Marvel Crisis Protocol tournament report: MCP Monthly Mayhem 22Jan2023

I was lucky enough to be able to travel to another Marvel Crisis Protocol tournament this weekend. Allan kindly drove us both down the A1 to Protech Games in Stockton where it seems that the MCP scene has really taken off lately, with almost double the number of players as the last time that we visited. Will, one of the locals, has been hard at work creating some truly beautiful boards to play on that (as usual) my photos completely fail to show nicely.

Characters: (11)
—Kingpin (Wilson Fisk) Threat: 4
Black Cat (Felica Hardy) Threat: 3
Bullseye (Benjamin Poindexter) Threat: 2
Hood (Parker Robbins) Threat: 3
Mysterio (Quentin Beck) Threat: 3
Ant-Man (Scott Lang) Threat: 3
Lizard (Curtis Connors) Threat: 3
—Crimson Dynamo (Dimitri Bukharin) Threat: 4
—Shadowland Daredevil (Matt Murdock) Threat: 4
Hand Ninjas () Threat: 0
Winter Soldier (James “Bucky” Barnes) Threat: 3

Tactics: (10)
All According To Plan
Shadow Organization
Hood’s Gang
The Grand Illusion
Monkey Brain Is Lizard Home
Indomitable
Patch Up
Mission Objective
Marked for Death
Cruelty

Secure Crisis: (3)
Super-Powered Scoundrels Form Sinister Syndicate! (Threat: 20)
Gamma Wave Sweeps Across Midwest (Threat: 15)
Intrusions Open Across City as Seals Collapse (Threat: 19)

Extract Crisis: (3)
Deadly Legacy Virus Cured? (Threat: 19)
Research Station Attacked! (Threat: 15)
Struggle for the Cube Continues (Threat: 17)

This is the last hurrah for the current iteration of my Criminal Syndicate roster that I’ve been playing. I removed MODOK from the list and replaced him initially with Doctor Voodoo, but then decided to substitute Winter Soldier for some fun times with Daredevil’s leadership. Following my terrible play last week on the Extremis 3.0 crisis, I also swapped that out for Intrusions Open on the basis that it would be less spread out and stop my slow, short ranged characters (I’m looking at you here, Kingpin!) from getting isolated away from the action.

Game 1: Lee playing Spider-Foes

I was really happy to be drawn with Lee in my first game; I’ve met him at a few previous events and he’s a lovely chap but we’ve never played yet. He was also giving me a nice advantage by starting the day mildly hungover which was very kind of him. I won priority and picked my Secures, and Lee had no choice but to choose 19 threat. My plan here was to sit on the Portals and score points while not allowing myself to go too far behind on the Extraction. Black Cat got the nod as she could potentially steal the Virus tokens and, if the opportunity arose, take them all and score me the points bonus for the full set; I took Mission Objective for the same reason. The rest of my team was chosen to keep up sufficiently on attrition that I could hope to stay in the game for the Secures for long enough to score it out.

Extraction: Deadly Legacy Virus Cured?
Secure: Intrusions Open Across City As Seals Collapse
Threat: 19
My team: Kingpin, Black Cat, Bullseye, Hood, Mysterio, Crimson Dynamo
My cards: All According To Plan, Indomitable, Mission Objective, Patch Up, The Grand Illusion
Lee’s team: Green Goblin, Bullseye, Doctor Octopus, Rhino, Hulk
Lee’s cards: Neogenetic Recombinator, Sacrifice, Sinister Traps, This Is A Robbery, Well Laid Plans

Round 1: Well, that’s quite a beefy team across the table from me. Lee puts down his Sinister Trap on the left. My plan for turn one is to collect the centre token and sit on the central and right points. As I will have the last activation I can see what happens on the left before committing Black Cat to the possibility of getting hit by the Trap over there. Mysterio starts us off by floating into the middle and picking up the Virus token. To my huge surprise Lee goes with Doctor Octopus who gently tickles Mysterio and doesn’t generate enough power to throw him, so Bullseye takes advantage and collects the token on the right. Lee’s Bullseye comes in to contest on the right and Kingpin takes the centre. Hood and Hulk respectively attack them for minimal effect, while Crimson Dynamo applies Shock to Green Goblin and Doctor Octopus which ought to make them a bit more manageable. Rhino decides that he doesn’t fancy the trap on the left and goes central so Black Cat just takes the damage (three) from the Trap and collects the last token on that side – 2 VPs here is well worth a bit of damage on her. The score goes to 6 – 0 to me.

