Wasp Home Rules
Wasp is one of my favorites, but some of her cards never sat right with me. Giant Help was the trigger for all this. It just doesn't make sense the way Wasp Sting does. Why would you ever play it in Tiny form?
The more I looked at it, her stats in each form are weird: way too low in Tiny form, way too high in Giant form. And I figured out why. I think they wanted Giant form to be 1 THW, 2 ATK, 3 DEF, but her Giant hero power doesn't make sense if her THW or ATK is only 1. So they were cornered. Unfortunately, my home rules ran into the same problem. I wanted her to have 3 THW in tiny form, but then I had to change the helmet and the red room.
Home Rules:
Tiny form hero stats: THW is now 3. Wasp's Helmet: Giant form: +1 ATK, Tiny form: ignore Guard and Patrol.
Bio-Synthetic Wings: Cost 1
Red Room Training: Giant form: Gain retaliate 1, Tiny form: Gain +1 ATK and basic attacks gain piercing.
Giant Help: Tiny: Remove 4 threat from a single scheme. Ignore crisis icons. Giant: Remove 2 threat from up to 3 different schemes.
Discussion:
Her basic gimmick is that in Tiny form, no one knows she's there until it's too late --a little like Shadow Cat. She gets past the guards, and she can sometimes move past the crisis to the main scheme.
Tiny form hero stats: this by itself makes her a much better contender in any hero tier list, and Tiny form is now much more important, and I would argue that 3 thwart makes Tiny form = Giant form in power. Of course, three thwart is a lot. Her helmet is more thematic in both forms, as it made no sense to have more thwart in Giant form. I like her wings, but they seemed overpriced. Red Room Training is now more useful by combining the piercing with +1 ATK (I moved one stat boost off the helmet). I didn't want to give her more THW in either form after upping her Tiny form THW to 3. Giant Help is obviously fixed to align with Wasp Sting.

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