Team Tactics – Why Don’t I Play This Piece? – “Old Man” Cap – Jay Solomon

Majestix - Team List

Jay Solomon by Jay Solomon

Hello, and welcome to another iteration of “Why Don’t I Play This Piece?”. This week, I will be going over a character whose Leadership abilities can keep your team ready to go at all times, ADW Captain America.

Captain America has the Avengers Team Ability, one trait, and one special power. After the recent rules changes, the Avengers team ability reads:

AVENGERS – When this character is given a MOVE action, modify speed +1.

Despite the fact that Captain America only has a 6-Movement, The Avengers Team Ability will allow him to move with a slightly better speed value, or to move with a 4-Movement when moving from hindering Terrain.

AVENGERS UNIFIER: Once per turn, when a friendly character is healed, after actions resolve you may roll a d6. On a result of 4-6 remove an action token from that character.

Once per turn, this trait will give you a 50% chance of removing a token from a character that has healed. It’s a nice potential bonus on top of having a more healthy character. This is especially useful now that Support is even better, in addition to the Healing Casket Equipment-Object existing, as well as other more recent healers like UND002 Dr. Frankenstein, TMT022 Jane Foster, and EW044 Diana Prince.

NOT FIELD LEADER, BUT YOU BETTER LISTEN: Captain America can use Outwit and Perplex. He can use Leadership as if he was 200 points.

This power is what makes him worth considering. Outwit and Perplex are very useful, especially with the new rule’s Outwit. On a named theme team, (Avengers or S.H.I.E.L.D. in Captain America’s case), he will be able to use all of Outwit, Perplex, and Probability Control and cover almost all the bases. For 50 points, he does almost everything that you need from your pit crew, besides Telekinesis.

For only 50 points, this version of Captain America covers all your support power needs, and more. His being 200 points for Leadership purposes will allow him to take tokens off of almost any piece that’s currently played competitively, or literally anything that shares a keyword with him. On top of his Leadership, his trait will also take tokens off of characters who heal with a 50% chance.

The team that I’ve made with Captain America uses his particular abilities to ensure that actions should hopefully be able to be taken every turn:

50 ADW054 Captain America
175 TMT049 Thor Odinson
10 TMTS010 Thunderstrike
30 TMT022 Jane Foster
5 WFR100 Justice League Teleporter
-5 WKMVID-002 Ares
-5 NFAOSNFID-007 S.H.I.E.L.D. Level 7
-5 WFWFID-103 Green Lantern
-5 WFWFID-017 Firestorm
-5 WFWFID-014 Booster Gold
-5 WKMVID-009 Spider-Man
300

Sideline: ADW067 Hawkeye, NFAOS056 Nick Fury, TMT052 Hulk, SFSM057 Ares, WKD16-012 Firestorm, WF064 Green Lantern, WF008 Booster Gold, WI038 Cosmic Spider-Man, SFSM060 Superior Spider-Man

The goal of this team is to use Thor, a character who can attack multiple times per turn, and to make sure that he does not have two action tokens at any time. Between Captain America’s Leadership and token removal abilities when healing occurs, Thor Odinson should never be pushed.  He has multiple ways to heal with this team, using the Ares Steal Energy inspiration, his own Title Character -1, and Jane Foster’s healing. Captain America’s Perplex will either make his stats even better, or further buff a call-in. Once Thor Odinson gets his -8 Plot Point power, your opponent’s pieces will always get 2 tokens instead of 1, while Thor should never be pushed. With Thor Odinson being basically the whole team, his negative effect when he is KO’d will not matter very much.

That’s all for this week. Always remember that when you’re playing an established competitive character, or a funky fringe piece, practice makes your team better.