Crew Members: Yehuda, Daniel, Shlomo, Zevvy, Yonah
It was requested to play Sentinels this week, and I wanted to have a story come out of our game. Indeed it did, with two new players at that!
Sentinel of the Multiverse
For an introductory game we faced off against Ambuscade as Omnitron-X, Haka, The Naturalist and Tempest in Megalopolis. While Ambuscade started strong bringing out his Reactive defense card, Cloaking Device and Explosive Gun, Omnitron-X was able to absorb the Energy Damage with his Elemental Exochassis. The Naturalist started in Crocodile form to help take out the Devices before becoming a Gazelle. The Plummeting Monorail was no harm to the heroes thanks to Naturalist’s Environmental Allies, while Ambuscade was not so lucky and got his by the train…several times. Haka as the Nemesis wailed with his Taiaha, absorbing hits and dishing it back. As Tempest I could only deal area damage, which was dangerous due to the presence of Sonic Mines, but since I went last in turn order it didn’t affect the other heroes too much. Ambuscade did set several traps, but only one of them was set off, and it wasn’t too long before the heroes were rid of this nuisance.
Our second game we went polar opposite for difficulty, facing the Chairman. Yonah joined just as we started, and we were Nightmist, Unity, Wraith, Redeemer Fanatic and Guise against Chairman/Operative. The first Underboss was the Deputy. Unity did not get any robots until later in the game, and we managed to take out the Crooked Cop to at least prevent build up, but we soon added The Fence and The Muscle. Nightmist used Oblivion/Elder Ring to clear the Thugs and with help from Venox in the Enclave of the Endlings, we could prevent villain buildup but were taking a lot of hits from the Operative as well. Wraith’s stun bolt mitigated some damage, but Chairman flipped before the first Prison Break. Nightmist used Oblivion again but this time it did less overall damage. Fortunately Unity began playing Robots after this point, and was soon a major source of Damage. Wraith’s Micro-Targeted throwing knives / stun bolt also provided damage and control. Slamara in the environment wasn’t as helpful as we hoped, playing mostly duplicates or unusable cards.
As last in turn order, Guise was often able to control Villain HP so the environment would work in our favor. A round of Mistbound on the enemy made Slamara more useful, giving us some time to breathe, and for Unity to build up more and Fanatic to get Aegis of Resurrection. Unfortunately the next round Nightmist was forced to damage herself to Incapacitated, but was at least able to let Unity and others play cards out of turn. We took out the Operative, and were lucky to draw Immutus as the next Prison break occurred, protecting the heroes from lethal damage. Bee Bot was able to neutralize the Hired Gun before he wreaked havoc on the heroes and Robots. Unity was then able to lightning AOE the enemies, and tear apart the Chairman, allowing Wraith to deal a finishing blow with Inventory Barrage for 12 damage. Wraith and Guise survived with 2 HP, Fanatic had to revive, with her at 7 HP and Unity at 5 HP.
With 5 players this was just the game, and despite facing one of the most difficult and frustrating villains, we managed to pull of a victory, despite my initial reservations about the composition of heroes. What a blast was had by all.