C3G Playtesting Strategies, Builds and Tips Thread
This thread will be for collecting strategies and tips for playtesting (I mean, really, what did you expect from the title?). We have other threads on strategy, but this one will focus more on playtesting and will hopefully be a good resource. I'm hoping to get tips from our experienced playtesters and strategies and builds from the competitive players. Maybe some Heroes can even chime in with what they like to see from a playtest sheet. I'll collect things here in the OP, whether in spoilers or links to posts. I'll start things off with some of my tips, but what are your suggestions?
Thematic Testing |
Re: C3G Playtesting Strategies, Builds and Tips Thread
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For example: if I test a unit that can boost attacks, I test it with units that have multiple attacks, as you'll get the most when played with those units. Depending on the type of boost, Range is often easier to boost as well as generally stronger. So I would test this unit with Cable or Deadpool. If the power adds to the dice you're rolling, it's good to test them with a unit like Merlyn whose Deadly Shot gets much more powerful the more dice you're rolling. Units that can carry are a big one, as they allow you to facilitate pods much easier. John Stewart is my favorite for pods, but Hawkeye (II) is really nice if it's just one figure you want to give a speed boost to. Carriers are also great for defensive and passive units that you want to get into the battle, but who don't give you a lot of firepower on their activation. This way you can move someone around without feeling like you've wasted an OM. Another big thing to look for when testing is overlap with similar powers. Bizarro, for example, is good on his own, but becomes downright nasty when played in combination with Jocasta or Valkyrie. Some of the strongest builds come from overlaying units like these with someone like Mastermind, who can force your opponent to come to you, and War Machine, who punishes them when they do move close. With one of these builds, you can turn a powerful but fragile offensive unit into a powerhouse. |
Re: C3G Playtesting Strategies, Builds and Tips Thread
Auto-wounding powers are one of the nicest counters to defensive powers out there. Don't leave home without one. Especially if it doesn't require clear sight to work.
Interesting thread. I'm hoping the much more competitive players than I will chime in here! :-) |
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Now autowounders are often fragile and swingy, so playing one with a defensive build is a great option! |
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I typically look for the obvious synergies and boosting and counters and then try to find other unobvious ones too.
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Thought I'd Chime In
This is for C3V as I have only playtested one C3G unit all the way back at the beginning. (first Superman card) I try to break the unit. I try to build the best armies I can think of for the unit and then play it against other really good armies especially armies that it could do quite well against and then go from there. It's a lot harder to do this in C3G because of all the power interactions but it's an interesting thought.
Now when I'm designing armies to play for Superhero League battles, I try and cram together a bunch of powers that make life annoying. This is things like intangibility, autowounding, movement powers, occasional order marker shenanigans, and generally anything that just causes life to be annoying. I'm sure Heroscaper Guy remembers how frustrating Joker and Ozymandias were especially when there were about five other guys keeping him from attacking them (Bizarro, Dr. Light, Weather Wizard, Cosmic Boy, Ragdoll). Hope that helps. ~Dysole, lurker of the C3G forums |
Re: Thought I'd Chime In
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Re: C3G Playtesting Strategies, Builds and Tips Thread
Well met!
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The Gang of Four has introduced me to Supers recently, most notably with chas' Infinity Gauntlet (The Infinity Gauntlet and Tig #2: The March Of Conquest) series of scenarios. I built the following army for chas to practice using his Thanos army against in the latter scenario. 360 M.O.D.O.K 240 Hydra Agents x 3 220 Red Skull 210 Baron Von Strucker 170 Baron Zemo (Heinrich) 160 Scientist Supreme 140 Madame Hydra 1500 A number of interlocking and backup synergies at work here. An early draft of my own for this scenario, with its own interlocking synergies: 320 Sentinal x 2 240 Lady Deathstrike 220 X23 200 Armin Zola 180 Mad Thinker 170 Forge 170 Hand Ninjas x 2 1500 |
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