Single Hero Nemesis Matchups

So, I've been thinking for quite some time about pairing a single hero with a villain at an appropriate location (or random if no location is really appropriate) with H = 1 to see which heroes can stand up to his villain on his own.  I know many people say that H must be between 3 and 5, and having it assigned to anything else (or, anything less than 3) is equivilant to strangling a tiny kitten underwater.  However, my two arguments are that it's a single hero, and only a single turn until that hero gets double teamed by two turns of both an environment and a villain, and that I'm not necessarily trying to balance a game, but rather I'm deriving fun out of researching what will happen.  Some pairs might give the hero a small fighting chance with H as high as 4, but I'd say there are likely quite a few heroes when, by themselves, would still be an always loose with H as low as -4.

In any case, a couple weekends ago, I finally started this.  I didn't record the nitty gritty details about what happened, but I decided to start with the obvious start.  I had Legacy vs Baron Blade at Megalopolis.  Also, the value of H almost doesn't matter, as only two different cards utilize it (Slash and Burn and Baron Blade, flipside).  Also, Slash and Burn with H = 1 against a single hero nemesis at base is 6 points of damage, which is still rather harsh.

I ended up playing three games.  First with Legacy, and second with Legacy promo.  The third, I chose to team them up (while upping H to 2); however, given that I only have a single deck, I decided to share a single deck, play area, trash, and hand (more detail on how I had this work later, although I do feel now that is awfully over powered).

The first game was an embarrasing loss.  While the quickness of the loss I chalk up to luck, I still don't think he's cut out to win.  The definate loss was known with the first card being played was a second Mobile Defense Platform.  Legacy, as himself, has very small amount of cards allowing himself to deal any actual damage, and with no split damage, powering through two defense platforms is nearly impossible.  Galvanize is mostly useless when by himself, especially without the Legacy Ring.  Really, it appears the best hope for Legacy is to hope for Motivational Charge on the first draw, an early legacy ring, and as many damaging one shots as possible.  Best is to get Motivational Charge played before playing one shots (assuming you have Motivational Charge at the time) so that you can get the most use of the power phases you have, and it gives you some protection from the damage you'll take with it's 1 HP regain.  The second thing that basically drew out the quick game over is the environment putting out the cards not allowing one to use powers, play cards, or draw cards, and most of the environment cards requiring a discard to remove.  Falling Monorail actually becomes a nice bonus when Danger Sense is out.

The second game was a loss, but at least went down fighting.  While Galvanize is rather useless with one hero, Atomic Glare is very good.  Legacy ended up actually damaging Baron Blade, but I believe only half way before being defeated.  I'd assume that playing quite a few games might actually turn out one victory.

The third game I had Legacy followed by Legacy Promo (taking advantage of Galvanize on the first round).  I only had a single deck, so both characters shared all cards.  Any one shots that mentioned Legacy doing something would only apply for the Legacy of that turn.  Also, any lingering cards that mentioned Legacy when the card entered play would only apply for the Legacy of that turn.  When a card already in play had it's power used, it also would only apply to that Legacy.  Any card that altered stats (such as increasing or reducing damage dealt or taken) applied to both at all times.  Any lingering card that had any reactions to an event involving a Legacy would, for the duration of that reaction, only apply to that Legacy, but would trigger for either Legacy. If a card required all players to discard cards, the same hand would have to discard cards for both heroes.  (In most cases, it was all players discarding one card, this meant the single hand had to discard two cards to make up for the two heroes.)  This also meant that when all players were to draw cards, the single hand would draw for both heroes as well.  In this match up, H was increased to 2 for the team of two heroes. With the early draw of Motivational Charge and Legacy Ring, the typical play was for Legacy to play whatever card was best at the time, then Galvanize, and, when the Legacy Ring was in play, to use Motivational Charge, and then for Legacy promo to play a damage dealing one shot, use Atomic Glare, and, when Legacy Ring was in play, use Motivational Charge.  This got the most efficiency in damage dealing, and worked fairly well.  The environment became simple to deal with.  Also, except for one round on Baron Blade flip side, H never came up.  It was rather close though, with both Legacy at 4 HP or so remaining.

When I get around to it, I believe next I'll try Tempest vs Voss at Mars, followed then by Ra vs The Ennead at the Tomb (can Ra even survive at H > 1?).

(Also, a thought I had, especially for those who consider less than 3 H as pure blasphemy, instead of labeling H as being equal to the number of heroes playing the game, have H equal the number of hero turns per round.  Thus, having two heroes who take to turns per round would have H = 4, and a single hero who takes three turns per round have H = 3.  I'm not sure how balanced it is, but it might work.)

