Post by Cosmic Commissioner on Apr 28, 2008 9:03:28 GMT -6
Stepping Up Your Game - Reserve Members
Okay, so there are a lot of hidden gems in the rules and options that usually only come to light when Rick decides to show his hand. Well, I'm going to beat Rick to the punch on this one and tell you why Reserve Members are not only awesome, but they'll also add a little fun to the league for you while providing an incredible safety net.
To start, let's review what a Reserve Member does;
"A Reserve Member may fight in the place of a member of a Heroic Team that becomes Wounded or Critically Wounded. To be eligible for this, the Reserve Member’s point total must be less than the Wounded Hero that it is replacing (Feats included). Any Hero who is replaced by a Reserve Member comes back fully healed for their next game."
Okay, so what EXACTLY does this mean. Well… it's a safety net. Look at the first round of games - we had 4 people wounded. All of them will start their next game with 3 clicks of damage. If any of them had a reserve member, they would have the option of bringing that character in fully healed. While not incredibly enticing if you just have one guy 3 clicks down, I guarantee if you had 2+ guys wounded or any members who would be forced to miss the next game - you'd wish you had a reserve.
Now, let's think outside the box for a minute. Each guy on your team probably meets a certain criteria and performs a certain function. You try to make your team work well with each other and become as balanced as possible. Of course, going against certain teams makes particular strategies more useful. Enter the reserve member. If your reserve member supplies you with something slightly different, it may be beneficial to you to serve up one of your team members as an offering to one of the other teams in hopes that they'll be wounded (a 2/3 chance) and your reserve guy can come in and change the dynamic in your favor for your next game.
Plus you get to play with a couple different figures. After all, your team can include up to 3 Reserve Members. That's a lot of versatility.
But what does all this cost you?
Practically Nothing.
That's right. Look at the cost. A Reserve Member costs 50 VP plus what they would normally cost to recruit - In VP's!!! You want a little extra safety net? A 50 point figure costs you 100 VP's to make a reserve member. So instead of paying 100 VP's for a re-roll for your wounded guy, you can simply replace him with the reserve member. But it gets better. Wanna recruit your reserve guy onto your team? You get all 100 VP's refunded to you when you do. You paid NOTHING to have that safety net. Nothing. All you did was let the bank hold some VP's for you.
So, let's review.
You can have up to 3 Reserve Members - that's enough to replace most teams as they currently stand and easily the core of a larger team. Versatility, Variety, and Safety.
The cost is very low and can be refunded to you if you desire.
You have nothing to lose!
Wanna Step Up Your Game? Look no further than Reserve Members.
Okay, so there are a lot of hidden gems in the rules and options that usually only come to light when Rick decides to show his hand. Well, I'm going to beat Rick to the punch on this one and tell you why Reserve Members are not only awesome, but they'll also add a little fun to the league for you while providing an incredible safety net.
To start, let's review what a Reserve Member does;
"A Reserve Member may fight in the place of a member of a Heroic Team that becomes Wounded or Critically Wounded. To be eligible for this, the Reserve Member’s point total must be less than the Wounded Hero that it is replacing (Feats included). Any Hero who is replaced by a Reserve Member comes back fully healed for their next game."
Okay, so what EXACTLY does this mean. Well… it's a safety net. Look at the first round of games - we had 4 people wounded. All of them will start their next game with 3 clicks of damage. If any of them had a reserve member, they would have the option of bringing that character in fully healed. While not incredibly enticing if you just have one guy 3 clicks down, I guarantee if you had 2+ guys wounded or any members who would be forced to miss the next game - you'd wish you had a reserve.
Now, let's think outside the box for a minute. Each guy on your team probably meets a certain criteria and performs a certain function. You try to make your team work well with each other and become as balanced as possible. Of course, going against certain teams makes particular strategies more useful. Enter the reserve member. If your reserve member supplies you with something slightly different, it may be beneficial to you to serve up one of your team members as an offering to one of the other teams in hopes that they'll be wounded (a 2/3 chance) and your reserve guy can come in and change the dynamic in your favor for your next game.
Plus you get to play with a couple different figures. After all, your team can include up to 3 Reserve Members. That's a lot of versatility.
But what does all this cost you?
Practically Nothing.
That's right. Look at the cost. A Reserve Member costs 50 VP plus what they would normally cost to recruit - In VP's!!! You want a little extra safety net? A 50 point figure costs you 100 VP's to make a reserve member. So instead of paying 100 VP's for a re-roll for your wounded guy, you can simply replace him with the reserve member. But it gets better. Wanna recruit your reserve guy onto your team? You get all 100 VP's refunded to you when you do. You paid NOTHING to have that safety net. Nothing. All you did was let the bank hold some VP's for you.
So, let's review.
You can have up to 3 Reserve Members - that's enough to replace most teams as they currently stand and easily the core of a larger team. Versatility, Variety, and Safety.
The cost is very low and can be refunded to you if you desire.
You have nothing to lose!
Wanna Step Up Your Game? Look no further than Reserve Members.