The Dreaded... Meta
The Dreaded…
Meta
Please note that this article was originally written in 2023... and shortly before I took a two year break from the game, so take that how you will.
This is inspired by a recent episode of the Rogue Agents
podcast, which is excellent and I would highly recommend. This episode had a
long discussion on the generally negative atmosphere within many of the
discussion communities in the game right now, the impact of that on the
playerbase and what steps might be taken to address it.
I think it is undeniable that the atmosphere within many areas of the community
has shifted towards a more negative footing. This has been particularly notable
to me since Malekith hit the scene, but even before then I was personally
growing somewhat frustrated with the immediate reaction to anything that wasn’t
obviously extremely powerful being that the piece in question was ‘trash’ or
‘worthless’.
I will say up front though that I don’t think everything within Marvel Crisis
Protocol is perfectly balanced and I think there certainly are pieces which are
better and worse at performing specific functions within the game than each
other. But that’s always been true. Why has the atmosphere shifted so
dramatically?
For a long time the perception within the community was that you could play
most affiliations and player skill mattered more than the tools the characters
you put on the table gave you.
As Fingerguns says in the episode – if you want to play high level Crisis
Protocol you need to make concessions to take account of the 'meta boogeymen'.
You always have! Back in the day it was MODOK, Wakanda Wave and a plethora of
turn 1 plays that could secure a strong advantage.
What I think has changed is that the number of those meta boogeymen has now
grown. To perform at a high level you now need to have a plan to deal with
Malekith, Sam, Thanos, Kingpin, Steve and the wild plays he enables, Hulk and
even older things like Black Cat, Doctor Voodoo and Guardians/SLDD reroll spam
because if you don't have the tools to mitigate them, you are likely going to
feel like you lost the game in roster construction - again, whether or not that
is actually true.
And the important thing to note here is that the majority of old meta boogeymen
has also never really gone away. MODOK and Wakanda Wave still exist. Web
Warriors still bring an extremely strong point-scoring game. I suspect in the
near future we're going to see a resurgence of SHIELD/Hydra grunt shenanigans
which will also be slotted into the 'better have a plan to deal with that'
category.
This in turn means that the band of rosters which can answer everything
narrows, let alone the band of rosters which can answer everything without
being one or more of those things itself. That's kind of inevitable because
there's now such a massive pool of stuff to choose from and the majority of it simply
can’t fall into 'best in class'.
One of the things I found about playing A-Force, who are very much middle of
the pack in my mind, was that I needed to build my roster with the intent of
going attrition into teams that could outscore me – like SHIELD, Web Warriors
and Kingpin – but also play the scoring game better than teams that wanted to
go full attrition.
And I can see why that’s frustrating to a lot of people because they don’t want
to play a flexible roster like that; they want to have their gameplan for their
objectives regardless of who they are playing into. With A-Force a lot
of the advice I got early on was that they are a fantastic attrition team
because of all the throws and the high potential damage output of She-Hulk,
Medusa and Captain Marvel and the thing I learned very quickly was that whilst
they can do that, they aren’t one of the top-tier attrition teams and if you
run them like they are into the teams that are top-tier attrition… you’ll just
lose.
Being able to play that flexibly also means you can’t go full-tilt into the
playstyle you might favour. For instance, I couldn’t have A-Force Assemble in
my 10 AND fit all the cards I wanted to bring for specific counterplay
scenarios. Which means that my A-Force roster suffers more on Gamma Wave and
Research Station than other A-Force rosters, which means that I don’t bring
those crises where I know a bunch of A-Force players love those crises and
leaning heavily into attrition on them. I think my She-Hulk writeup makes it
clear that I favour a more scenario-focused team, but that’s just my playstyle;
others really want to play that attrition-focused squad… and they should!
So there’s kind of two sources for the discontent to my mind: one being the
wide range of ‘best in class’ options, the second being the impact countering
those best in class options has on the options it feels viable to bring within
your favoured roster.
How do you counter that?
I think there’s three ways.
Firstly, you need to decide whether it is more important to you to play a
roster which can achieve the same results regardless of the opponent or whether
you want to play reactively.
If you want to play a roster where you can take the same gameplan into almost
every team and feel comfortable – you probably do need to be playing those
‘best in class’ options. At that point you can build your roster with minimal
concession to the wider field and lean in to maximise your gameplan.