Round 2: I think that as long as I’m careful about incoming damage I can hold all three Secures so my plan here must be just to keep picking away at the Spider-Foes and try not to drop all of the Virus tokens. Hulk gets us started by dazing Mysterio; he easily generates enough power to ignore Mysterio’s nonsense. I do make a mistake not using Mission Objective to hold onto the token though, so instead Hulk ends up getting it. Hood dazes Lee’s Bullseye on the right and Green Goblin puts a little damage into Crimson Dynamo along with a load of annoying conditions. In return, Dynamo dazes both Green Goblin and Doctor Octopus and shocks Rhino. Rhino uses his hilarious Mobility to daze Black Cat (not too hard, even with Shock) but doesn’t sit on that side of the board and instead uses the Portal to return to the centre to punch Dynamo. Bullseye teleports to the left Portal and Kingpin pokes Hulk a little. The score is 9 – 2 to me.

Round 3: I use All According To Plan so I can hope to capitalise on some of the good damage I did last turn. My team are quite vulnerable here as they’ve taken a bit of a pasting whereas most of Lee’s team are flush with power after they dazed last turn, so I’m going to try to stem the tide a bit and hopefully KO at least one of Lee’s characters. Mysterio pays for The Grand Illusion since almost all of Lee’s team are clustered in a big ball in the middle. Crimson Dynamo lets fly with some Beam attacks – Green Goblin passes one to Hulk with Sacrifice (which does at least give Hulk Shock) and Rhino uses Aggressive to get himself out of the line for the second beam. Green Goblin and Doctor Octopus pay for Well Laid Plans to get Bullseye to drop the last token I had. Rhino uses some really cool placement tricks to nearly KO Black Cat, collects the fallen token, then moves back to the centre and plays Neogenetic Recombinator to move some of his damage onto Doctor Octopus. Mysterio moves Hulk away (I know that he can just Gamma Leap back but it messes with his power economy a little) and then rolls like a champion to KO Doctor Octopus, finally paying to Patch Up Crimson Dynamo. Green Goblin finishes off Black Cat, dazes my Bullseye with a Glider Ram and comes back into the middle to hurt Mysterio. Hood can’t quite finish Lee’s Bullseye as he wisely plays Parting Shot to get out of range. Hulk comes back in to fight Kingpin but achieves little as Crimson Dynamo has more than enough power to pay for Disruption Field repeatedly, plus Hulk also had to contend with The Grand Illusion. However, he does do enough to bring Kingpin down into range for Bullseye to daze him before he activates with a decent roll, which he does. The score goes to 10 -6 to me; even though that felt like quite a beating I’m still in a good position here as only Hulk and Rhino are really in a position to affect the game state from here.

Round 4: At least Kingpin getting dazed allowed me to keep Priority! I think that I can take out Green Goblin and maybe daze Rhino here, while Bullseye is certainly always a possible victim. Crimson Dynamo gets us started by KOing Green Goblin and leaving Rhino on one wound. Hulk Gamma Leaps over to Crimson Dynamo and lays into him but I have more that enough power to blunt this with Disruption Field and I pay for Indomitable to avoid the throw. I think that Lee would have been better using Rhino first here. Bullseye uses I Never Miss to daze Rhino but the timing on Hit And Run means that there is no window to pick up the fallen tokens before retreating back to the left Portal. Lee’s Bullseye casually KOs mine, which I didn’t really see coming even though Bullseye is extremely easy to damage. Mysterio moves Hulk away from the action and Hood uses the Portal and collect the tokens dropped by Rhino earlier. The score does to 15 – 7 in my favour, though it looks like in all the excitement I forgot to take a picture.

