From our Friends at Geek Public Radio Hey folk! On this week’s article we’re going to be discussing everyone’s favorite “Living Plant”, the newly released Groot. Groot is a low-cost, close range, defensive character that specializes in heighted resiliency with a powerful control element. With a high stamina of 7 on both healthy and injured sides and a physical defense of 4, most heroes are going to have some issues chopping down this tree in a single activation. If they do not, Groot can activate and use his “Living Plant” superpower to heal 3 damage for 2 power as many times as he likes. (Remember, an active superpower can be used as many times as a player likes during that character’s activation, as long as a character has enough power to use it, unless the text on the super power says otherwise!) On the Offensive! Groot can make a fairly standard range 2, 5-dice physical strike that gains him power per damage dealt. Alternatively, for a costly 6 power, Groot can unleash his “I AM Groot!” attack to throw a character of any size medium (before damage is dealt and not away from Groot) and stagger them — assuming the 8-dice physical attack does not daze or KO them. While Groot is likely going to be burning through power to keep himself standing (especially if he is on guard duty, soaking up attacks meant for Rocket Raccoon), look for opportunities to really control what your opponents wants to activate with this attack, as it has the potential to displace, stagger, damage, AND potentially throw a larger enemy character at another one of your opponent’s characters. Overgrowth and Choking Spikes: The Root Special Condition “Tangling Vines” is likely one of the biggest assets everyone’s happy tree friend brings to the table, allowing Groot to inflict the new special condition “Root” on an enemy character within Range 3. This condition forces the emery character afflicted by this status to spend one additional power when using an active or reactive power. Fans or foes of Loki may well have seen how frustrating it can be to be a single power short of using a key superpower when the Trickster God is near, and this status mirrors that effect. (As well as stacking with it, increasing the cost of all active and reactive super powers by 2!) Keeping aware of your opponents superpowers and their associated costs can let you complicate an enemy character’s activation significantly, limiting how they can respond to Groot and his teammates. This status can be used to prevent reactive super powers, such as Bodyguard or Vibranium Shield, from being used if your opponent was camping just enough power to prevent Groot from “I AM Groot” attacking and throwing a Hulk into the Captain America trying to defend him. Applying Root onto a low-power Baron Zemo or Valkyrie can stop them from using their Charge super power, forcing them to waste an activation walking into position and then attacking you, radically changing their offensive capabilities, as both of those characters typically enjoy using as many of their low cost super powers a turn as they have the power to spend for. In many cases, root might be as effective as stagger and will remain on an enemy character until they can remove it. Plodding Advance of the Highly Flammable! Now onto the negatives, the largest of which is Groot short movement stat. This makes him among the slowest characters in the game, alongside Venom and Crossbones. As with all low-mobility characters, make sure to plan ahead on where you want Groot heading to as a misplacement could lead on a very long and tedious walk to get into position. If you want Groot to sit on a middle line secure objective, you will need to position him almost straight behind it in order to make it their in 2 short moves and will need to be clear of interactive terrain where his base will end up. This low mobility, in conjunction with only having access to Range 2 attacks, means Groot will be most at home sitting on a secure point and letting his enemy’s come to him. Tactical Tip: Movement. Given the nature of movement in this game and as a curiosity, I sat down to go over ranges in this game. I measured out exactly how far, in inches, each range tool and movement tool is, and then did the math for how far each base size moves as a result of using each movement tool, for both a single movement and double move. Importantly, all ranges are rounded down. Measurement for Range, Movement Tools and Bases Tool/Base Length Base Size Movement Single Double Range 1 1″ Short (35 mm) 6.0″ 10.6″ Range 2 3″ Medium (35 mm) 7.7″ 14.1″ Range 3 6″ Long (35 mm) 9.8″ 18.3″ Range 4 8″ Short (50 mm) 7.1″ 12.4″ Range 5 10″ Medium (50 mm) 8.9″ 16.9″ Short ~3.25″ Long (50 mm) 11.0″ 20.1″ Medium ~5″ Short (65 mm) 8.3″ 14.1″ Long ~7.125″ Medium (65 mm) 10.1″ 17.6″ 35 mm 1.37″ Long (65 mm) 12.2″ 21.9″ 50 mm 1.96″ 65 mm 2.55″ With only 2-energy defense, characters like Killmonger, Captain Marvel, or even a traitorous enemy Rocket can burn Groot’s health to ash with only a few decent rolls, potentially negating his regenerative advantage by dazing or KO-ing Groot in a single activation. Be aware of your opponent’s energy attacks, and ideally position Groot to not have to fight those types of characters head on. Unfortunately, due