Explain me why KDK is so good? I don't have units to olay it myself

I see everywhere that people play KDK + some 1 point detachment and having good times. And - I don't really get what makes thia detachment so good? Especially when I see that getting blood points for buffs of your daemons is random. Random? Why? Our god is blood god or gambling god?

reddit.com
u/Vor_vorobei — 3 days ago

Dracula is ready for a game. MCP got me interested in Marvel characters I never even knew were in Marvel, like Dracula and Malekith.

u/Vor_vorobei — 9 days ago

Anyone played 3 1dp detachments together? What are your impressions? Also - how is my list?

I know that DP with wings is not that good but spunds fun with new take to the sky and buff to ap or cleave

u/Vor_vorobei — 12 days ago

New Cap player wants to join your squad

Hi everyone!

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I'm a fellow tank main, The Thing main.

Flex on tanks if needed but mostly my answer for everything in the game is The Rock Boy - fast peels, disable movement, protect dive target or weeken diver or over extending tank.

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But I'm kinda tired of maining only The Thing sonI started to play more Strange and was looking for someone else.

Tried to ppay dps, but that's not for me.

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And Cap's gameplay just kicks in! Very fun to play, but I'm far from being good right now.

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I try to safe my F / push for going out after disruption of back lines and switching between sprinting and turning back with shield up running backwards and jumping.

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But I don't feel doing enough impact tbh.

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Aldo 2 things :

I don't know how to deal with Punisher shotgun. I reflect with my shield standing right into the punisher but he doesn't take damage from his own shotgun, destroys very fast and than kills me with shotgun + tracking me with riffle.

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And how do I help my healers? Dd just jump into them and ignores me, I tickle his blue hp and he just focuses my supports.

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Thanks a lot, Caps!

reddit.com
u/Vor_vorobei — 17 days ago

My Brazen Burchers of Wrath list. All 1 DP detachments. But didn't have enough points to put at least 1 cleave upgrade on Maulerfiend.

u/Vor_vorobei — 18 days ago

GW! Fix warband issue, give us terminator leader and we are good

We need +1/+2 str across all units and maybe nerf warband str to +1. If Plague marines are T6 - zerkers has to be str6. That easy. Also if you can't rework Angron because you're too busy - at least buff his amount of attacks, dmg and make him the strongest primarch out there. I don't care, his strike should be S 18!

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And give as non epic terminator leader already that we could have fun with new detachments.

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That's all. This simple.

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u/Vor_vorobei — 19 days ago

I tried yo be a DPS player and it's just not kicking for me

To be honest nothing is kicking it for me as playing The Thing. Tried to go DPS - I just can't, it's not for me.

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I'm not playing a lot so I mainly play my rocky guy and Gambit.

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I tried to main Venom because I like the character but his primary is not doing it for me. Also tried Strange - he's good and might be fun but I'm still learning and still can't provide enough value for my team.

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Maybe some of you can advise me on trying some tank that can fit me?

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After Thing other tanks feel limited for me (I know it's not true, that's because I don't know how to play them). Rocky boy can take down flyers, invulnerable brawl tanks (Thor for example) , armor up healers and fast peel, stop movement of high speed characters as bp or spidey. Like - he got it's all but shield. Awesome character, love him

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reddit.com
u/Vor_vorobei — 23 days ago

How do you feel about the updates?

I'm just sooooo not excited. That's not terrible but it's not good either.

Just - meh.

Maybe it'd br funny to try 3 new detachmenta together and go full characters, engines and terminators (ha ha, gw, we don't have terminators leader character, very funny if you, thanks again. Also you can have it on epic heroes so jokes on me twice).

But until our army is balanced around Zerkers warband - you'll still gonna play this ondle detachment if you want not to feel like you punching up.

No Angron rework, no rethinking Berserkers warband issue.

I think I'll olay something else for a while, no hype for me personally.

reddit.com
u/Vor_vorobei — 26 days ago

Need you help with the roster where Dracula ia the main star

Here's my roster and the main gimmick here is to go Thralls Of Dracula and to have fun with maximum bleeding and healing.

Anyone who's got bleed and some build in healing is going into the roster.

So - do you have any advices how to improve character selection?