Yeah, a buddy of mine and me did the Legacy/Young Legacy team-up vs. Blade at one point.  We played with the "they're totally separate people" variant where each had their own deck, and you just ignored the other player's Limited, but only received the buffs from your play area.  I think we lost the first game due to lunar collision, but we won the second.  It was neat experience regardless.

It's tricky, because one of the main things (H) does is scale damage, and you won't actually have more hitpoints if you take more turns. On the other hand, one hero taking two turns is stronger than two heroes taking one turn (just look at how helpful the AA can be, even when he mostly just makes other people do things). So who knows, that might actually work quite well.

Another tricky thing with H scaling is that it just doesn't yield the same game with all values, for all villains. Some villains are a lot more scary on high H, while others are worse with few heroes.

The idea of 1-hero games against their nemesis is fun, but it's never going to be balanced. I feel sorry for Spite already. Tempest against Voss… might work. Tempest can output a lot of damage. But well, so can Voss, and he has a lot more hitpoints. The hitpoint assymetry seems the main problem you run into at 2 or 1 hero games. So Ra against the Ennead on H=1 should be pretty easy (since here the villain HP actually does scale with H), higher becoming harder in jumps. The Ennead works better with higher H or on advanced anyway, since then their nasty chain reaction combos start working well.

Hm, perhaps double hitpoints, take two turns, and play at H=2.5 (H=2 unless H-X yields 0, then H=3)? I've been playing around a bit with ways to make the game scale nicely to two heroes, but I stopped because playing with only two takes away so much of the planning and interaction you have at 3+ that even if the game scaled perfectly I wouldn't play with only 2 heroes. Still, there is something appealing about going 1-on-1, especially as a Sentinels fix when there's no one around to play with.

Heh, Tachyon versus the Matriarch would be a bit suicidal, I think, if she got a lot of birdies out and H = any number greater than 2 ;).

I guess Tachyon just isn't good with kids.  Or pets.  Or is it pests? :stuck_out_tongue:

In continuation of the one on one nemesis battles which I have started with Legacy vs Baron Blade, I figured I would move on with the Freedom Five. As Bunker does not yet have a nemesis proper at this point, I’ll be moving on with the Wraith.
I will be playing on advanced. (I can’t remember if I played against Baron Blade on advanced or not, bug, given the embarrassing defeat, I don’t think it would matter much.) Given three Wraith promos, it appears I will be playing three games (so much I am not looking forward to dealing with Spite three times). Rook City seems an appropriate environment for this battle. Again, H = 1.
First game is with the base game Wraith. At the start of the game, Spite has an Innocent Bystander in play, and the Wraith has two Trust Funds, and Impromptu Invention, and a Mega Computer. It appears the Wraith will have a good start.
At the end of the first round, Spite manages to kill two victims while the Wraith stands by idly watching, getting out her lnfrared Eyepiece, and dipping into her Trust Fund. After roaming through a couple Twisting Back Alleys, we find a Good Samaritan and Spite finds a lab and raids a couple drugs.
On the second round, Spite finds another lab to raid (given the H = 1, most drug cards may be ignored, which makes playinf Spite mich less of a tracking pain). The Wraith manages to save three people, and ready her combat stance. In all a comedic manner, a statue falls on Spites head.
Spite retaliates by taking more drugs and break into the Safe House. Wraith swoops in to send the Innocent Bystanders back to the “not so” Safe House, and Jabs Spite in the Throat. A bit of toxic sludge takes it’s toll on both.
At this point, Spite has released hia full monstrosity, and it is now a race to see who can take out whom first.
After this point the Wraith was definately in a losing position. With Spite dealing 5 damage pert round (6 if there was an enviroment card to destroy) and the Wraith with no damage reduction (even if using a stun bolt, that would have prevented two points of damage per round at the expense of four points of damage plus loosing five cards from the deck) there was little hope. It is clear to me now that going for a Smoke Bomb would have been a better choice than the Infrared Eyepiece. Given how long the game lasted, I believe I will play the other two Wraiths at some point in the future.

Isn't Wraith a nemesis to Iron Legacy? So, six games for her? Also, Bunker vs. Iron Legacy?

Given Iron Legacy having six nemeses, more proper would be to have all six heroes against Iron Legacy, and there are many others than me already doing that. Plus, I don’t feel like keeping track of that much in one game (I already have enough trouble keeping track of the three decks as is). I likely won’t play all three Wraiths as my experience seems to be her base power won’t be used much at all, thus making the only real difference which cards show up. After this I plan on the fourth Freedom Five member, Tachyon.