The supplemental house rule is that if all game piece characters were either green or wearing green, then the player is also granted a theme team probability control. It's a pretty unique rule for the "luck" that the holiday and Irish culture symbolizes. So, this year, let's look at the team.
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| NorwinKnight's St. Paddy's Day Build - 400pts |
The first piece to go on the team is the green spirit of vengeance, The Spectre, is a probability control dispenser when left to his 35pt dial. His special power is to grant probability control to his teammates regardless of line of fire. It will surely come in handy when I fail another dice roll or compensate for another re-roll by another player. His value is certainly cheap, so that also is going to help out and leave room for bigger heavy hitters.
Namor may look like he's just lounging around disinterested, but the green robe on the Atlantis ocean throne counts as wearing of the green. His biggest ability to this team is making soldier tokens that spawn out for eternity. As long as they are on the map, they can be "assigned" to keep guard blocking a Spectre from enemy fire. Surely, Spectre is going to be the first target on the map for enemy players, so keeping him entrenched behind a legion of Atlantean soldiers is the best protection for him. Players would be forced to kill the soldiers first, using up a turn to then be replaced by another soldier the next round. Namor is also pretty sound offensively and defensively by being able to be re-positioned in a sidestep, have an 11 attack value and an 18 defense.
So, while the soldiers keep watch over the KC Spectre, the Bizzaro Green Arrow is another great piece to keep in the game. He would more likely be a guard for Namor or another valuable piece under attack. Since he's a Bizzaro, he has a special power that reverses a ranged combat expert. Adjacent targets are ignored and the ranged enemy attacker is assigned a -2 to their attack dice roll. Even if the attack is successful, it still keeps harm away from bigger, more important pieces.
With the remaining points to fill on this team, Jean Grey's 100pt New X-Men from the Uncanny X-Men set (or her 50pt counterpart in the fast forces set) can bring Telekinesis to the team to be used when a piece is in dire need of rescuing. As long as the target is in range and line of sight, there can be a free movement to another point on the map.
Mary Jane is a cheap 25 point figure that brings a perplexing power value to the team. She's going to be watched carefully and hopefully stays out of danger. She's not very deep with her dial, but has perplex on every click of life. She will come in handy helping out the last two players on the team who's attacks aren't that strong.
Rounding out the team are the Riddler and Scrambler. They might not be in the best attacking mode, but they do counter a lot of the other team's offense. The Riddler has a special defense that allows the player to predict a dice roll number. If it's guessed correctly, then damage or dice roll value is reduced effectively making that attack wasteful. Scrambler is the outwitting machine that makes all visible powers null and void. He has a short dial like Mary Jane, but can be a real annoyance for any opposing player's plans.

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