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C3G Strategy - November 2017

Posted November 17th, 2017 at 01:54 PM by HS Codex

C3G Strategy Guide
Cable
Author: Ronin


Analyzed Statistics

Left Box Breakdown
Species – Mutant
Uniqueness – Unique Hero
Class – Telepath
Personality – Disciplined
Size/Height – Medium 5

As a mutant, Cable is part of the most robust synergy grouping in C3G, and being a telepath on top of that is just gravy. Cable has all kinds of neat synergy hooks that open him up to a variety of different builds. More on those later.

Statistics Breakdown
Life – 5
Move – 5
Range – 7
Attack – 4
Defense – 6
Points – 275

Great range and great durability, plus decent move and attack. But it’s really not worth getting into those until we have a chance to talk about Cable’s special powers. And at that price point, you know the special powers are really something.

Powers Breakdown

Mercenary Field Commander
After revealing an Order Marker on this card, instead of moving Cable, you may rearrange any unrevealed Order Markers on Army Cards you control that are in play and immediately move any Mercenary you control within 8 clear sight spaces of Cable up to 4 spaces.

Mercenaries are not a particularly robust synergy; at the time of this writing, there aren’t any special powers on any other units to tie them together. But there are some decent figures in the grouping, most notable of which is Deadpool. A fellow mutant, Deadpool is very easy to pair up with Cable, and he certainly doesn’t mind a little free movement.

The ability to rearrange order markers can also come in handy, of course. It tends not to be quite as useful in a mutant build, as mutant leaders often provide better options for order marker management, but it gives Cable a little extra utility if you want to play him outside mutant builds.

Double Attack
When Cable attacks, he may attack one additional time.

Getting a little extra mileage out of his normal attack means that Cable is that much better in generalist builds centered around figures like Captain America or Star-Lord, and it also plays well with Sage and Apocalypse, mutant leaders that can boost attack numbers.

Sighting
When Cable is attacking with a height advantage, he rolls an additional attack die.

Nobody would complain about height advantage being twice as effective on any unit. But on a multi-attacking sniper unit that already plays nicely with a variety of attack-boosting figures, this is just great. It isn’t hard for Cable to start hitting people with two attacks of 6, even without any helper units boosting his attack number.

Super Strength

One of the most widely-held special powers in C3G. A handful of immunities, but not rich fodder for discussion.


In-Depth Analysis

So what can you actually do with Cable? As alluded to in the points on Double Attack and Sighting, he can hit things really hard, from really far away. It doesn’t take a genius to realize that you should get him on height and start blasting away. But how can you best leverage that? Let’s take a look at a few potential builds.
  • Cable – 275
  • Deadpool – 285
  • Sage – 190
  • Armor – 100
  • Jubilee – 60
  • Angel – 90
  • Total: 1000

Here’s a pretty straightforward one. Sage provides you outstanding order marker management, and she can also boost the attack numbers of Cable and/or Deadpool, both of whom get a lot of mileage out of an extra attack die thanks to being ranged double-attackers. Cable and Deadpool can bond with the sidekicks, and Angel is an outstanding defensive figure (who can also get Cable to height in a hurry).

A Cable and Deadpool army built around Apocalypse for a higher points bracket might look like this:
  • Cable – 275
  • Deadpool – 285
  • Apocalypse – 620
  • Angel – 90
  • Omega Red – 300
  • Hydra Bob – 25
  • Total: 1595

For much the same reasons as Sage, Apocalypse is very tempting to team with Cable and Deadpool. The main disadvantages of building around Apoc as opposed to Sage are that Apoc is incredibly expensive, weighing in at 620 points, and that Sage provides you just a little more flexibility in her order marker rearrangement. When you use Sage’s Telepathic Tactician to move an order marker to Cable’s card just before revealing that order marker, you’re afforded the option of using Cable’s Mercenary Field Commander special power and/or bonding with a mutant sidekick. Using Apocalypse’s Horsemen of the Apocalypse special power to take turns with Cable does not allow for those possibilities.

On the other hand, Apocalypse’s attack boost happens automatically, whereas Sage’s requires an X order marker investment, meaning that she would take a couple of rounds to boost both Cable and Deadpool, and Deadpool would not have access to the X for his Healing Factor X special power during this time.

And there’s nothing at all stopping you from building around both Sage and Apocalypse for even more of an attack boost, but that means investing a lot of points in redundant order marker management systems.

The mutant elephant in the room is Professor X, who is also a perfectly legitimate choice for a Cable/Deadpool army. He doesn’t provide those attack boosts that Cable and Deadpool like so much, but he does let you take a turn with the both of them on one order marker, which means slinging a lot of dice.

But how else might you use Cable? As a telepath, he also fits nicely into an Excalibur build:
  • Cable – 275
  • Captain Britain – 285
  • Martian Manhunter – 300
  • Angel – 90
  • Vulture – 90
  • Cosmo – 160
  • Total: 1200

Martian Manhunter is an excellent piece that can mobilize Cable and the rest of your troops very quickly while also serving as a hard-hitting bonding partner for Captain Britain, and Cable makes for excellent ranged support. The only downside of this scheme is that Cable does have to stay somewhat close to the action to be activated with Captain Britain’s Excalibur Commander, limiting his ability to stick to the best high ground. Vulture can mitigate that by dropping enemy units into place for you.

And if you want to try something screwy, you could build around something like:
  • Cable – 275
  • Baron Heinrich Zemo – 170
  • Loki – 420
  • Red Skull – 220
  • Blob – 165
  • Total: 1250

Loki lets you double up on X order markers, Cable lets you move those onto Baron Zemo on your first order marker, and Baron Zemo can lock people down with his Adhesive X Trap. Blob and Red Skull make it that much easier for you to play in a pod and keep enemies off Zemo’s back. Cable is, of course, also your heavy-hitter that you want bonding with Red Skull in this scheme, so don’t think he’s there for order marker shenanigans alone.

Cable is one of the best ranged hitters in C3G and lends himself to a lot of different armies, so don’t be afraid to experiment with the possibilities. For more information, check out the Book of Cable.
Total Comments 4

Comments

Old
Lazy Orang's Avatar
Really interesting and insightful article - good job, Ronin!
Posted November 18th, 2017 at 05:47 AM by Lazy Orang Lazy Orang is offline
Old
L0B5T3R's Avatar
Excellent job here!
Posted November 19th, 2017 at 01:21 AM by L0B5T3R L0B5T3R is offline
Old
L0B5T3R's Avatar
Do you think this guy is a good choice for a civvie build @Ronin ? Use the civvies to lock down enemies while Cable blasts them from range?
Posted November 19th, 2017 at 01:28 AM by L0B5T3R L0B5T3R is offline
Old
Ronin's Avatar
I could see that working. Cable definitely likes units that can tie targets down.
Posted November 19th, 2017 at 03:58 PM by Ronin Ronin is offline
 
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