Also I have no idea what to take at tactic cards...

jarvis-protocol.com
u/Vor_vorobei — 1 month ago

Arena rules for 2x2 game. I'd like to get any review , advice or impressionsS

First of all I still thin about how to center the arena on the map for it not to take the whole map. I thought about this soultion. But you're wellcome to share your ideas.
Basically arena is on the side of the main battle field.

The idea of the aena is 2 characters go in, fight eache other untill one wins. Winning side gets VP. You can read full rules below.

Rules of 2x2 are just a comunty rules from Adapticon that I found online. My addition is the arena and crisises.

https://preview.redd.it/n6710vgd1h4h1.png?width=1041&format=png&auto=webp&s=c698cadcb7cd3bf3392dd09bb0a1ae2501562d71

Marvel: Crisis Protocol — Collector’s Arena (2v2 Variant Rules)

1. Game Mode Overview

Collector’s Arena is a 2v2 variant for Marvel: Crisis Protocol featuring additional Arena mechanics and special objective tokens.

  • The game lasts 6 rounds.
  • The winning condition is 20 Victory Points (instead of the standard 16), or having the most VP at the end of Round 6.

All standard Marvel: Crisis Protocol rules apply unless otherwise stated in this document.

2. Special Objective Tokens

Red Tokens — Collector’s Experimental Weapons

When a character picks up a Red Token, they immediately resolve the following effect:

  • The character chooses either Mystic Defense or Energy Defense.
  • The character rolls the chosen defense dice pool.
  • If the roll does NOT result in a Crit or Wild, the character:
    • suffers 1 damage,
    • gains the Slow special condition,
    • gains 1 Energy.

The Energy gained from this effect may be immediately transferred to an allied character within Range 3 of the character holding the token.

Blue Tokens — Collector’s Trade Points

While contesting a Blue Token, a character may:

  • Spend 1 Energy to remove 1 special condition from themselves.

3. The Arena

The Arena is a special duel zone placed on the battlefield.

3.1 Entry Restrictions

A character may enter the Arena only if all of the following conditions are met:

  • The character is within Range 1 of the Arena edge.
  • The character has NOT made an attack during its current activation.
  • The character does NOT currently have a Red Token.
  • The character is not Injured (has not flipped to injured side).
  • The character has a Threat Value of 4 or less.
  • The character is not using its last activation of the round.

3.2 Arena Isolation Rules

While inside the Arena:

  • Characters cannot be targeted by attacks or superpowers from characters outside the Arena.
  • Characters inside the Arena cannot use Leadership abilities.
  • The Arena is treated as an impassable terrain feature for all movement purposes.

4. Entering the Arena

When a character enters the Arena:

  • Remove the character’s Activation token.
  • Remove up to 2 special conditions from the character.
  • Remove 2 damage from the character.
  • The character gains 2 Energy.

The character remains in the Arena until:

  • the end of the Round, or
  • the Arena Duel is resolved.

Characters cannot move within or leave the Arena except through completing the Arena Duel.

Only one character per team may be inside the Arena at any time.

5. Arena Duel Trigger

When a second opposing character enters the Arena, an Arena Duel begins immediately.

Duel Setup:

  • Each player places 1 size 2 terrain feature on their side of the Arena.
  • Both duelists are placed within Range 1 of their respective Arena edge.
  • After deployment, both players roll for priority to determine initiative for the duel.

6. Arena Combat

  • The duel continues until one character is reduced to 0 remaining health.
  • The surviving character is the winner and gains 3 Victory Points.

7. Post-Duel Effects

After the Arena Duel:

  • All characters within Range 2 of the Arena gain 1 Energy.
  • Both duelists are placed within Range 2 of their respective Arena side on their team’s half of the battlefield.
  • Both duelists gain an Activated token.

8. Uncontested Arena Resolution

If no opposing character enters the Arena by the end of the Round:

  • The character in the Arena does NOT gain 3 VP.
  • The character gains 1 Energy.
  • The opposing team loses 1 Victory Point (The Collector punishes cowardice).
  • Characters within Range 2 of the Arena do NOT gain Energy from Arena effects.
  • The duelist is returned to the battlefield and gains an Activated token.

9. Arena Cooldown

After any Arena Duel is resolved (or an uncontested resolution occurs):

  • The Arena becomes inactive for 2 full rounds.
  • No characters may enter the Arena during this period.
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u/Vor_vorobei — 1 month ago