Round 5: This is basically over as I don’t think that Lee has any way to stop me scoring at least one VP, so here but we’re definitely going to play it out and see where the scores land. Rhino plays This Is A Robbery to throw Hood into the only remaining item on that side of the board – his own teammate Bullseye! To add insult to injury Bullseye dodges all of the damage when even one wound would have finished him off; Rhino collects the Virus tokens. Crimson Dynamo attacks him in return and he uses Aggressive to move back toward the centre where Mysterio rolls all successes on a Tricks And Traps to KO the big chap. Hulk moves to the middle and Mysterio floats over and collects those fallen tokens; the score goes to 19 – 9.

Playing Lee was as much fun as I thought it would be, he’s such a lovely man to share a game with. I made some errors here; notably I should have actually remembered to use Mission Objective or just picked Hood’s Gang like I usually do. There was a move in turn 2 or 3 where I could probably have gotten all three tokens onto Black Cat but she’d have been left sitting next to an unactivated Hulk so I didn’t bother; in retrospect I might have been better to ‘allow’ Hulk to KO himself with the tokens as those 6 points would have been enough to end the game and it would have given me an insurmountable advantage on the Secures. This is one more way where the change in Crises from last year has really changed the game for the better, allowing more interesting interactive choices to be made.

Game 2: Mike playing Criminal Syndicate

For the second game I was drawn against Mike who also had Criminal Syndicate. Since he only had Kingpin I decided to try out Shadowland Daredevil for the first time as leader (probably this was a mistake!) since I don’t really like mirror matches in general and specifically a Kingpin mirror would probably be the dullest and most passive game imaginable. Mike won Priority and picks Secures, though our cards are not particularly different; I choose the lower threat. Winter Soldier gets the nod this time as his Rapid Fire (along with Hood’s) seems to make him a good fit for Daredevil’s leadership.

Extraction: Struggle For The Cube Continues
Secure: Superpowered Scoundrels Form Sinister Syndicate
Threat: 17
My team: Shadowland Daredevil, Hood, Mysterio, Crimson Dynamo, Winter Soldier
My cards: All According To Plan, Indomitable, Hood’s Gang, Patch Up, The Grand Illusion
Mike’s team: Kingpin, Black Cat, Bullseye, Hood, Lizard, Toad
Mike’s cards: Brace For Impact, Indomitable, Mission Objective, Warpath, X-Ceptional Healing

Round 1: I imagine that Mike is going to take a lead in the first couple of turns and then hopefully I can get enough damage done that the attritions starts to go my way before he scores this out. It’s even worse as Mike has Priority so he’s definitely going to be able to take the central Cube. Predictably, Toad comes in and nabs the Cube in the middle while keeping safely back. Both Hood take up position in their corners on the right and Lizard ends up in the middle with Mysterio. Winter Soldier and Crimson Dynamo make some attacks into Lizard but after some good defence rolls (plus the cover and his reducer, of course) he takes no damage at all. Black Cat double moves over to score the back left point that Winter Soldier is standing on. The score is 7 – 3 to Mike.

Round 2: I need to get some damage out here. Normally I’d go with Hood first so he could play Hood’s Gang but I don’t have any good targets for him. Instead I start out with Daredevil. The Ninjas do some nice damage to Toad who uses Slippery to get away, then they and Daredevil give Lizard all they’ve got… which turns out to be nothing whatsoever. Black Cat tickles Winter Soldier to get the Power needed to relieve him of his Cube and then runs off laughing. I feel like I’m committed now to dealing with Lizard so Winter Soldier unloads into him for very little effect, though I do at least draw out X-Ceptional Healing from one decent hit. Lizard pushes Daredevil off the centre, which felt quite rude getting the needed Wild off three dice (due to Shock) after what he’d survived already, and then threw Crimson Dynamo away. Hood finally dazes Lizard and Mike’s Hood heals Toad after KOing my Ninjas. Mysterio moves Bullseye and he just moves back and Kingpin ends by throwing Dynamo back off the middle after he’d moved in there, and sitting on it himself. The score goes to 15 – 5.

