Building for the Event Dial [pt. 5]: Civil War

M+M E005 CIVIL WAR
Based on the 2007 Marvel Comics crossover, this dial is, in my opinion, just north of unplayable in the current game environment. Why? Read on…
THE SETUP: Before the beginning of the first turn, each player must declare his or her force to be either Pro-Registration or Anti-Registration.
WHAT IT MEANS: You get to choose to be either handicapped (Pro) or advantaged (Anti). This will become clear. Note that nothing here prevents both sides from picking the same affiliation.
TURN THE DIAL: Immediately when any character is captured, and at the end of a round in which any character was knocked out.
WHAT IT MEANS: This is a slow-moving dial for players with defensive styles.
STAMFORD EXPLOSION (yellow, slot 1): At the end of each player’s turn, that player chooses one of his or her characters adjacent to an opposing character and rolls a d6. On a result of 1, that character must immediately use Pulse Wave as a free action as if it had a range value of 12.
WHAT IT MEANS: This effect can [I]never happen[/I] in the current game environment since Pulse Wave, a ranged combat action, cannot be used in adjacency! Even when the dial was released, only flying characters (or boot speed characters IF based by a flyer) could still use Pulse Wave in adjacency.
REGISTRATION ACT (red, slots 2-10): All characters on Pro-Registration forces ignore any team ability they possess. They can use the S.H.I.E.L.D. team ability, and they can also use the Capture ability, but they can’t release captives.
WHAT IT MEANS: Pro-Registration side pretty much gets the shaft. Any team abilities that served well in the early game are gone and replaced by the SHIELD ability, which is practically useless for this game unless you field characters with some sort of anti-Stealth Traits, feats or Special Powers. Being able to Capture without getting the points for it is also largely pointless thanks to the later BREAKOUT condition. The upside is that an aggressive Pro-Reg team may be able to win the game early with a combination of Captures and KOs. It’s a risk-reward ratio that may be worth considering, so field characters with Willpower/Indomitable and who can ignore terrain to best chase down the rebels. Plasticity could also yield dividends for Capture attempts.
REBELLION (blue, slots 2-10): All characters on Anti-Registration forces ignore any team ability they possess. They can use Stealth, and move actions given to them don’t count toward their controller’s available actions for the turn.
WHAT IT MEANS: Essentially, they get the Batman and Avengers TAs, making the Pros’ SHIELD TA utterly useless. The free move also enables the Antis to outmaneuver the Pros. Anti-Regs will want to field fliers and auto-breakaway powers to help movement through hindering terrain. Ranged attackers are also important since being based risks Capture — and Phasing/Teleport or Plasticity are good guards against that, as well. One more tip: cheap sacrifice pieces, such as pogs, can speed up the slow-turning dial if key pieces do get Captured.
BREAKOUT! (orange, slot 10): All captives are immediately released.
WHAT IT MEANS: Any Pros who Captured early in the game will find themselves instantly tied up and the Anti-side will gain a hefty second wind. One more reason not to go Pro.
DETENTE (black, slot 10): At the beginning of each player’s turn, he or she rolls a 2d6. On a result of 10-12; the game ends immediately.
WHAT IT MEANS: The game may suddenly end at any time.
SUMMING IT UP: Civil War simply doesn’t work so well under the game’s current rules. The STAMFORD EXPLOSION will never go off unless the rules are changed. Players will never pick Pro-Registration if given an informed choice (unless they just like a challenge). And if the teams are small enough, the final slot may never be reached. Overall, although Civil War is fairly easy to pick up and play, it can be terrifically UN-fun for the sucker who picks Pro-Registration. But if both pick Anti-Registration, the spirit of the dial is lost.

At LONG last, I continue this series. (See the other parts here.)

M+M E005 CIVIL WAR

For the record: my head was with Iron Man. My heart, with Cap. And my middle fingers were up at Marvel for writing both JUST out of character enough to all but ruin the otherwise interesting premise.

For the record: my head was with Iron Man. My heart, with Cap. And my middle fingers were up at Marvel for writing both JUST out of character enough to mess up an interesting premise.

Based on the 2007 Marvel Comics crossover, this dial is, in my opinion, just north of unplayable in the current game environment. Why? Read on…

THE SETUP: Before the beginning of the first turn, each player must declare his or her force to be either Pro-Registration or Anti-Registration.

WHAT IT MEANS: You get to choose to be either handicapped (Pro) or advantaged (Anti). This will become clear. Note that nothing here prevents both sides from picking the same affiliation.

