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C3G Unit Strategy - April 2016

Posted April 28th, 2016 at 08:32 PM by HS Codex
Updated May 4th, 2016 at 05:36 AM by Xotli

Unit Strategy Review
Iron Man Mark V
Author: marrowick



Analyzed Statistics
Life Ė 4 (3/5)
4 or 5 life is the average health for most unique heroes.

Move Ė 6 (3/5)
The average move on any unit is anywhere from 4 to 6.

Range Ė 5 (3/5)
Among non-melee units, the average range is 4 or 5.

Attack Ė 4 (3/5)
The average attack is around 3 to 5.

Defense Ė 6 (4/5)
6 defense is a little higher than the typical average of 3 to 5 and gives nice little edge, even if itís at the bottom end of this tier.

Overall stat consensus: 3/5
His stats are pretty average for the most partónothing that really stands out that much.

Species Ė Human
Pros:
  • As a unique human hero, Iron Man may be healed via Alfred Pennyworth's Field Medic special power.
  • As a unique human hero, Iron Man may be chosen for Arnim Zola's Cloning 16 special power.
  • As a human, Iron Man allows adjacent friendly Civilians to roll an additional attack and defense die due to their Strength in Numbers special power.

Class Ė Engineer

Personality Ė Arrogant

Slave Circuit
Description: You may draft this figure into the same army with any other Tony Stark figures that do not have the class of Engineer. At the start of the game, all other Tony Stark figures you control are chosen for Slave Circuit and have the species of Android, instead of what is listed on the card. After revealing an Order Marker on this card and taking a turn with this Iron Man, you may take a turn with one other Tony Stark figure you control.

Usefulness: Top notch: this is an absolutely excellent power. The only restriction is that you need another Iron Man figure in your army to use it. And letís face it, the main reason you even took this Iron Man was so you could use more Iron Man figures.

Overall Usefulness Rating: 10/10 (as useful as it gets)

Pulse Bolt Special Attack
Description: Range 4. Attack 3 + Special.
Count the minimum number of spaces between Iron Man and the defending figure and add one die to this special attack for each space counted.

Usefulness: This is pretty useful if used from a distance; it gives you a couple of extra attack dice to hit your opponent with. Although itís a little tricky to use once youíre in combat, unless youíre willing to disengage. It also relies heavily on positioning.

Overall Usefulness Rating: 5/10 (fairly useful)

Electronic Countermeasure
Description: Iron Man cannot be targeted for non-adjacent attacks.

Usefulness: This is a nice power to have if youíre up against a fair number of ranged people. It allows you to protect yourself against ranged-only powers, forces your opponent to move in close to attack you, and makes some of their less able ranged units more vulnerable (that is, ranged units who canít hold up well in melee).

Overall Usefulness Rating: 6/10 (pretty useful)

Points: 280
280 points is pretty good for this build, unless you donít take advantage of Slave Circuit.

In-Depth Analysis
Class: Rook/Queen
This is a tough one ... the choice is up to the player really. You can either play Iron Man as a queen character, keeping him out of the fights, keeping a close guard around him, and attacking only when necessary. But I personally play Iron Man with a rook style, keeping him away from the combat (but not out of it), attacking from a distance, but making sure to keep him safe. By playing Iron Man as a queen you are practically giving up one of the two turns granted by Slave Circuit and youíll be, for the most part, sacrificing one or two higher tier Iron Men to protect him. But if you play Iron Man as a rook you have a higher risk of losing any chance of extra turns due to a higher chance of his death. So itís a decision of whether you wish to risk losing your extra turns, but using them. Or protecting those extra turns, but losing them.

Offensive Capability
Iron Manís offensive capability is highly versatile, based on the circumstances surrounding him. His special attack can have two dice more than his normal at max range, but only one if Iron Man has height. So if thatís the case itís a debate about whether more range or more attack is the most useful. Your choice of which to use also depends on who youíre attacking.Having special and normal attacks that are so close power-wise allows him to be a fairly good character for taking out people who have defense powers against either normal or special attacks, but not both. It allows him to get past either one, without giving up much range or power.

Survivability
Given that his stats are 4 life 6 defense, his in-combat survivability is good, but itís not great. He shouldnít have many problems against people with 3 or maybe 4 attack, but you try to shy away from melee combat with anything, no matter how weak their attack is. If you can do that, youíll be just fine due to your Electronic Countermeasure special power. And thankfully he is well equipped for this kind of style. With 6 move and flying, he should be able to get away from pretty much anything without the Flying special power.

General Strategy
While itís better to use Iron Man (Mark V) as the core unit in your army and build around him, itís not uncommon, or a bad idea, to use him as a bit of a side power in certain army types. Most commonly when not used as the core unit, Iron Man (Mark V) is used to get a couple extra Iron Men in an Avengers army, but he could also be used to get a couple of good figures for an android army. If you use him as an extra in an Avengers army, you should try not to get more Iron Men than you have Avengers markers. The best version to get here would be Mark IV, though some armies may want a Stealth Suit for point capping, or a Hulkbuster if it lacks any extra hitting power. And if youíre a little low on points, Mark II isnít a bad idea. If you use him to get androids for an android based army then the best to get would be Hulkbuster or Mark IV, or, as previously mentioned, a Stealth Suit for point capping. But youíll mostly want to build the army around Iron Man (Mark V). If you do so, then the typical core of the army would look like this.
  • Iron Man (Mark V)
  • Iron Man (Iron Man) ◊2*
  • Iron Man (Hulkbuster)**
* At least
** Low point armies will probably swap this for other units


