by BananaCrapshoot
What’s up champions?! Hope everyone is doing well. Today I wanted to take another look at modular sets. I wanted some time with the new modulars to play with older stuff so I could see how they function outside of the campaign.
So today I wanted to rank the modular sets by difficulty. I’m going to put them into 4 groups, hardest, hard, normal, and easy. Now how I’ve ranked these is by doing my own rankings and also getting input from various members of the community and compiling them into these groups based on the collective input.
The Hardest group is the group that on average across all scenarios increase the scenario difficulty the most.
The Hard group is the group that on average across all scenarios increase the scenario difficulty by a fair amount.
The Normal group on average increases the scenario difficulty by the least amount or don’t add much at all other than variety.
The easy group on average doesn’t increase scenario difficulty at all on average.
obviously there’s edge cases where a certain set can impact a scenario more than others, here we are looking at them on average across all scenarios.
Hardest:
Kree Fanatic
The Doomsday Chair
Legions of Hydra
Anachronauts
Master of Time
Kree militants
Badoon headhunter
Menagerie medley
The Black Order
Children of Thanos
Infinity Gauntlet
Frost Giants
Wrecking crew
Hard:
Crossfire’s crew
Sinister syndicate
Masters of Evil
A Mess of Things
Hydra Patrol
Temporal
Hydra Assault
Running Interference
Galactic artifacts
Band of Badoon
Space pirates
Armies of Titan
Legions of Hel
Enchantress
Normal:
Mister Hyde
Beasty boys
State of emergency
Ransacked armory
Experimental Weapons
Under Attack
Power Drain
Weapon Master
Goblin Gimmicks
Easy:
Bomb Scare
Ship command
Power stone
Brothers Grimm
Streets of mayhem
like I said before, depending on the scenario you are using these can vary a little, but overall across all scenarios, I’m confident in the ranking.
let me know what you think! Thanks.
In your opinion, do these rankings change at all based on player count? It seems that something like A Mess of Things is harder to navigate at lower player counts, where being stunned basically means you have next-to-no options to deal with a troublesome minion or have extra allies to deal with Scorpion's quickstrike; at higher player counts, it's easier for other players to pick up the slack if only one player is stunned. Conversely, something like Ship Command seems like it'd get trickier with more players (where the odds of getting two of the "exhaust the Milano" effects in a single round goes up).