to his large size, finding cover against enemy attacks will also be a bit of issue, as Groot will need to locate a size 3 or more interactive terrain piece (ideally situated near a secure objective). Cc-c-combos! As a part of the Guardians of the Galaxy, Groot is solid bruiser for those teams, likely using the “Winging It” Leadership to stay in one piece for a critical turn of holding a point, potentially allowing him to hold his activation for later in the turn by minimizing the amount of damage taken. Similarly, the Asgard affiliation will allow Groot to heal out of activation and shake off stun, which can limit his healing. Finally, Avengers affiliations is quite the boon to Groot, offering him a 1-cost use of either of his superpowers a turn, ensuring that Groot will almost always have the power to complicate his opponents activations or heal. As alluded to, Groot will be frequently finding his way to the middle line of the table to sit on a point for the rest of the game. As such, bodyguard or similar abilities will be quite helpful in giving Groot the time he needs to avoid taking Dazing or lethal damage before activating to heal, especially to avoid high damage energy attacks. Capitan America (or Okoye) and Groot center table should be quite the durable, if not especially lethal, pair to hold the most contested secure objective. Cards like “Patch up” or “We are Groot” can allow Groot to heal outside of activating, allowing him to soak up abuse while more offensive characters can blast away. They can also allow him to use “Tangling Vines” more aggressively. “Field Dressing” also seems like quite the incredible combo, allowing Groot be undazed and ideally heal to full HP. Friendly characters with throws or other ways to move enemy models can help Groot to clear a point without needed to Daze of KO them. Choose a secure objective and have Groot lay down deep roots, soaking up point after point as you fend off attackers and root them to the Earth! Ian Usie About the Writer Section Ian Usie has spent a lifetime gaming, dabbling in everything from many of the highlights of video gaming (Starting with the Super Nintendo and Atari 2600) to a more recent decade of Tabletop Wargaming. Ian has played Privateer Press’ Warmachine and Hordes games for around 7 years competitively, and has more recently taken a strong interest in Atomic Mass Games’ Marvel: Crisis Protocol tabletop hobby miniatures game. You can commonly find him playing and teaching others to play a variety of tabletop games multiple nights of the week, as well as painting miniatures associated with those games.
From our friends at GeekPublicRadio.com For today’s article, we are going to focus in on the upcoming release of Rocket Raccoon. Rocket Raccoon is the third 2-point character to be released for Marvel Crisis Protocol, and he packs quite the punch for such a low cost model. With two range 5 attacks and a medium move, Rocket should be able to reach out and roll dice on the majority of characters attempting to interact with the scenario, while still being able to keep far enough back to carefully!) hold a secure objective. With a quite a few of the core box characters having weaker energy defenses (3 dice versus 4 dice), Rocket is especially dangerous, especially to other characters with only 2 energy dice, such as his buddy, Groot and Venom. If you really want to dish out damage over a multitude of characters, the “Deadly Duo” Team Tactics card can really help you out, allowing the player to spend 2 power off of Rocket and an allied Groot (that must be within Range 2 of each other), allowing Rocket to then make up to 3 plasma rifle attacks, each of which must target a different character. Since the plasma rifle also allows Rocket to gain a power per damage dealt to enemy characters, the low investment of 2 power off of Rocket could net the player quite a bit more, dice permitting, allowing the Rocket to use his more powerful “Hadron Enforcer” attack. Not only does this attack offer more dice, but it can also be used to damage other enemy characters within range two, and even push them small, allowing them to be moved out of position, off of contested secure objectives, or out of attack range of Rocket’s teammates, forcing your opponent to waste critical actions just to move back into position. Rules Tip! Depending on positioning and base size, you may even be able to push a character towards another character such that they are moved past the character they are moved towards! While this isn’t all that easy with a small movement and the enemy model being pushed needing to be within range 2, other characters, such as Venom with his “Web Snare” and “Klyntar Rage” Superpowers, can quite easily pull or throw a character behind his base, especially because you ignore the character performing a throw or push for the purposes of collusions and halting the movement! Finally, even if your opponents manage to survive the withering hail of Rocket’s potent ranged attacks, they still need to be wary on closing in on Rocket’s position to deal with him due to his “Booby Traps” super power. If you managed to hang onto 3 power after blasting your opponent’s team, when an enemy character ends a movement within range 3, Rocket can