TURN THE DIAL: Immediately when any character is captured, and at the end of a round in which any character was knocked out.

WHAT IT MEANS: This is a slow-moving dial for players with defensive styles.

STAMFORD EXPLOSION (yellow, slot A): At the end of each player’s turn, that player chooses one of his or her characters adjacent to an opposing character and rolls a d6. On a result of 1, that character must immediately use Pulse Wave as a free action as if it had a range value of 12.

WHAT IT MEANS: This effect can never ever happen in the current game environment since Pulse Wave, a ranged combat action, cannot be used in adjacency! Even when the dial was released, only flying characters (or boot speed characters IF based by a flyer) could still use Pulse Wave in adjacency.

REGISTRATION ACT (red, slots B-J): All characters on Pro-Registration forces ignore any team ability they possess. They can use the S.H.I.E.L.D. team ability, and they can also use the Capture ability, but they can’t release captives.

WHAT IT MEANS: Pro-Registration side pretty much gets the shaft. Any team abilities that served well in the early game are gone and replaced by the SHIELD ability, which is practically useless for this game unless you field characters with some sort of anti-Stealth Traits, feats or Special Powers. Being able to Capture without getting the points for it is also largely pointless thanks to the later BREAKOUT condition. The upside is that an aggressive Pro-Reg team may be able to win the game early with a combination of Captures and KOs. It’s a risk-reward ratio that may be worth considering, so field characters with Willpower/Indomitable and who can ignore terrain to best chase down the rebels. Plasticity could also yield dividends for Capture attempts.

REBELLION (blue, slots B-J): All characters on Anti-Registration forces ignore any team ability they possess. They can use Stealth, and move actions given to them don’t count toward their controller’s available actions for the turn.

WHAT IT MEANS: Essentially, they get the Batman and Avengers TAs, making the Pros’ SHIELD TA utterly useless (except in conjunction with a Special Power or Trait to draw lines of fire despite Stealth). The free move also enables the Antis to outmaneuver the Pros. Anti-Regs will want to field fliers and auto-breakaway powers to help movement through hindering terrain. Ranged attackers are also important since being based risks Capture — and Phasing/Teleport or Plasticity are good guards against that, as well. One more tip: cheap sacrifice pieces, such as pogs, can speed up the slow-turning dial if key pieces do get Captured.

BREAKOUT! (orange, slot J): All captives are immediately released.

WHAT IT MEANS: Any Pros who Captured early in the game will find themselves instantly tied up and the Anti-side will gain a hefty second wind. One more reason not to go Pro.

DETENTE (black, slot J): At the beginning of each player’s turn, he or she rolls a 2d6. On a result of 10-12; the game ends immediately.

WHAT IT MEANS: The game may suddenly end at any time.

SUMMING IT UP: Civil War simply doesn’t work so well under the game’s current rules. The STAMFORD EXPLOSION will never go off unless the rules are changed. Players will never pick Pro-Registration if given an informed choice (unless they just like a challenge). And if the teams are small enough, the final slot may never be reached. Overall, although Civil War is fairly easy to pick up and play, it can be terrifically UN-fun for the sucker who picks Pro-Registration. But if both pick Anti-Registration, the spirit of the dial is lost. Ultimately, like the storyline it’s based on, Civil War ends up being a self-contradictory mess.

EDIT (3/15/10): So at a friend’s suggestion, I played this event dial and picked Pro-Registration anyway as a challenge. Though the STAMFORD EXPLOSION condition was duly ignored (since neither of us were playing any Sharpshooter characters), a knockout came fairly early in the game to activate the REGISTRATION ACT and REBELLION effects. That’s when I learned the full power of even the nerfed Capture ability to instantly remove a heavy hitter from the board with a single hit. Because the Civil War dial is so long, a Pro-Registration can get a great deal of mileage from this ability. So this addendum to the article advises: Pro-Registrationers should field  Lunge-equipped Leap/Climb pieces with Combat Reflexes to act as captors. Anti-Registration forces should not tentpole.

Next in the series, I’ll get off the soapbox and show you how to set Time Bombs…the harmless kind found in HeroClix, of course. See you then!

3 comments

  1. When I played this dial, we went with the apparent intent of the dial, and rolled the Pulse Wave anyhow. It didn’t have any effect on the game, since the rolls missed and someone was KO’d in a different part of the board before it made any difference.

    One thing I will say about this dial is that it plays EXACTLY the way the crossover read: long, boring, ends on a totally unresolved note, and the Pro-Reg guys win despite the advantages of Anti-Reg.

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