The Dreaded... Captain Marvel
The Dreaded…
Captain Marvel
Please note that this article was originally written in 2022
Whether it is The Dread Dormammu or The Dreaded Stark,
there’s no character in the Marvel Crisis Protocol Universe which fails to send
a shiver down the spine of their enemies… at least some of the time. Today
let’s look at The Dreaded… Captain Marvel.
Captain Marvel is a character that most exemplifies the
classic blaster archetype in Marvel Crisis Protocol. When only core set
characters were available, her Binary Form gave her the attack with the highest
amount of dice in her Rocket Punch, and whilst there are now a lot of scarier
attacks out there, Captain Marvel remains one of – if not the – most consistent
sources of ranged energy damage in the game, a role which is increasingly
relevant as we see more characters where energy is their big weakness.
Carol benefitted from a little fine-tuning in the recent
card updates, though the difference is relatively minor compared to some
characters. Now immune to Incinerate as well as Poison, she also saw her Binary
Form reduced from 5 power cost to 4.
Captain Marvel is affiliated in Avengers and A-Force, both
places where she can enjoy assistance with her power. With Steve Rogers’
leadership, Carol only needs to fire off her energy blast in the first round to
have Binary Form online from the second round, and in A-Force, depending on how
often the rest of your characters are being attacked, she can have it online
even earlier.
Although the energy blast looks underwhelming at first
glance – being only 4 dice, with the Binary Form bringing it up to 6 dice – the
ability to reroll any number of dice is one of the best tools to help the
consistency of her damage output, making the regular energy blast roughly equivalent
with a six die attack and the boosted version a nine die attack.
This makes her very similar to Iron Man, though where Tony
is able to bring potential for pushes, Captain Marvel is bringing output
similar to his Ricochet Blast tactics card – but potentially a lot more times
over the course of the game.
The other very rare resource Captain Marvel is bringing to
the table is a size 4 character and terrain throw. This is increasingly
relevant, as the number of ways to move size 4 characters has decreased
following the recent update. Hulk, She-Hulk, Thor and Black Dwarf are the only
other characters with a throw superpower that goes up to size 4 – and of those,
all but Black Dwarf cost more threat. Whilst there are more characters who can
do it with attacks, the ability to maintain two actions and throw can be highly
relevant if you need to, for instance, chase down a Juggernaut and throw him
off a critical secure.
Finally, Carol’s Energy Absorption power also makes her
fantastic when duelling other energy-focused characters. The ability to negate
wild triggers if she rolls her own wilds, and gain the power she needs for her
Binary Form and Danvers’ Special, can make her a very frustrating target for some
specialised attackers - particularly when she can turn the Binary Form on early
and get up to 6 energy defence.
Captain Marvel is a fairly energy-hungry character; ideally
she wants to spend 7 power in a turn to use both her Binary Form and Danvers’
Special, and often she will have to choose between doing one or the other
unless she has been attacked and gained some power because her energy blast
only gains 1 power. However, as mentioned, A-Force can help power her up
quicker, and she does have access to her Strike which gains power equal to
damage dealt. Whilst it isn’t as reliable as her energy blast, there is the potential
for her to roll 7 die after activating her Binary Form – the equivalent of
Hulk’s basic strike on a character that costs 2 threat less, and quite likely
to earn her the power she needs to use her throw or Rocket Punch.
There are a few other places where Captain Marvel has a good
home. As with Ms. Marvel, she enjoys Miles Morales’ leadership – gaining the
ability to reroll skulls makes her damage even more consistent, and the
defensive reroll helps her significantly on turns when she can’t afford to use
her Binary Form where she can otherwise feel a little vulnerable to physical
attackers.
With only 3 physical defence, she can go down quickly when
having large pieces of terrain thrown into her, as the Binary Form does not add
to dodge dice. Hulkbuster helps to shore this defence up – and he is a second
strong energy attacker who can displace those larger models and throw size 4
terrain.
Inhumans also have the potential to get Carol’s Binary Form
or Danvers’ Special online round one and between Black Bolt, Ronan and Captain
Marvel it can be very difficult for your opponent to keep pieces that are
vulnerable to energy attacks out of range of at least one of them. Here,
Captain Marvel can also team up with Ms. Marvel – and access to the Fan Club
tactics card gives Ms. Marvel a few options that help her impact the game that
much harder.
Magneto’s leadership also helps Captain Marvel
significantly, both letting her get her superpowers online more quickly and
benefiting from her ability to throw size 4 pieces of terrain. There, she can
also add reliable energy damage to a team which is often lacking in that
regard.
