Some remarks on the villains now that the score sheet is out.
Team: Legacy, Team Leader Tachyon, Haka, Tempest
Settled on Legacy and TLT right off since I thought they would provide support, some tanking capability, and TLT having some big hit capability in the later rounds. Beyond that I finally settled on Haka and Tempest for steady ability to inflict damage plus their additional cards that could help with villain control (Lightning Ball, Savage Mana, Ground Pound) as well as a TLT-fueled Haka of Battle being available. No direct villain deck manipulation capability beyond Take Down, but otherwise some pretty broad capabilities.
All games were played on Normal since it was my first exposure to the villains, and even a few of the environments, beyond seeing some of the cards as I unpacked them.
Game #1 - Deadline
Never felt the heroes were threatened that much in this game. Catastrophe cards were generally kept in check by Tempest or TLT using cards such as Lightning Ball. Legacy got Inspired Presence out and then played Fortitude and one-shots while using Galvanize to support the other heroes. TLT facilitated card draw for the most part while chipping away with minor attack cards (which adds up with +2 damage dealt). Haka used Crush, Mere, or Taiaha and simply pounded away on the villain. Tempest played one-shots and used his base power a lot since Hail Storm wasn't drawn until late.
3 Environment cards were removed, but little threat of more.
Deadline never flipped, so his second side remains unseen. From the mix of weapons and catastrophes I expect that he could push a weaker team who doesn't have the right cards or powers available. I also expect that in advanced play he would prove much more obstinate as well.
Game #2 - Progeny
The heroes saw more pressure in this game, but things never appeared to be spiraling out of control. The normal rules on Scions never allowed them to get out of control - and actually allowed choice in which ones to deal with as more came out. Three of the four heroes got DR -1 early on, and thus one of the Scions had little effect. Villain play was also slowed by Take Down being played twice by Legacy. This allowed the heroes to get organized for pushing out damage; all with a +2 damage dealt bonus courtesy of Legacy. Game was ended by a 14-card discard to power a Haka of Battle.
This is a villain I want to see played in advanced mode. With the Scions staying out and building up I expect such a game to be short and frantic - sort of like playing against PlagueRat. A race to inflict enough damage before the Scions become overwhelming.
Game #3 - Kaagra Warfang
A curveball style game with different winning conditions than usual. The heroes mainly rolled out DR early to allow another gladiator or two to come out. A round of pounding on gladiators got the heroes an early favor lead, and TLT the Death Dealer title as she finished off a gladiator using Sucker Punch. Things actually looked fairly easy for the heroes to maintain a favor lead and win.
The tide turned as a Fickle Crowd stole most of the hero favor and gave it to the Bloodsworn. Villain one-shots were taking on-goings and equipment (mainly DR), and Kaagra Warfang also entered the combat. Followed quickly by more gladiators and the Bloodsworn were quickly well ahead in favor. The heroes were inflicting damage, but facing an uphill battle. Legacy was using Motivational Charge, Legacy Ring, and Galvanize; TLT via small damage burst cards; Haka using Taiaha; and Tempest with Electrical Storm, one-shots, and Grevious Hailstorm.
The game turned with TLT neutralizing most gladiator damage for a turn with a Hypersonic Assault. The heroes spread their other damage around to set up a big next round against a bunch of gladiators with low HP including Kaagra Warfang down to 4 HP. The favor at that time stood 17-10 with the Bloodsworn close to winning. Two more gladiators came into play on the villain turn, but netted no additional favor. The environment kicked in Imbued Fraility to help with damage even more. Legacy led off the heroes turns with setting up Galvanize again.
Team Leader Tachyon then unleased a simple Accelerated Assault. However, with +3 damage dealt this was 4 melee damage per gladiator in addition to Death Dealer allowing her to destroy gladiators with up to 7 HP. TLT proceeded to take out Kaagra Warfang and four other gladiators completely in addition to wounding two more for 4 HP and gaining at least 1 more colosseum title. An impressive 14 points of favor to push the heroes to a 24-17 win.
This is another villain I expect to hit the table more often with players who have played the game a few times. It's a very good game to go against a non-standard set of victory conditions, a combat environment that is changable, a bit fickle, but will provide entertainment.
Game #4 - Infinitor
A game full of targets rolling out between Infinitor and the environment (Enclave of the Endlings). The heroes were kept hopping for a bit to deal with them, but settled down to form pretty quickly with getting DR cards out, Legacy getting the Legacy Ring - Motivational Charge - Galvanize combo going, and the rest of the team pounding away with one-shots and powers getting enhanced damge thanks to Legacy. Finished off by TLT dropping two 10-point Lightning Barrages on Infinitor's head.
Should have played Infinitor first to get more of a rise in threat from him to Deadline to Progeny. In any case, this villain needs some further plays in order to see if he remains interesting and how his advanced side works out.
I also want to see the Enclave of the Endlings environment more. Only saw 4-5 cards from it, and it looked target heavy and pretty interesting in how it helped or hindered the heroes. The one environment card that played a card from each deck did not complete a cycle because TLT's top card was an environment/on-going destruction card. Oops.
Game #5 - Wager Master
I figured this game was going to be odd due to a few factors; villain art, 51 HP, and some forum discussion. (Low villain HP generally indicate something special in terms of victory conditions of villain ability to avoid or heal from damage.)
The game started out with Conditions rolling out, including multiple Wagelings. Heroes were putting out defense cards, building up, and being wary of how the multiple condition cards were affecting play and victory conditions. Including desirability of flipping conditions face-down or not. Eventually enough Condition cards built up and Wager Master flipped.
So now it was a random condition up, a set down that set X for some effects, and Wager Master putting out more cards. With occassionally the Condition being that if Wager Master hit 0 HP the heroes would lose. While this was going on the Omnitron-IV environment was being mildly annoying with drones and destroying a piece of equipment now and then.
However, the hero response once Wager Master flipped was pretty blase' - they simply pounded the heck out of him. AOE attacks did enough damage to stop the drones, and there was no reason to kill Wagelings since they were simply going to be re-shuffled. Wager Master was purposefully kept at around 15 HP when the one condition was out. A Take Down kept any more Conditions from coming out. And once the heroes could win simply by finishing off Wager Master they did so with Haka of Battle enhanced Crush.
I was actually a bit disappointed by this and thought there would be a little more to it.
Will have to see how he plays again to see if this was a one-off. And also see how advanced play affects this as well.
Summary
An interesting set of villains to face "fresh" with a solid hero team. Will have to get more games in with a variety of hero teams to see how I rank these set of expansion heroes as compared to the others.