Це відео не доступне.
Перепрошуємо.
Rise of Red Skull Review | Marvel Champions
Вставка
- Опубліковано 13 сер 2024
- My review of the Rise of Red Skull campaign for Marvel Champions after having completed it a 4 times.
00:00 Intro
01:13 How I score campaigns
02:15 Campaign Structure
02:38 Crossbones
05:48 Absorbing Man
08:02 Taskmaster
09:44 Zola
11:37 Red Skull
12:50 Replay Rating
Please help my channel grow with a like, sub and comment!
Check out my decks on MarvelCDB. Not all of them are great, but many of them are fun!
marvelcdb.com/decklists/find?...
Check out my other channel about Dungeon World, a tabletop RPG:
/ @sessionzero
#marvelchampions #marvelchampionslcg
Oh man, as I'm re-watching this review this morning I realized I didn't give a "general strategy" for the campaign! I like to pick a hero with a 2/2/2 stat line who can beat Zola quickly! He's the biggest speed bump in this campaign and I hate getting bogged down by him. If my hero doesn't have a signature ally, even better (again because of Zola LOL).
I'm new i just bought the corebox but i don't know what to buy after that (wich one is more fun and replayable) rise of the red skull or sinister motives, i searched for sinister motives on your channel but i didn't find it. Eventually i hope will habe both, but wich one would you buy first ?
Also i want to buy wolverine, and mojo or green goblin packs.
@venomenoide Sorry for the late reply, I'm working 60 hour weeks and haven't been getting online very often.
Rise of Red Skull and Sinister Motives are both a lot of fun. Do you want to build up your Avengers or Spiders? I would think Spiders with a name that starts with Venom lol. Both have fun heroes and villains!
Wolverine is blast. Very powerful and a lot of fun. A great addition to any collection!
Mojo Mania has three scenarios and a mini-campaign (which is something I hope they do again in future scenario packs).
Green Goblin has one great scenario (Mutagen Formula) and one "okay" scenario (Risky Business), but it also has some really good modular encounter sets! If you want to build up your Spidey villains Green Goblin is a great pack to get, but the three-scenario mini-campaign in Mojo is really fun too because you can play through it pretty quickly.
I hope this helps!
Great review and love the replayability metric
Thanks! I always feel that it's a wonky review style, but I'm glad you liked it!
Hi, I'm Brazilian and I would like to know if these cards, of which you only have one use, are exclusive to this Red Skull campaign
Or can I use them in other expansions?
The one-use Tech upgrades (Adrenal Stims, Tactical Scanner, Emergency Teleporter and Laser Cannon) and the Condition Upgrades (ATK, THW, DEF and Recovery) are specific to this campaign, and cannot be earned or used outside of it. I didn't mention that in the review because that's a standard thing across all campaigns. They all have something that is specific to that campaign and only useable there.
Great campaign, except Absorbing Man. As a compensation, Zola is very punitive. Overall, a very good experience both first time than replaying it. Thanks for the video.
Yeah there's a huge difference in Absorbing Man and Zola. I didn't think of it as Zola overcompensating for A.M., but you're exactly right! Thanks for watching!
Cable would be cool to watch.
Good to hear! I don't know when I'll run this one on camera again, but when I do I'll run Cable!
@@solomarvelchampionwe are currently running a cable justice, iron heart justice, and Valkyrie agression setup and it is silly how easy they synergize on expert.
I agree with pretty much everything here but I'd give Crossbones a lower final difficulty (2) and Zola a higher final (3). Net is the same but Zola's final difficulty lower than Crossbones' feels wrong to me HAHA!
Yeah I hear what you're saying, but for me it comes down to the campaign rewards. Crossbones is a little bit harder because you won't have earned any yet, and when you get to Zola you might still have the tech upgrade, you'll have a condition upgrade, and you'll hopefully have 1 or more of the captive allies. Of course, everyone's mileage varies!
@@solomarvelchampion That makes some sense, but I still think Zola's way harder than that haha.
It may be the campaign structure. I never really had an issue with him in that campaign but he is really very hard outside of it. Solo at least as he doesn't scale.
The villains here have next to no campaign scaling while the players do so the difficulty is pretty flat, down even if you can keep your big one off for Red Skull (+5 cards for me😊)
@@jonathanpickles2946 Tactical Scanner is VERY good and is the one I picked in my first every play of this campaign. I also think I was more worried about Zola than I needed to be, although I will probably still pick Laser Cannon every time now just for him LOL. The full card pool helps a lot (and that's something I meant to say in my intro: "I'm using the full card pool through Wave 7" but when I was writing my script I forgot that point LOL), and Hawkeye is much faster than I remembered him being in my first few attempts with him, which were actually only last year!
@@jonathanpickles2946 I've only played the campaign once and took Adrenal Stims, which I think I popped pretty early in Taskmaster haha. Zola was really frustrating for me both in and out of campaign so the only time I play him now is when I've built a new deck and want to see how it does against him haha.
The tech upgrades are not single use. They can cycle through your deck several times during its scenario. So when you decide to use them, just use them early and often!
That's true and a good point! It can be used multiple times in one scenario if you draw into it after discarding it, but once used is removed from the campaign log so that it can't be used in subsequent scenarios. In my Hawkeye run I never decked out in any scenario so it wouldn't have come back around, but it obviously could have. Good catch!
They are single use. Removing it from the campaign log is a cost that can only be payed once. You can’t remove something that’s no longer there.
They can be replayed later to protect against Caught Off Guard or to give Iron Man +1 handsize (for example), but their actual abilities are single use.
OH! That's a good point!!!!!