There are a few crises where Captain Marvel’s array of
abilities help her shine that little bit brighter, though. On Deadly Meteors,
her 4 energy defence is highly relevant, as is her ability to displace threats
that would otherwise interfere with claiming the Meteor. Whilst it is true that
your opponent will likely try to take characters with high energy defence on
these crises, the only 2 characters that I have found will reliably stand up to
Captain Marvel’s energy blasts are Captain Marvel herself, and Doctor Strange:
Sorcerer Supreme, where the ability to negate attack dice on wilds can slow her
down significantly. Even there, though, those characters are quite vulnerable
to having terrain thrown at them, so if you can control the timing and make
sure you are in range of relevant pieces, she can still win those duels.
On Terrigen Mists and Demons Downtown, Captain Marvel’s
immunities help her to ignore the downside to the crisis. On Terrigen she still
has to deal with the fact that the token will be moving each round, and she
doesn’t tend to enjoy clustered fights where she can be hit before she gets her
Binary Form online, but her throw can keep her highly relevant. A common play
pattern with her is to activate her early on a round where she can get her
Binary Form online and attack twice, then activate her late in the following
round so that she enjoys the benefit of the defence for as long as possible and
can ideally throw a large character off the point and into someone else.
On Demons Downtown, Carol is much happier to sit on one of
the points and blast characters who have been incinerated by the crisis. As a
general rule, the less often you are going to have to move her, the more
heavily she is likely to impact the game. Though there are some exceptions,
such as Research Station, where her ability to dislodge a character like
Juggernaut or Hulk from the station can be move valuable than her damage
output.
A common comparison for Captain Marvel is Vision – another 4
threat Avenger with a cheap throw and an energy attack. Vision is a fantastic
character and has broad applicability in a lot of situations, but he is best at
dealing with large groups of low threat characters – there his ability to hit
multiple targets with his beam adds up over time – he can struggle against
larger, heavier targets. Captain Marvel is an excellent character for taking on
one of those bigger characters and consistently putting high amounts of damage
onto them.
It's also worth noting that Captain Marvel’s Rocket Punch
remains a relatively consistent source of Stagger, as you only need to roll the
wild you don’t need to do damage for it to take effect. Limiting the actions of
high threat, high impact characters like Hulk, MODOK and Corvus before throwing
them away from targets they want to hit can significantly slow them down.
Carol may also play much easier into your crisis selection. Deadly
Meteors and Demons Downtown are, in my opinion, two of her best crises – and
Vision is not great on secures which require him to roll defence dice to claim
the point, and whilst he can still roll 4 defence dice whilst incinerated if he
has the power to change form, the threat of being caught on 1 defence die can
dictate how he needs to spend his power round to round.
Captain Marvel also has access to another tactics card
alongside War Machine – The Air Force. This card lets either character spend 3
power at the end of their activation to allow the other character to
immediately activate.
I’ve found it relatively rare that Captain Marvel is the one
who has the power to activate this card – but with his beam attack gaining
power and the only thing he has to spend it on being his Empty the Clip attack,
War Machine can often wind up with a lot of power and not want to spend it.
The fact that this card is not limited by range makes it
extremely useful on a crisis where characters have spread out across the board
and are fighting on two fronts, especially if you can maintain priority. Often,
it feels like you are having to take a risk on one side of the table to
activate on the other – but here, you can have War Machine start the round,
attack his targets, and then let Captain Marvel have her impact on the other
side of the table.
I find this works particularly well with Hulkbuster, where I
am often taking characters who generate large amounts of power so that I can
play both Helios Laser and Follow Me over the course of the game.
In conclusion, your opponent should dread Captain Marvel if:
- · They have a big threat for her to duel where her consistent single target damage lets her hit above her weight.
- · They are bringing multiple characters with an energy weakness.
- · The scenario will let her leverage her immunities and/or high energy defence.
- · You are bringing characters that can combo with Captain Marvel for higher impact (War Machine, Ms. Marvel)
But perhaps Captain Marvel should dread if:
- · The opponent is bringing a lot of low threat characters that can overwhelm her with numbers.
- · There are few characters with a significant energy weakness.
- · There are going to be a lot of terrain throws into her.
·
The scenario means she’s going to have to move a
lot and/or she is not immune to relevant conditions (Mayor Fisk is particularly
bad).
So that’s Captain Marvel! A premier energy attacker with
some matchups where she can hit significantly above her weight.
Comments
Post a Comment