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-   -   C3G Playtesting Strategies, Builds and Tips Thread (https://www.heroscapers.com/community/showthread.php?t=50120)

TrollBrute April 13th, 2014 01:18 PM

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

TrollBrute April 13th, 2014 01:19 PM

Re: C3G Playtesting Strategies, Builds and Tips Thread
 
Quote:

Originally Posted by Tornado (Post 1928306)
Personally, I would love to have a list of the 'strongest competitive builds' for future playtesting.
That way I can theory-scape out if a new figure would enhance them further and test it if need be.
Also if something new can defeat a strong build, there may be an issue.

I think it's often less "X + Y + Z" and more "X type + Y type + Z type". I tend to have more favorite units or types of units than actual builds, I just combine units to get the build or points I need for that test.

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.

IAmBatman April 13th, 2014 01:38 PM

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! :-)

TrollBrute April 13th, 2014 02:05 PM

Re: C3G Playtesting Strategies, Builds and Tips Thread
 
Quote:

Originally Posted by IAmBatman (Post 1928362)
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.

Great for competitive builds, sure, but not always great for playtesting against, at least not in every army. In testing, it's important to make sure that units aren't countered in every army they face, or you'll get uneven results that give you an undercosted unit.

Now autowounders are often fragile and swingy, so playing one with a defensive build is a great option!

Karat April 13th, 2014 02:43 PM

Re: C3G Playtesting Strategies, Builds and Tips Thread
 
I typically look for the obvious synergies and boosting and counters and then try to find other unobvious ones too.

Taeblewalker April 13th, 2014 06:59 PM

Re: C3G Playtesting Strategies, Builds and Tips Thread
 
Quote:

Originally Posted by Karat (Post 1928377)
I typically look for the obvious synergies and boosting and counters and then try to find other unobvious ones too.

That's what I did in my playtesting for C3V. It's important to play with any intended synergies that are explicitly listed on the card. Otherwise, you're going to have an underpriced unit.

TrollBrute April 13th, 2014 08:20 PM

Re: C3G Playtesting Strategies, Builds and Tips Thread
 
Quote:

Originally Posted by Taeblewalker (Post 1928408)
Quote:

Originally Posted by Karat (Post 1928377)
I typically look for the obvious synergies and boosting and counters and then try to find other unobvious ones too.

That's what I did in my playtesting for C3V. It's important to play with any intended synergies that are explicitly listed on the card. Otherwise, you're going to have an underpriced unit.

Right, factional synergies are one of the first things that need testing. My intent with this thread is to illustrate some of the less obvious boosts and hopefully act as a resource for playtesters looking for synergies they may have overlooked.

Heroscaper Guy April 13th, 2014 08:33 PM

Re: C3G Playtesting Strategies, Builds and Tips Thread
 
Quote:

Originally Posted by TrollBrute (Post 1928420)
Quote:

Originally Posted by Taeblewalker (Post 1928408)
Quote:

Originally Posted by Karat (Post 1928377)
I typically look for the obvious synergies and boosting and counters and then try to find other unobvious ones too.

That's what I did in my playtesting for C3V. It's important to play with any intended synergies that are explicitly listed on the card. Otherwise, you're going to have an underpriced unit.

Right, factional synergies are one of the first things that need testing. My intent with this thread is to illustrate some of the less obvious boosts and hopefully act as a resource for playtesters looking for synergies they may have overlooked.

Or counters, like drafting Rachiem (from C3V found here: Rachiem) against a lava resistant figure. It's best to try and price them based on how well they can do, not how badly they are.

Dysole April 13th, 2014 09:00 PM

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

Heroscaper Guy April 13th, 2014 09:02 PM

Re: Thought I'd Chime In
 
Quote:

Originally Posted by Dysole (Post 1928426)
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

Yes, they were very annoying. Losing OM's, and not being able to fix that since Ozymandis has Stealth Dodge.

kolakoski April 24th, 2014 12:27 PM

Re: C3G Playtesting Strategies, Builds and Tips Thread
 
Well met!

Quote:

Originally Posted by TrollBrute (Post 1928351)
Quote:

Originally Posted by Tornado (Post 1928306)
Personally, I would love to have a list of the 'strongest competitive builds' for future playtesting.
That way I can theory-scape out if a new figure would enhance them further and test it if need be.
Also if something new can defeat a strong build, there may be an issue.

I think it's often less "X + Y + Z" and more "X type + Y type + Z type". I end to have more favorite units or types of units than actual builds, I just combine units to get the build or points I need for that test.

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 mot 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.

Where is this John Stewart?

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

Lord Pyre April 24th, 2014 12:32 PM

Re: C3G Playtesting Strategies, Builds and Tips Thread
 
John Stewart!

Cards are MIA at the moment, but the SP still has the text.


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