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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G.


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  #2065  
Old February 4th, 2023, 09:04 AM
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Re: C3G Unit Discussion - SSE 21; SSE 22; Wave 17; Booster 1



SSE 21: ASHES TO ASHES


Dark Phoenix (Jean Grey)


SSE 22: GOD'S VENGEANCE


Spectre (Jim Corrigan)


WAVE SEVENTEEN: ANTAGONISTS ASSEMBLE
BOOSTER ONE: THE WRECKING CREW


Bulldozer (Henry Camp)



Piledriver (Brian Philip Callusky)



Thunderball (Eliot Franklin)


Wrecker (Dirk Garthwaite)
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  #2066  
Old February 4th, 2023, 11:23 AM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Going to take the Wrecking Crew as a whole, because that's the only way I ever play them. As Criminals you *could* play them separately, but without the upside of their extra turns, you're really leaving a lot of the table.

In general their stats are really really good for their costs, Bulldozer's ability to generate two auto skulls on his attacks with some regularity and Wrecker's nasty attacks even at range are good. What makes them great, of course, is their ability to get hot at times and take like 6 turns in a row. I'm rating them a 3 because there's not that much flexibility if you want to optimize them, but within their grouping, they're an A+. 3/A+

Spectre is tough to fit into teams at his cost, is a single attack of 5 on his activations, which is no great shakes, depends largely on opponent cooperation to make the first ability function, and only has a 35% chance to hit the d20 roll for his second ability, which can be played around pretty easily by any team that has an Order Marker hub. 2/C+

Dark Phoenix has 3 less life than Spectre, but is otherwise clearly more powerful in almost every way for 160 points less. She has better base stats, the Jean Grey stack is a viable synergy for competitive play, and she can crank out auto wounds. 4/A

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #2067  
Old February 6th, 2023, 02:59 PM
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Re: C3G Unit Discussion - SSE 21; SSE 22; Wave 17; Booster 2

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  #2068  
Old February 6th, 2023, 03:33 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Love Whirlwind. Pretty great stats at the price and nasty on high round.
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  #2069  
Old February 6th, 2023, 03:48 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Quote:
Originally Posted by Tornado View Post
Love Whirlwind. Pretty great stats at the price and nasty on high round.

Agreed. Fun in criminal builds, fun in mutant builds, fun as a random toss in.
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  #2070  
Old February 6th, 2023, 04:58 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Batroc is a decent fighter for his value and if you get on a hot streak with the dice, he has some staying power. I don't know if he has any amazing builds for him and a single normal attack with no outgoing synergy isn't exactly shaping the meta. 3/B-

Enchantress used to be a monster. Enchantment is seriously nerfed now and the 4 space restriction really restricts its effectiveness. +1 attack is solid, but many figures can offer better with either less restriction or lower cost investment. Magical Defense is always solid, especially with 5 Life, but Raven does that at just over half the cost. Soul Swap has some exploitability, but there are enough fail safes in there to avoid it being overpowered. You really have to build carefully around Enchantress to not just let the opponent render Soul Swap irrelevant by just focusing down Enchantress. And that investment likely isn't compatible with the investment you'd want to make in Enchantment, which makes her an awkward fit. She ends up as a bit of a pricy platypus, combining disparate elements without doing any of them as ineffectively as cheaper figures. 2/B-

For Executioner, Axe Slash Teleportation can be an effective, if unreliable pod buster, though again you can get better for less. Giving up his attack of 8 is usually a tough sell. Giant Killer is basically theme text because it's so unreliably match up dependent. It's nice against Kaiju and either irrelevant or overkill against most anything else. Solid stats and some warrior synergy keep him mildly relevant, but there's plenty of stuff in his price range that is going to be more competitive. 3/B

Radioactive Man gives you a special attack, crowd control, and fairly reliable auto wounding for 160. Not bad. Criminal is a bit of a mish mash of synergies, but there are opportunities to build effectively around him. 3/B+

Whirlwind is fun, but it doesn't seem like he has much attack power if he's going up against sturdier figures in his price range and over. He's cheap enough that you can pair him with other figures that enjoy figure movers, though, like Engagement Strikers and Electro. 2/B-

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #2071  
Old February 8th, 2023, 02:56 PM
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Re: C3G Unit Discussion - Wave 17; Booster 3

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  #2072  
Old February 8th, 2023, 06:11 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Thank goodness Grey Gargoyle has such a chumpy attack, because his shutdown ability seems really unfun. For the combination of those reasons, I haven't really played him much. I'm sure he has competitive potential with attack boosters but he seems chock full of feel bads, so going with an incomplete here.

Living Laser doesn't hit super hard but he's really fast and fairly elusive, which makes him a solid assassination figure. 3/B

Mister Hyde works best with a figure mover, who can either dump him in a crowd or dump a crowd on him so that you don't waste activations with him hitting your own figures or doing nothing. He's tad dull, though. 2/B-

Swordsman is pretty sick if you can get him an attack or defense booster or two. I'm sure he's also good in a Luke Cage army. Attack of 5 as a base with Swordplay is extremely solid for the cost. 4/A

Tiger Shark comes in at 250 on the calculator from just his juicy stats. Water Suit probably hurts him more than the other abilities help him, though, so 240 is probably about right. 3/B

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #2073  
Old February 10th, 2023, 10:58 AM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Dang I forgot how nasty Grey Gargoyle is. Definitely a good candidate for some tweaks in the future.
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  #2074  
Old February 12th, 2023, 02:17 PM
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Re: C3G Unit Discussion - Wave 17; Booster 4

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  #2075  
Old February 12th, 2023, 03:02 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Lot of fun here. Tarantula, Gorgon, and Mentallo all see fairly regular play and are pretty competitive. Kirigi isn’t one I have much personal experience, but he’s a decent figure mover for the cost.

Mary is the only one I struggle with? She’s got that “high potential for low cost” thing going on and Mutant Assassin gives her lots of build options, but a 15% chance of getting to do her cool thing is just too low to put any trust in her.
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  #2076  
Old February 12th, 2023, 04:22 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Black Tarantula isn't one I've seen enough in play to feel super confident on. Being a Crime Lord means you can put a cheap screen on him. He has a decent power set, but it's hard not to view his base stats as a bit low for that 300 price tag. 3/B-

Gorgon is one of those where you can pair him with a d20 booster or manipulator (like Doctor Fate JL) and exploit his auto destroy ability pretty effectively. Takes some special building around, but it's not that hard. The best bet is to try to pick him off from range, but that 6/6 life/defense stat block doesn't make it easy. Note his stats compared to Black Tarantula's for the same cost. 3/A

Kirigi has solid staying power and some auto wounding for a decent price. Pairs well with Hand Ninja. 3/B+

Mentallo is scary on the surface. In practice, so long as you have a plan for him (long range, high speed, mental shield) he's not that tough. I find his roll isn't quite reliable enough for him to dominate unless you get hot. Definitely try to put him in a defensive pod, as he break like glass when you get to him. 2/A-

Typhoid Mary loves the Hand Ninja too. Set her up with a screen and hope to get hot on your d20. High risk/reward on that front, but for 120 and the potential to throw out a ton of auto wounds, she can often earn back way more than her cost. 2/B-

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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