That would take 1120 points, so in most circumstances you have about 250 or 350 points left for your army. Mark IVs and IIIs are your main foot soldier, although IIIs should be used only if you need the points. At least one Hulkbuster is typically taken so as to have some heavy hitting power, but if you have a low point game like 1200 or 1300, itís probably a better idea to swap it for other, cheaper Iron Men. Iron Man (Mark II) is a good filler for your points. I prefer using them over Mark III in most cases. As for Iron Man (Mark I), you typically should upgrade a Mark III to a Mark IV or Stealth and, if you have enough points, the same goes for upgrading a Mark II into one of those. But in the event that neither of those options exist, go ahead and get him, heís still a nice unit. Since the majority of this army is android based, itís a good idea to get some sort of hero with either android healing synergy or android turn taking synergy, but only if itís a higher point game, as in general they donít come very cheap. A good choice is Mad Thinker. With Android Affinity, he can take turns with your Iron Men even after Iron Man (Mark V) dies, therefore keeping the turn versatility granted by remotely activating units (that is, taking a turn with them through a special power and not revealing an order marker on their card).

On the battlefield, if you play Iron Man as a rook unit, you want to try to kite your enemy, moving almost every turn to keep out of their movement radius. By using this method you also make it easier to use Pulse Bolt to its maximum effectiveness. This is the strategy you want to play with most Iron Men anyway. Youíll want to have Mark V on one side of the map, and a Mark IV on the other: keep them within about 8 spaces or so. This keeps them close enough that they can cross the map to help pretty quickly, but far apart enough that, unless the enemy units go down the middle, theyíre divided. Because of this youíll want your Hulkbuster in the middle lane so he can go wherever needed, and discourage the enemy from sending units right down the middle. If you have a Stealth Suit in your army, keep him a space or two behind the Hulkbuster so he can respond to any threats the Hulkbuster canít, and so he can lock down any opponents trying to escape. Keep any Mark Is or IIs within about 5 spaces of Mark V. This allows immediate movement through Magnetic Turbo Insulators that may be needed, and allows you to position your opponentís figures closer to your Hulkbuster. It also allows you to disengage any enemies from Mark V if needed. Now, this formation is unlikely to completely materialize, as it would mean taking turns with all of your Iron Men, although it may be a little easier with Mad Thinker. If you can get this formation completed though, then you should be well set to win the game. Also youíll want to make sure your front lines wonít be jeopardized by the death of any front line soldiers, so keep any other Mark IVs or IIIs you have about 8 spaces away from the combat so they can stand in for any Iron Man that may die, although replacing Mark Is and IIs isnít that necessary.

If you play Iron Man as a queen unit youíll want to do some things differently, based on your operating zone. By ďoperating zone,Ē I mean the ideal distance from the other figures in your army. So if we say that the Mark V has an operating zone of 14 spaces, that zone is all the hexes on the map where heís no more than 14 spaces away from the rest of his army. The ideal size of the operating zone depends on the strategy.

One strategy would be to have a guard of one Mark IV within a few spaces, and another one typically within about 14 spaces or so of Mark V; any other Mark IVs or IIIs should be placed within a few spaces of Mark V so they can step in where needed. This allows the first one to have some freedom and distance allowing him a reasonably sized operating zone, but heís still able to get into a position to lock down any units breaching the zone fairly quickly. Youíll want to place your Hulkbuster about 6 to 8 spaces away, as he will be your main bodyguard; this allows him to take down anyone who is too tough for your Mark IVs. If you have any Mark Is or IIs, place them within about 3 spaces of Hulkbuster so that you can control the fight zone, keeping units in or out of combat based on who you want them to fight. It also allows for quick distancing of a low life Hulkbuster. Mad Thinker is much better in this formation than the first one, as this one is about quick lockdown and protection of Mark V. If you have him though, he is just as valuable as Mark V. So if you have Mad Thinker youíll want to keep him very close to Mark V and have an extra Mark III or IV to protect him, as he is much more vulnerable than Iron Man Mark V. A Stealth Suit is an ideal bodyguard in this formation, though, and if you have one you can replace the Mark IV guarding Mark V with a Stealth Suit. If you do this, then you can extend the front line Mark IVís operating zone to about 18 spaces, and then add a second Mark IV at the original 14 spaces. Winning with this one is a little harder, as any offensive action breaks your defenses, and that can be easily exploited. But if you have a Stealth Suit guard, any exploitation or misplacement isnít as bad for you, given the extremely long range of the Stealth Suit. Also in this formation, as you have so many guards, itís important that you donít move your Iron Men out of the movement radius of their operating zone. E.g. if an enemy breaks through your front line, donít move the Mark IV, whose zone is 14 spaces, more than 6 spaces away from his operating zone. This way he can get back to his max range in one turn.

Units to Avoid
You should avoid any units that have bonuses against androids that focus on conversion and locking them down, such as Braniac 13 or Arnim Zola. Other lower priority units to avoid include Forge, Nimrod, and Ultron.

Maps to Note
Both ďUnderground CatacombsĒ and ďSewer LabyrinthĒ are both good and bad, depending on how you play. If you play Mark V as a rook and play a more kiting-focused play style, then itís a great map. But if you play him as a queen and take the more defensive route, this will mean youíve got a lot of work on your hands moving everywhere to try to keep Iron Man safe. ďMountain SpringĒ is also a great map for either play style as the mountain allows for good protection from non-flyers or climbers, and also allows for great kiting from the same group. And any maps with castle pieces you can stand on are good for the rook style: if they get too close you can jump down, and vice versa.
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The Grim Reaper's Friend's Avatar
We regret to announce that SoA has had to resign due to time constraints. This month's CC article will unfortunately have to be skipped. In the meantime, we should be up and running with a new head for the department shortly.
Posted May 2nd, 2016 at 05:28 PM by The Grim Reaper's Friend The Grim Reaper's Friend is offline
 
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