Post by lastcranston on Oct 19, 2020 13:41:14 GMT -5
Time for the final avenger in the core set. Don't worry I've saved one of the best for last.
Widow has an awesome top row, long move at 2 threat is powerful. Size two means she can grab cover decently easy too. Never underestimate a low cost model that can dash for objectives that fast.
For defenses things are less good. We are working.g with 3 physical 2 energy and 4 mystic. Mystic damage is rare and energy is pretty common so be careful how close you get with Widow her 4 stamina will not last long if you get caught out of position.
Attacks wise things are alright.
Our strike is energy so thats neat. Still range two, four dice but on a wild the struck character loses a power. Dont expect this to do much four dice without mods is not alot to work with.
Pistol is also not great. It doesn't cost anything but its just range 3 with four dice so worse than our strike if its a choice.
Mixed technique is your best attack its a 2 cost spender so its not an every turn attack but Widow isn't for fighting. Your getting four dice at range two same as the strike but on a wild you get to move long and if it deals damage you inflict a stagger. Now chances on either are not perfect but its the prefect getaway if you have to hit somebody.
Alright our super powers are what keeps us alive.
First up we have counter strike. This kicks in if an enemy character attacks us from within 3. You pay two power to roll four dice and any Wilds or crits deal a damage. The threat of this one is honestly more useful then the skill itself but if your avengers the one power is worth it as long as you have two left for the getaway slap (mixed technique)
Martial artist makes us count blanks against physical and energy attacks as long as they came from within two. This plays perfectly into using counter strike and mixed technique to get out of doge
Last up is the big one stealth. She can't be hit by attacks that originate outside of range 3. This plays into counterstrike perfectly since its the same range band. If they come within 2 even better.
So Widow is the absolute champion of grabbing a mid field objective and keeping it. She gets up there fast and has the tools to stay there. If any big heat comes her way she has the tools to dance around it and stay on her feet. She's great at picking up objectives for the same reason and all for cost 2 absolute 10/10. Shes one of the first characters I reach for when I'm building rosters
Widow has an awesome top row, long move at 2 threat is powerful. Size two means she can grab cover decently easy too. Never underestimate a low cost model that can dash for objectives that fast.
For defenses things are less good. We are working.g with 3 physical 2 energy and 4 mystic. Mystic damage is rare and energy is pretty common so be careful how close you get with Widow her 4 stamina will not last long if you get caught out of position.
Attacks wise things are alright.
Our strike is energy so thats neat. Still range two, four dice but on a wild the struck character loses a power. Dont expect this to do much four dice without mods is not alot to work with.
Pistol is also not great. It doesn't cost anything but its just range 3 with four dice so worse than our strike if its a choice.
Mixed technique is your best attack its a 2 cost spender so its not an every turn attack but Widow isn't for fighting. Your getting four dice at range two same as the strike but on a wild you get to move long and if it deals damage you inflict a stagger. Now chances on either are not perfect but its the prefect getaway if you have to hit somebody.
Alright our super powers are what keeps us alive.
First up we have counter strike. This kicks in if an enemy character attacks us from within 3. You pay two power to roll four dice and any Wilds or crits deal a damage. The threat of this one is honestly more useful then the skill itself but if your avengers the one power is worth it as long as you have two left for the getaway slap (mixed technique)
Martial artist makes us count blanks against physical and energy attacks as long as they came from within two. This plays perfectly into using counter strike and mixed technique to get out of doge
Last up is the big one stealth. She can't be hit by attacks that originate outside of range 3. This plays into counterstrike perfectly since its the same range band. If they come within 2 even better.
So Widow is the absolute champion of grabbing a mid field objective and keeping it. She gets up there fast and has the tools to stay there. If any big heat comes her way she has the tools to dance around it and stay on her feet. She's great at picking up objectives for the same reason and all for cost 2 absolute 10/10. Shes one of the first characters I reach for when I'm building rosters