This next installment involves Chase Thanos from Galactic Guardians. It seems
that someone complains about his abilities and brokenness every other
day. But as with every figure, all we need to do is look at the figure
and pretend it doesn't have any special power.
--For the points,
he is pretty manageable. His stats are on par on both 350 and 300 point
level dials compared with similar costing figures. He has the usual
powers like Impervious and Power Cosmic. Honestly, any decent team can
beat him at a 300 point level. 400 and higher you need a few more tricks
up your sleeve. You will almost never see him played at 300 so you need
to prepare for the 350 version.
--Effective Figures: anything with a
decent attack and damage value (11 and 3 or 4 respectively) that can
deal penetrating damage and the usual support like prob control and
perplex.
Now we stop pretending and look at the special powers. Here is the dial for reference since there is a lot to discuss.
Let's deal with "Toy With You" first: basically it's a free action to switch the value of your speed with your attack.
--This
sucks and is impossible to stop barring using GG Adam Warlock or SI
Yellowjacket. If you want to attack Thanos, he will most likely be able
to toy with you because of open lines of fire
--Effective Figures: listed above - outwit the TA then the power.
Next
is "Teleport My Greatest Enemies": power action to grab the 2 highest
point figures on your team no matter where they are and place them
adjacent to him. This is an issue because it splits up your force and
you can guarantee Thanos packed a bunch of buddies to dish out damage
when you get there.
First thing to realize is this isn't on the
first click at the 300 point level so you don't need to worry about it
there. At 350, he has it on first click but you don't need to worry
because in 400 points, a 50 point fig isn't going to destroy you. If you
play golden age and he is teamed with SI Spiderman and the Shield
Disruptor object, he can hurt you but that's if the attack succeeds.
More commonly, you'll see him in 500 points or more so we will focus on
that.
I'd venture to say the most common buddies that Thanos
brings in 500 are 2 IH Wolverines at 70 points each. 12 attack with
flurry or exploit weakness at 3 damage a piece. Thanos can use perplex
on one of the damages as well. Again this won't destroy you but it will
hurt a good amount and will hurt your ability to take on Thanos. You get
to the higher point games, you will see more Wolverines or higher
damage dealers and possibly even some Psychic Blast or Pulse Wave. There
isn't much you can do to stop those pieces so let's stop Thanos.
--The
first is with theme team. How? By getting the added bonus to your map
roll and picking the Incredible Hulk Shadowlands map, you are able to
limit Thanos' range on this power. As it stands, he can do it from
anywhere on the map. With Shadowlands, it is now only 6 squares or
closer that he can do this. If you are lucky, you don't have to run
theme and will still win the roll. The downside to this map is you are
hindered to 6 range as well but if you build your team well, you can
overcome this. If you don't have access to this map, pick a map that
allows you to be able to get on top of elevated and shoot down onto
Thanos, preferably the Chaos War Fast Forces Castle map because both
starting areas are on elevated but not the highest level or some other
map with elevated on both sides.
--Next thing is power action
stoppers. CW The Unspoken and GSX Leech come to mind. Leech is great
because he can hide in hindering for stealth cover or behind a wall and
as long as you are 6 squares from anyone, no power actions for them. If
you can carry leech in or TK and carry, you will shut down many figures
in the game.
--Again, outwit can work if you use Adam Warlock or Yellowjacket but you're dedicating a minimum of 100 points.
--My
favorite tactic but most risky is the blitz! I have done it
successfully by getting a TKer 8 squares away and then next turn TK IH
SR Black Bolt next to the next TKer and they TK BB in range of Thanos
for a Pulse Wave that dealt 4 to everything on Thanos' team. But there
are better strategies. Getting a figure up in his face or shooting at
him quickly is key and you need to have good stats to guarantee that you
hit. IG Runner is a great piece to help out. Depending on how Thanos is
set up, you should be able to get an attack in with Runner even though
he is a double based figure. Attach the Space gem and he has 17 movement
HSS and a Special Power that allows him to use Exploit Weakness during
HSS (you normally can't do this). He will have a 12 attack and 3 damage
which puts Thanos off the teleport power! Now, Runner isn't the only
piece that'll work but it was a good example. When you blitz, make sure
Thanos takes exactly this many clicks: 1, 2, 3, 5, 6, 9, 10, or 11. If
he clicks the dial that many times, he won't have the power so you are
better off than you were.
--Another good thing to do is create a team
that isn't dependent on your highest figures or in others words, a well
rounded team. This limits the effectiveness of Thanos' ability. The
only issue with this is if the opponent KOs both figs he teleport by his
next turn. If that happens then he can teleport again!
-- Punish
figures for hitting or missing you. Mystics TA use will help a bunch. If
the opponent is attacking Mystics, they will take damage as well and
ultimately dish out less damage over time. Ant man and Wasp duo have a
high defense, super senses, and will deal an unavoidable to any figure
that misses an attack!
--If you perplex the defense of your high
point figs before he teleports them, that could buy you another turn if
his dice don't play nice. If your figure happens to have combat reflexes
as well, that won't hurt you either if he plans on using Wolverines or
other close combat attackers. Same works for energy shield deflection if
against a ranged threat. You can't count on the build you are going
against so just get used to perplexing instead.
--Lastly, don't do
anything to both of your high point figs on the first turn if you go
first. This negates first round immunity and Thanos can teleport you.
You can to one or the other or neither but not both.
--Effective
Figures: Shadowlands map, theme team, CW046 The Unspoken w/ taxi, GSX026 Leech w/ taxi,
GG032 Adam Warlock, SI006b Yellowjacket, IG005 Runner, mystics TA, CW053 Ant man and Wasp,
perplex
The Stone Golem power is cool but it isn't game breaking.
If you're really worried about it, keep tokens on Thanos with
incapacitate. Otherwise, just ignore it. Chances are you'll hit him past
it or if he is on the click, he would rather attack.
Drained the
cube is a great power that can be annoying. It gives him
Invulnerability and can only be attacked by an adjacent figure. Make
sure you have some Charge or HSS ready if he winds up on these clicks.
So
there we have it, Chase Thanos is all his glory. You can see now how he
was able to lose in the comics can't you?! He is tough to beat for
sure, don't get me wrong, but he is manageable if you play smart and
don't stress. Keep calm and clix on!
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