The comparatively narrow field of extract and secure types means that you can
learn to pilot such a roster with a gameplan for, broadly:
Single extracts (Alien Ship, Mutant Extremists, Skrulls)
Even extracts (Hammers)
Uneven extracts (Montesi, Spiders, Cubes, Legacy Virus)
Brawling extracts (Research Station)
Flip secures (Deadly Meteors, SWORD Base, Spider Portals, Mutant Madman)
Wide secures (Cosmic Invasion, Infinity Formula, Extremis Consoles,
Super-Powered Scoundrels)
Brawling secures (Gamma, Demons, Intrusions)
Flank secures (Mayor Fisk, Terrigen Mists)
Having a definite gameplan for every combination of extract and secure is impossible
– but it’s also overkill. You’ll be controlling one half of the possibilities
in every game you run into. If your roster is one of the ‘best in class’
options you can build it to maximise the advantage of your half of the crisis
and just have a general idea for how the half your opponent controls might
change your approach.
The alternative to the approach which says “I’m here to play MY game” is to
take an approach which says “I’m here to play THE game”. I should clarify that
neither one of these is inherently better than the other; a big part of
miniatures games like Marvel Crisis Protocol is trying to force your opponent
to play the game you want them to rather than the game they wish they were
playing. But you can build a roster to try and account for as many variables as
possible.
I think the majority of rosters in the game probably want to be taking this
approach. This requires building a roster with mitigation in mind. More
importantly, it also requires being willing to change your gameplan up
depending on what you’re seeing in front of you. Just bringing Luke Cage and
Escort to Safety into your Malekith-loving opponent will help… but if you’re
still trying to out-attrition him you’re probably still playing the game he
wants to play. The weakness in a Malekith roster is that it has 7 threat
dedicated to killing which has few other elements. You probably want to bring a
way to steal any extract he might get his hands on and play with the intent of
outscoring him from rounds 2 onwards when he has committed himself to his plan.
Similarly with Kingpin; you can try to outscore him but he is going to have an
advantage there and you are going to be playing the game he wants you to play
if you try. You need to have the ability to flex into heavy hitters who can
punch through the chunky defensive pieces he is going to bring, preferably with
tools for dice mitigation to smooth variance in your favour as much as
possible.
This can be frustrating because the tools you bring all take up roster space. You
might have to make concessions and not bring particular characters or cards you
would like to bring in favour of ones which are particularly strong into the
matchups you are most worried about. It is also a balancing act, because if you
focus your roster too heavily on dealing with specific matchups and then never
run into them you may well have weakened yourself into the general field.
You also can’t forget that you are still bringing half of the game to the
table. You still want to have a general plan for each of your crises into a
general opponent, which is more work on top!
However, there’s a big advantage to this style of play – which is that it is
less susceptible to shakeups within the wider meta. If you are broadly
comfortable looking at a team and saying “this team will be better than me at
violence, I will choose scenario” or vica versa the specifics of how that team
are better than you in the area are less important. If you’re used to playing
one particular playstyle come what may, it can be very jarring when something
new enters the playspace which means you are no longer the top dog in that
area.
Lastly I’d suggest a shift away from thinking of things as ‘broken’ or ‘trash’.
Instead I think it is better to consider new elements of the game in terms of
their specificity; how generally useful they are going to be in the gameplan
you are intending to play and what particular situation they require to excel
as pieces.
Innovation within the game generally comes from finding ways to put these
pieces in their optimal scenarios. It’s difficult to get a feel for what those
are likely to be before you’ve put the piece on the table in a wide range of
crises and into a wide range of opponents. More than any other game I’ve
played, Crisis Protocol has proven to be the most resilient to ‘hot takes’
because so much of the game comes from the nexus of positioning, crisis,
leadership, tactics cards, character and opponent. That’s seven key variables
which will change every game!
There are characters which excel in a broad range of situations and will almost
always be useful. There are also characters who need a more specific situation
to shine (most of the characters I’ve written articles on fall into this latter
category!) but manipulating the game state so that your pieces have that moment
to shine is a big part of the game! And the payoff for bringing those more
niche pieces and forcing that situation into being can be greater than sticking
to the generalist pieces that are easier for your opponent to predict and have
a counter ready for.
So in conclusion:
- · There ARE a lot of characters now who feel like they are at the top of their particular tree.
- · You generally want to be trying to force your opponent to play to your strengths and their weaknesses.
- · It is more productive to look at what situations characters and cards excel in and struggle in rather than trying to apply a blanket ‘good’ or ‘bad’ status to them.
- · Those situations will vary heavily depending on the specifics of the game you are playing!
Hopefully this has been a useful article to explain where I
see some of the negativity in the community stemming from as well as my thought
process on how to counter the root causes of that negativity.
It should always go without saying but I am also just some rando player of the
game; the most important part of this hobby, as always, is to find the parts of
it that bring you joy and maximise those. For me, it’s writing extremely long
articles pontificating about random characters and parts of the game I enjoy.
Sometimes I even play the game! But you should always focus on the bits that
get you excited rather than feeling obligated to chase victory alone at all
costs.
Unless victory is the thing that gets you excited about playing the game, but I
suspect that’s not really the case for most people.
Comments
Post a Comment