Round 3: I’m obviously not going to stop Mike scoring the single point needed to win the game so I decide to see how hard I can push the damage on this turn. Hood plays Hood’s Gang and KOs Lizard. Black Cat double moves to the back corner to guarantee the win; sensible move from Mike. Winter Soldier dazes Bullseye and puts a bit of damage on Kingpin who throws Crimson Dynamo and one-shots Mysterio from full health which felt quite rude as he didn’t even pay to avoid Mysterio’s defences. Daredevil goes after Hood but can only manage a single point of damage even after some help from the Ninjas reappearing. Toad takes Kingpin’s Cube and moves back to his Secure. I send Crimson Dynamo after Toad and I just need to do one damage to drop him with two rerolls available; needless to say Toad was still standing afterwards. Not that it affected the result but it could have made the score a little more respectable. We finish up at 22 – 8 to Mike.

Well that certainly didn’t go to plan! Mike was a lovely opponent and despite the loss I stand by my choice to avoid the Kingpin mirror match in the name of entertainment. Mike played a very sensible game of doing just exactly what was needed to score points at each time. I got bogged down in the dice rolls and I think that I possibly needed to be a bit lucky to beat a player of Mike’s calibre, which I certainly wasn’t here. Looking back I could probably have been better served by starting out round 2 with Winter Soldier as I could maybe have dropped Black Cat before she stole the Cube. However, with the way the dice fell from Daredevil (who I actually used first) it would have been irrelevant – those rolls would have done nothing to her just like they did nothing to Lizard. Well played by Mike who went on to win overall.

Game 3: James playing Avengers

I’m always pleased when I get to meet up with new people at events and so it was a pleasure to be drawn with James here and get to know him over a game. I won Priority and picked Secures, of course, and he chose the higher threat value. I’m still in two minds about whether Ant-Man is worth it just for Gamma Wave in Criminal Syndicate but since he’s in the roster for this purpose this was going to be his time to shine. I wasn’t sure whether I’d be better off with Hood and Mysterio or Daredevil and Bullseye for the last spots and went with the utility of the latter; I will admit that this was also partly because I play Hood and Mysterio all the time and decided to give them a rest for this one. Note that in a slightly weird coincidence I’m actually on the same table as the last game.

Extraction: Spider-Infected Invade Manhattan
Secure: Gamma Wave Sweeps Across Midwest
Threat: 17
My team: Kingpin, Bullseye, Shadowland Daredevil, Ant-Man, Crimson Dynamo
My cards: All According To Plan, Cruelty, Indomitable, Mission Objective, Patch Up
James’ team: Captain America (Steve Rogers), Captain America (Sam Wilson), Captain Marvel, Iron Man, Winter Soldier
James’ cards: Avengers Assemble, Inspiring Monologue, Mission Objective, Ricochet Blast, To The End Of The Line

Round 1: James declares that he’ll use Captain Steve’s leadership. I have Priority so my plan here is to collect three of the Spider-Infected and sit on the back and middle points. If the opportunity allows for Ant-Man to do a round one rush to score the back objective then I’ll take it but otherwise I’ll play it a bit cagier. Daredevil sits in the centre holding a Spider-Infected while the Ninjas take the back right one and move to the middle. This gives Captain Sam an easy opportunity to drop the Ninjas and he takes the back right Spider-Infected for himself. That was silly of me; the Ninjas could just as easily been at the back point. Winter Soldier goes to the left Spider-Infected and shoots Daredevil. Kingpin and Crimson Dynamo end up in the middle and Iron Man moves to collect the fallen Spider-Infected. Captain Marvel throws a casual four dice Energy Blast at Crimson Dynamo and he ends up almost dazed in one go! She’s also sitting on the back point so I don’t drop Ant-Man there. The score is 4 – 4, but helpfully James has left several of his characters away from the Shelters so hopefully that little bit of damage will be helpful in the long term.

