Trinity of Sin
I had the dubious honor of playing in a game against the Trinity of Sin this weekend over at Comics are Go!. The game actually turned out to be a three way game, and for the most part, it was two teams trying to take down the Trinity.
What’s the worst thing about playing against the Trinity? It’s not the massive 16 click dial. It’s not even the tough 19 defense it starts out with. It’s not even the occasional poison trait. That only comes up occasionally, when Pandora’s face shows up on the dial. No, the worst part of this thing is the horrifying feedback damage from the mystics keyword. Instead of the normal one click, if you keep all your figures on the team base, you take two clicks of damage every time you make a successful attack.
Big Mike came in fast and hard with some heavy hitters, hoping to knock down that damage before the feedback destroyed him. I had a similar idea and really thought long and hard about adding the FCBD Thor to my team. He starts off with a 5 damage and an 11 attack. The problem is, even if he hurdles that 19 defense, he only gets one hit at 5 damage and that’s a charge. Not only is that feedback going to knock his damage down to 4, but he’s also stuck being poisoned knocking him down even further, not to mention being in the line of fire for anyone using pulse wave – a go-to power for dealing with Mystics.
I think Pulse Wave could have worked here actually, but so slowly with that one damage at a time trying to chip away at that deep dial. I pulled my Composite Superman and played him at the 80 point level, then pushed him one click where he goes into Pulse wave fro a couple of clicks. Unfortunately, I deployed him badly, then got distracted trying to pick up a Kurreth’s Hammer and got based, then blasted.
My main strategy for dealing with the Trinity ended up being Blackheart. He’s a hefty piece, but he’s a mystic too, and any time he takes damage it would feedback on the Trinity- a good start.
The main reason I choose Blackheart though, was his pets. He comes with two detachable gargoyles. When he uses his power of Dark Thunder, a gargoyle detaches and becomes a bystander with it’s own attack and defense and movement. When it’s KOed, it returns to the Blackheart base where it can be summoned again. I barely moved Black heart all game – in fact the only time he moved is when the red Gargoyle TKed him away from Trinity (on Mike’s suggestion – thanks!). I kept pulling up the gargoyles, placing them in front of Blackheart to protect him from ranged, then the red one would TK the blue one over to Trinity where it would attack. Trinity would then have to destroy it or take poison – taking one of Trinity’s actions. If there was no blue, the red one would make a ranged attack while Blackheart generated another blue one. My allies on the other side would perlex down that massive 19 defense to make it more manageable and I’d keep hitting, which would destroy the gargoyle but never give damage to Blackheart who would just pop another out. It chipped away at the Trinity dial while he was mopping up the other team.
It was fairly effective. We got the dial down to click 11, and I know I couldn’t have done that on my own. That’s why I said it was nice to play this as a three way game. It gave us both a chance. Still, that Trinity of Sin is a monster piece.
I did find one thing cute. Every time I’d detach the gargoyles, they don’t stand well on their own. They would topple over and I would just lay them on their side. When I’d TK the blue one over to Trinity, I’d lean it up by Phantom Stranger and say it was nuzzling him. If you can’t beat ’em, annoy them!
Okay, now that you’ve read that comic, head over to Violent Blue. We’ve got a new strip up today and meet us back here tomorrow!