spend three power, and then deal 0-4 damage (about 1 point on average). KO-ing of Dazing a character with this will end the enemy character’s activation prematurely, so enemy characters with 1-4 Health left really have to consider how much they want to get their hands on Rocket! Additionally, ending any movement (including movementfrom throws or pushes) also triggers this superpower, so enjoy throwing enemy models into one ofRocket’s many hidden caches of explosives. It’ll be a blast! Unfortunately, for all of Rocket’s very strong offense, his defense is far from stellar. With two physical land energy defense, and even with his “Small Statue” innate superpower (granting Rocket cover, which allows him to modify any non-failure dice into a block during the modify dice step of an attack), any concerted effort to attack Rocket will most likely end in our hero taking three damage and being Dazed or KO’d. A good trick towards keeping Rocket in one piece, aside from hanging out within range 1 of his buddy Groot to make use of Rocket’s “Personal Bodyguard” superpower, is to hide him. Placing Rocket behind anything Size 2 of more (such that a line cannot be trace from Rocket’s base to an Enemy character’s base) will keep him out of line of sight and thus unable to be targeted by a majority of attacks. Plus, assuming the enemy character is size 2 or above and Rocket is hiding behind a Size 2 piece of interactiveterrain, Rocket can trace LOS to them and attack them without being able to be targeted back, so let Rocket act like a trash panda and look for good spots for him to hide behind a dumpster. Make sure to watch out of attack that ignore LOS and cover like Captain America’s Shield Throw attack or Doctor Octopus’s Arm Lasers, as they can spell the end for a more hapless raccoon. Finally, with only 2 physical dense dice, Rocket is also very vulnerable having things thrown at him (especially Groot!), so hanging out on top of terrain (instead of behind), taking the “Brace for Impact” team tactic card, or even going it solo behind a Size 2 piece of terrain are all good ideas. Rocket simply is not a character you want to have going toe to toe with anyone, and he especially dislikes being moved out from behind LOS blockers or away from his buddy Groot. Rules Tip! Since a model cannot partially overlap terrain and a thrown model or interactive terrain piece collides with the first piece of terrain or character the movement tool or a thrown model contacts, a character standing on top of interactive terrain cannot be hit by a throw….unless you throw the terrain the character is standing on at them! So what sorts of teammates will Rocket likely enjoy? Starting with affiliations, Rocket will, of course, benefit from being a part of a Guardians of the Galaxy team, as the many rerolls granted from the “Winging it” Leadership ability can really push Rocket’s offense to the limit, especially when combined with the many shots from the “Deadly Duo” team tactics card. Similarly, Wankana can allow for slightly more accurate shooting at the cost of some of the power Rocket really wants for his other abilities, as well as giving Rocket a small bump to is limited defensiveabilities. Cabal rewards Rocket proclivity for blasting away with the potential for even more power generation, allowing for the potential of more frequent uses of Booby traps of the Hadron Enforcer. Avengers allows for more defensive play, cutting the cost of Booby traps down to two power. Asgard allows Rocket the potential to stay alive for a bit longer and lets him shake off some of the nastier status effects that might make it to him, such as stun and shock. As for the rest of the team, Groot is a clear favorite pairing especially when it comes to keeping Rocket from taking damage. Similarly any other more durable characters that enjoy brawling in the center of the table (such as Venom, Ultron, Thor, etc.), and soaking up attention while Rocket blasts from the backlines are ideal. The dice fixing of Shuri’s “Upgrades” super power, as well as having another range 5 attack with a push to keep both long ranged characters safer is definitely helpful, but be cautious not tonot have enough Characters that can make it across the table, especially in games that include the “Gamma Shelter” Secure objective, which really push the confrontation to the center of the table, away from the flanks. Just make sure to keep your favorite Raccoon safe and out of the enemy crosshairs while he hangs out in or behind a favorite car or dumpster, blowing holes into your opponent’s best laid plans! About the Author Ian Usie Ian Usie has spent a life time gaming, dabbling in everything from many of the highlights of video gaming (Starting with the Super Nintendo and Atari 2600) to a more recent decade of Tabletop Wargaming. Ian has played Privateer Press’ Warmachine and Hordes games for around 7 years competitively, and has more recently taken a strong interest in Atomic Mass Games’ Marvel: Crisis Protocol tabletop hobby miniatures game. You can commonly find him playing and teaching others to play a variety of tabletop games multiple nights of the week, as well as painting miniatures associated with those games.
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