Round 2: I can live with being one Spider-Infected down as long as I’m comfortable on the Gamma Shelters so I’m going to focus on that part and only target James’ Spider-Infected holders if they’re useful targets otherwise. Crimson Dynamo manages to apply Shock to Captain Marvel and Iron Man but pretty much nothing else substantial. Iron Man continues this trend by totally failing to do anything useful in return. Ant-Man uses Hitch A Ride to get to the back point and gently tickles Captain Marvel; sadly this also meant that he didn’t generate enough power for a Bullet Ant Barrage. In return she shakes Shock, turns on Binary Form and one-shots poor Scott. Daredevil uses Baton Snare on her to advance to the back point; he doesn’t do much to Captain Marvel but the Ninjas reappear and put a little more damage into Iron Man. Winter Soldier lets rip on Crimson Dynamo but James’ rolls are awful and he lives on one wound. Bullseye, who had been pushed off the back point by his Spider-Infected, hurts Winter Soldier but because I’m a total idiot I get the power use completely wrong and he can’t get back to the rear objective. Captain Steve hurts Daredevil and I have to use Indomitable to stay on the point. Kingpin pushes Iron Man away and throws Captain Marvel off the point; James plays Avengers Assemble to get people back onto the scoring points… at least it’s out of his hand now. Finally Captain Sam moves to my back point. The score is 9 – 7 in James’ favour; I made some poor choices there.

Round 3: I need to get better on this round with my positioning; most of James’ characters are badly injured and think that I can daze most of them this turn which should make the Secure scoring a bit easier. Kingpin has to come off the central point to get range to Captain Marvel; he then throws her into Winter Soldier to daze them both which I think is probably worth it. He collects the dropped Spider-Infected and then pushes Captain Steve away. Iron Man shakes Stun (oddly, I think I’d have gone for Shock) and then plays a really cool Ricochet Blast which almost one-shots Kingpin. Ant-Man dazes Captain Steve and uses Patch Up to heal Crimson Dynamo for the full five wounds. Captain Sam hurts Bullseye who uses Parting Shot to get out of range for a second shot; I guess Sam could have Charged but then he’d end up off that Gamma Shelter. Crimson Dynamo and Bullseye leave him on one wound which Daredevil is unable to apply, though the Ninjas do daze Iron Man. The score moves to a rather more comfortable 15 – 10 to me.

Round 4: I only need to score one more point to get over the line here but there are enough points available that I need to be careful to limit James’ scoring too. The first priority is to drop Sam Wilson as he’s the main way of scoring for James at this point; after that I probably want to just control rather than damage people as they’re all on full health again and I’m unlikely to KO them. I play All According To Plan and Bullseye gets us off to a good start by dazing Captain Sam. Winter Soldier pays for Inspiring Monologue on Captain Marvel which pretty much ensures that she’s not even worth the trouble of attacking. He then takes Kingpin down to one wound but rather than finishing him off he turns his attention to Daredevil and can’t daze him either. Kingpin, who will certainly be dazed very soon, activates now so that I actually get to use him. He throws Captain Marvel as far away as possible and then Headbutts Captain Steve to push him further away. Captain Steve throws Ant-Man off the point and into the Ninjas before Daredevil comes back to sit on the central point and does some minor chip damage in return. Iron Man KOs Ant-Man and dazes Kingpin in a highly effective turn, though this does mean that he’s still stranded out away from the scoring points. Crimson Dynamo picks up a fallen Spider-Infected and moves to capture the far Gamma Shelter. Captain Marvel double moves to the centre and throws Daredevil into the gun platform to daze him, relieving him of his Spider-Infected in the process. We finish up at 20 – 13 to me.

James was a lovely fun opponent and I look forward to seeing him across the table in the future once he’s got a bit more experience. For my part I made a lot of silly errors, especially in round two where I could have had Bullseye scoring my home Gamma Shelter instead of ceding it to Captain America for nothing. Overall my attrition plan worked quite well but James could possibly have pushed me harder on it by ensuring that his pieces moved to contest the objectives rather than sitting out in the open taking damage from the Crisis. Hood and Mysterio probably would have been a better option than Daredevil and Bullseye as I didn’t use them very cleverly; perhaps more importantly I totally forgot to use either Cruelty or Mission Objective which would have been the appropriate character cards if I’d made that change. Overall I was perhaps a bit fortunate to ‘get away’ with some poor play here.

Game 4: Ian playing S.H.I.E.L.D.

