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C3G Strategy - May 2017

Posted May 19th, 2017 at 03:57 PM by HS Codex

C3G Strategy Guide
Plastic Man
By: Ronin

Analyzed Statistics

Left Box Breakdown
Species – Metahuman
Uniqueness – Unique Hero
Class – Adventurer
Personality – Quirky
Size/Height – Medium 7

The only really notable thing here, synergy-wise, is Plastic Man’s class of adventurer. The adventurers are one of the most formidable factions in C3G, which will certainly factor into Plastic Man army-building. Otherwise, there’s not much worth spending time on here.

Statistics Breakdown
Life – 5
Move – 4
Range – 2
Attack – 4
Defense – 6
Points – 145

Pretty decent stats on a budget here. A single attack of 4 isn’t anything too special in C3G, but having just a little range helps, and his low move is augmented by Bounce-n-Stretch.

Powers Breakdown
Friendly figures do not take leaving engagement attacks from opponents’ figures that are engaged with Plastic Man.

This is the main thing Plastic Man has to offer his teammates; who doesn’t like to disengage without risk?

After rolling defense dice against a normal attack from a non-adjacent enemy figure, you may choose a figure within 3 clear sight spaces of Plastic Man. All excess shields rolled count as unblockable hits on the chosen figure.

A nifty defensive ability that combines well with any way you can get him some extra defense dice. (Foreshadowing for the C3G newbies: this is really easy for adventurers.)

When counting spaces for Plastic Man’s movement, ignore elevations. Plastic Man may Bounce-n-Stretch over water without stopping, Bounce-n-Stretch over figures without becoming engaged, and Bounce-n-Stretch over obstacles such as ruins. When Plastic Man starts to Bounce-n-Stretch, if he is engaged he will not take any leaving engagement attacks. After moving, if Plastic Man does not attack this turn, he may Bounce-n-Stretch 4 additional spaces.

Not quite last and certainly not least, Plastic Man’s pseudo-flying special power. The extra movement on turns where he doesn’t attack makes him easy to mobilize.

Super strength means that there are a few things that Plastic Man just doesn’t have to worry about (falling damage among them, as well as a few special powers), but it’s not too exciting.

In-Depth Analysis

Plastic Menace
First things first, let’s talk I’m Rubber. It’s not a special power that directly helps Plastic Man’s survivability, but it does keep him in the game longer by deterring ranged attackers from going after him. Being able to passively menace nearby figures means that, with clever positioning, Plastic Man can discourage foes from attacking him, or pressure them into engaging him. And of course, the more defense dice you can get for him, the more pronounced this effect is. Invisible Woman is already a must-draft for any adventurer build, and her Fantastic Force Field 4 can make Plastic Man a huge presence on the battlefield.

Plastic Wrap can be a huge relief for figures that are prone to being tied down or otherwise particularly likely to end up having to make some hard decisions about leaving engagement. A couple of prime examples right in Plastic Man’s native adventurer synergy are Thing and Human Torch. Ground-pounder and bruiser that he is, Thing is prone to getting bogged down by whatever cannon fodder the enemy has to keep him busy with. Torch, meanwhile, has to open himself up to leaving engagement attacks in order to use Flame On 4, which is one of the nastier auto-wounding powers out there. Negating or reducing risks to those figures means you’ll be able to get that much more mileage out of them.

Bouncing Into Action
The applications of Bounce-n-Stretch are pretty straightforward for the most part, but it does provide the signature option of foregoing an attack to move an extra 4 spaces. Since Plastic Man’s other powers are passive and very dependent on his positioning, you may often find yourself skipping Plastic Man’s attack in order to get him set up just so. The 8-space movement, while ignoring elevations, makes him incredibly mobile: on some battlefields, you may be able to get him into position in just one turn. If you’re running him with fellow stretchy guy and adventurer/leader extraordinaire, Mister Fantastic, you’ll usually be able to sneak Plastic Man into action without much of a hassle, or an order marker investment. He won’t be a go-to attacker once he’s in place, but he may well get a few hits in if Mister Fantastic’s rolling high for Fantastic Leader 4.

As has been hinted at already, Plastic Man thrives in a traditional Fantastic Four build—the build is a strong one to begin with, and almost any adventurer looks good running with the FF, but Plastic Man bounces especially nicely off the FF stalwarts, and adds a couple unique tricks to the mix at a discount price. Outside of FF builds, Plastic Man doesn’t shine quite as brightly; he’s not bad and he still has those same tricks up his sleeves, but adventurer synergy outside of the Fantastic Four doesn’t exist, and without neatly tying into anything, Plastic Man is often overshadowed by the plethora of other solid mid-level heroes. Still, he may be worth a gander when you’re trying to fill that 145 – 200 point hole in your army. Nobody else quite does what Plastic Man does, and he can be a solid passive annoyance without requiring much in the way of order marker investment.
Total Comments 1


Taeblewalker's Avatar
Great writeup!
Posted May 16th, 2021 at 03:42 PM by Taeblewalker Taeblewalker is offline
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