Assault. But instead Hulk flipped Caught off Guard (which I was) and that was the end of Hulk, which was followed by an Assault which was boosted by a Concussion blast into a Doreen block. With Cappy now at 2-health left that was more or less it.
Ill give it a go again soon. My son was up for trying Hawkeye and Jessica against Crossbones, so we will likely work through that again.
If I keep failing I will likely spin off a play-by-play thread and we can figure out where my choice need improvement. But as of right now my feeling is that you are just a bad barometer.
*checking my notes this was actually the first run we did against Ultron/Bomb Scare, hopefully I can get the matchup to a respectable 1-2 or 1-3.
I mean, if it were impossible for things to go belly up, it wouldn't be a game right?
A few suggestions for coping (especially in solo, two-handed):
1a) When possible, remember to take advantage of a lull and your heroes rest up time. Meaning, just because you 'can' stay in hero mode for one more round, doesn't necessarily mean you 'should'.
1b) When my only means of healing is Recovery, I like to plan to maximize the use of that stat. i.e. Bruce Banner recovers for 4, 6 with his lab. So once you've suffered more than 6 damage, it's probably a good idea to flip back and heal at the first opportunity. (Preferably on a turn where you don't 'need' to use Hulk's basic ATK/DEF, so that you aren't either pigeonholed into using it the next turn, possibly losing out on a Hulk Smash opportunity, or, more frustrating than losing an opportunity, drawing an Exhaustion, forcing you into remaining in Alter-Ego mode for a turn you didn't want to.)
2) Get a piece of paper and write down the upper and lower bounds of a villain's ATK/SCH outcomes. This way you can, at a glance, recognize how dangerously close to the villain advancing/defeating a hero. When I don't think about that factor, I find that I take risks I shouldn't have (because the odds were definitely not in my favor). But knowing that, in tandem with knowing the percentage of cards with boost outcomes, can help you make an informed decision on whether or not to risk it for the biscuit.