My final game I’m up against Ian who is apparently famous locally for S.H.I.E.L.D. jank. Luckily for me I usually find that S.H.I.E.L.D. jank is no match for just standing on all of the objectives and being annoying to get rid of! I win Priority (which is nice because it takes some of the most annoying Nick Fury Jr plays off the table) and pick my Secures as usual. We end up with Intrusions Open and Hammers and Ian chooses the slightly lower threat option. Daredevil makes the team this time as I think that I can use the Ninjas to body block some good landing spots for Ian’s heroes in the opening rounds, plus I think that they probably won’t have many Mystic attack options so he can use his full suite of defensive tech.

Extraction: Fear Grips World as ‘Worthy’ Terrorise Cities
Secure: Intrusions Open Across City As Seals Collapse
Threat: 18
My team: Kingpin, Hood, Mysterio, Shadowland Daredevil, Crimson Dynamo
My cards: All According To Plan, Indomitable, Hood’s Gang, Patch Up, The Grand Illusion
Ian’s team: Nick Fury Jr, Black Widow, Hawkeye, Iron Man, Taskmaster, The Original Human Torch
Ian’s cards: A New Age, Battlefield Medicine, Brace For Impact, Eye In The Sky, Sitrep

Round 1: I’m a little surprised not to see She-Hulk on Ian’s side as I thought that her throws and control would have been an big asset for him. I pick Kingpin’s leadership. My plan here is to get the right Hammer with Daredevil and sit the Ninjas on the far side of the left one so that anyone who wants it has to either waste an action dealing with the Ninjas (not hard, but also it’s quite inefficient) or come closer to my lines to do so. Otherwise, Ian hasn’t got enough on the left to displace Daredevil so I’ll flood the centre and then start trying to drop some of the more vulnerable S.H.I.E.L.D. heroes. Daredevil starts us off by collecting the right Hammer and the Ninjas move up in front of the left one, leaving it on the ground. Hawkeye has to spend both actions killing them – I didn’t actually think that Ian would leave that lying on the ground so Hood gratefully runs over and collects it. Fury comes forward and does no damage on a poor shot into Hood and most of my team moves to the middle. Torch gets a pretty sweet beam into Kingpin and Mysterio which I certainly could have lived without while Iron Man (who gets a Hammer) pushes Crimson Dynamo (also with a Hammer) over slightly into a very neat formation for my inevitable Torch-ing next turn. Black Widow ends the turn by moving onto the left point and playing Sitrep so Fury can join her The score is 5 – 1 to me.

Round 2: I have three Hammers and I’m in control of the Secures so I want to spend this turn working on attrition. I have a choice to make here – either I can try to drop Torch before he beams my three characters in the middle, or I can go with Hood to get Hood’s gang into play. I go with the latter and Hood starts blasting at Fury; my first couple of rolls are pretty rubbish despite the rerolls and it takes until the third shot before Fury has enough power to use Eye In The Sky and get himself out of there. Annoyingly I forgot that Hood was holding a Hammer until a few activations later so I could have been doing a lot more damage with him. Torch goes next, playing A New Age and beaming the hell out of Crimson Dynamo, Kingpin and Mysterio. This also gains him enough power to make Crimson Dynamo drop his Hammer and collect it himself. Kingpin tickles Torch rather gently and eventually throws him into Taskmaster so they both Brace it, before using Patch Up on Crimson Dynamo. Iron Man dazes Kingpin easily. Crimson Dynamo beams across Iron Man, Torch and Taskmaster which dazes Iron Man, then uses Propulsion Thrusters to line up another beam after collecting Iron Man’s Hammer, KOs the Agents and dazes the Torch and then finally gets dazed himself by Taskmaster’s counterattacks. What an activation! Fury comes across to the middle, summons some replacement Agents who pick up one of the fallen Hammers and uses Battlefield Medicine on himself. Mysterio, who is somehow still not dazed after all that carnage, picks up the other Hammer then KOs the Agents, dazes Taskmaster. Hawkeye Hook Arrows himself over to the action, picks up the Hammer dropped most recently by the Agents and dazes Mysterio. Daredevil one-shots Hawkeye and take his Hammer. Black Widow decides to leave Hood to his own devices over there on the left and hops through the Portal to the right. What an insane, hilarious round that turned out to be. Almost everyone took a turn at holding a Hammer at some point, I assume that this was all done to the background music of the Benny Hill theme music! When the smoke clears, I’m up 9 – 3.

