Thoughts: Just a couple of straight forward ideas on two groups I would love to do as more than Henchmen, but it’s not all that practical. Predator X gets stronger with an X-Men heavy HQ, while Shadow Council will likely cause grief in the early stages of a game.
Thought Process: Spirits of Vengeance aren’t anything too special, but since they were all about vengeance I figured I would give them the escape mechanic. Meanwhile Next Wave (not to be confused with the awesome hero team) were a bunch of mediocre mercenaries, so I liked the idea of them reducing the cost of other… Read More Midnight Sons Henchmen
Thought Process: Oh, The Corre. Honestly I thought about saving Barrett to be a Mastermind for the Nexus eventually but went with half of them as jobbers instead. The Dungeon requires a Strength Hero simply because their whole existence was to take down Hogan. And the J.O.B. Squad’s motto was “pin me and pay me”… Read More Pro Wrestling Henchmen
Thought Process: Much like in the comics, the Spirits of Vengeance are meant to be a nuisance. They’re just above basic to take out, but failing to do so can cause a bit of chaos. Next Wave (not to be confused with the fantastic hero team) were D level villains at best. As they’re mercenaries,… Read More Rise of the Midnight Sons Henchmen
Thought Process: The Manhunters were relatively easy. They needed to be Tech based. Also, they were a suppression based squad initially, so reducing your ability to recruit just makes sense. The Guardians I wanted to be a bit different. Since they ran the Green Lantern Corps, heck controlled it, it stands to reason they’re going… Read More War of Light Henchmen