Round 3: Everyone is bunched up in the middle so it’s time to get a nice big attrition swing going. Most of Ian’s characters are on full health as they’ve just flipped sides but they’re also very close to Mysterio and in a neat line for Crimson Dynamo to beam through. Mysterio pays for The Grand Illusion and Crismon Dynamo gets to work, beaming across Taskmaster (whose counterattacks are disappointing to say the least), Nick Fury and the Torch, annoyingly leaving the first two on a single wound each. To my surprise, Ian doesn’t activate Torch next but goes for Iron Man who uses Friday AI into a Unibeam for a really cool beam attack which KOs my Ninjas again, hurts both Crimson Dynamo and Kingpin and also clips Taskmaster to daze him. Kingpin throws Fury into the Torch to daze the S.H.I.E.L.D. leader then KOs the Torch with Hail To The King. Hawkeye goes for Crimson Dynamo but by this point he’s holding so much power that I can just Disruption Field pretty much every incoming attack and he achieves little. Mysterio dazes Black Widow and I realise that I can score this out by just hopping Daredevil onto the undefended right Portal, so I do that to finish us off at 16 – 4.

Thanks to Ian for a fun, if a little one-sided, game; I really enjoyed it despite his nickname! That was quite a brutal game, but I think that despite the good work that The Original Human Torch was putting in, the central brawl was very much favouring my game plan over Ian’s. Round 2 was very complex once we got into the cycle of badly-mauled characters picking up Hammers then getting jumped on by the next character and I think that we both had to consider quite carefully about who to activate at each time. I understood at the end that Ian had thought that my Ninjas had picked up a Hammer at the very start and perhaps that error threw him off his stride for the rest of the game.

Allan and I actually headed out before the end of the round as we had a long drive back home but I finished up in 5th place (of 20) which I’m very happy with. I could potentially have been a bit higher by scoring more VPs, for example by deliberately not finishing up in round 3 against Ian but dragging it out for another round, but that’s rather gamey and I don’t really like to be in that position where I’m slowing down a one-sided game for non-game reasons. I think that I’m going to put Criminal Syndicate to one side for now, despite just finding out that Rhino is affiliated, and try my hand with Brotherhood of (Evil) Mutants for a little while. Many thanks to Lee, Mike, James and Ian for four very entertaining games of MCP, to Anth for running the show and of course to Allan for chauffeuring me around for my gaming fun.

Categories: Battle reports, Marvel Crisis Protocol, Tournaments | Tags: , , | 5 Comments

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5 thoughts on “Marvel Crisis Protocol tournament report: MCP Monthly Mayhem 22Jan2023

  1. It sounds like another fun outing! From the pictures you shared, I can see what you mean on the terrain and mats. They look really good and are a bit more creative and characterful than in some of your previous reports.

    • Thanks Jeff.

      Full credit to Will for the huge effort he’s put into these boards. I was actually a bit worried that they were so cool that it would be hard to see where the minis are in any of the photos!

  2. Pingback: 5 on Friday 27/01/23 – No Rerolls

  3. Great report thanks for the write up. Sounds fun set of games. I am tempted to get into MCP but it does not seem that popular gaming wise amongst the people I know here. So as I have already too many unpainted projects in the lead pile I continue to resist for now.

    • Thanks! It’s a terrific game that works both casually and competitively. Of course, it would be no surprise that I recommend it as I’m enjoying the game enough to blog about it 😉

      The starter box is generally pretty cheap and contains enough to play some basic games (admittedly with fixed teams) so it would be easy enough to try it out with a friend. I think that having the Marvel license makes it a bit of an easier ‘show off’ to new players at a club or store too; you don’t have to explain to them why the Chaos Space Marines are the baddies in this setting because it’s generally quite familiar to people.

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