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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books. |
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The Book of HYDRA Agents
The Book of HYDRA Agents C3G MARVEL WAVE 4 _______________________________________________________________FIGHT AGAINST FEAR Comic PDF Mini PDF The figures used for this unit are Heroclix figures from the Infinity Challenge set. Their model numbers and name are #007-009 / Hydra Operative. Their model numbers and name are #153 / Operative 128. Character Bio - HYDRA is a worldwide criminal organization that uses terrorist and subversive activities in their attempt to achieve world domination. HYDRA is funded by the recovered Nazi treasure from World War II that Baron Strucker escaped with from Nazi Germany with the help of Red Skull. They are also funded by the gains of the original leaders of the Japanese secret society that became HYDRA. HYDRA Agents are subject to background checks and are sworn to a death-oath. They are trained in hand to hand combat and are supplied with state of the art weapons. _______________________________________________________________ -Rulings and Clarifications-
-Combinations and Synergies- Incoming Synergy:
-Strategy, Tactics and Tips-
-Heroscapers Community Contributions-
Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon Last edited by Splash; August 5th, 2022 at 06:23 PM. Reason: png |
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Re: HYDRA Agents - Design Phase
NAME = HYDRA AGENTS
SPECIES = HUMAN UNIQUENESS = COMMON SQUAD (4) CLASS = TERRORISTS PERSONALITY = FANATICAL SIZE/HEIGHT = MEDIUM 5 LIFE = 1 MOVE = 5 RANGE = 6 ATTACK = 2 DEFENSE = 2 POINTS = 80 RUTHLESS MASTERMIND BONDING After revealing an Order Marker on this card and after taking a turn with HYDRA Agents, you may take a turn with any Ruthless Mastermind you control. IMMORTAL HYDRA After the first HYDRA Agent you control is destroyed during a player's turn, add 1 to the defense of all remaining HYDRA Agents you control for the remainder of that player's turn.
Spoiler Alert!
Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon Last edited by SirGalahad; April 27th, 2014 at 12:11 AM. |
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Re: HYDRA Agents - Design Phase
NAME OF THE TEST UNIT HYDRA Agents @ 60 points
C3G CHECK LIST FEEDBACK FORM - Theme/ Does it pass. Pass - Mirror/ Does it pass,. Pass - Bonding/ Does it pass. Pass (not really good bonding unit) - Synergy/ Does it pass?. Pass (don’t know yet) - Power/ Does it pass?,. Pass - Fun Test/ Does it pass? Pass - Fun Competitive Test/ Does it pass? Pass - Drafting Test/ Does it pass? Pass (Will need Ruthless Mastermind) - Usage Test/ Does it pass? Pass - Strategy Test/Does it pass? Pass C3G PLAY TEST FEEDBACK FORM (Be sure to list what official units you used and what BoV map you used per section below.) - Heavy Hitter/ Does it pass? Played on Ruins of Pine Tree Marsh map. HYDRA Agents x 1 (60) Vs. Zetacron (60) Zetacron wins with 1 wound on T1R2 Vs. Johnny Shotgun (65) Johnny wins with 4 wounds on T2R2. HYDRA Agents x 2 (120) Vs. Agent Skahen (120) Skahen wins with 2 wounds on T4R2 Vs. Mogrimm Forgehammer (120) Mogrimm wins with 5 wounds on T6R3. HYDRA Agents x 3 (180) Vs. Punisher @(180) Punisher wins with 3 wounds on T6R2. Vs. Jean Grey @ (180) Jean wins with 3 wounds on T1R3. Thus far, it’s evident that they aren’t worth their points w/o bonding use. Also, Skahen was tough because of Agility, though her double attack allowed the use of Hail Hydra for second attack. Mogrimm was tough because of Tough and his auto shield vs. mostly attacks of 2 or sometimes attacks of 3 with height. They had to roll at least 2 skulls and hope he whiffed with his 2 def dice to chip away at him. Punisher had height most of the time and rained down some heat with his Assault Rifle. He made sure that the others got +1 defense for the rest of the turn after he killed the first Agent every time. Even with their defense up to 3, they are vulnerable to multiple attacks, at the 180 point range, that's what they'll face often. I figured Punisher was kind of a rough test for them, so I tired Jean Grey who has a shorter ranged normal attack and an occasional Throw attack. She got a couple Throw kills, but had height often and her normal attack was pretty accurate. The Agents had some opportunities with two of them having height on her for a couple turns worth of attacks, but they couldn't take advantage of the bump to attack of 3. Squad/ Does it pass? Pass Played on Ruins of Pine Tree Marsh map Hydra Agents x 2 (120) vs. Arrow Gruts x 3 (120) Game 1. Arrow Gruts won with 4 left on T4R2. Game 2. Hydra Agents won with 3 left on T5R2. I had them go against Arrow Gruts because they were a ranged unit with bonding they couldn’t use, so they’d be even in that regard. They didn’t need their Disengage power, though Hydra Agents did use Hail Hydra. Game 1 saw Arrow Gruts take advantage of their speed to gain height and that helped some of them to be even attack and defense vs. the Agents. Their numbers helped as the Hydra Agents weak attack didn’t ensure auto kills whenever attacking the lowly Arrow Gruts. Game 2 saw the opposite in that due to initiative rolls the Hydra Agents were able to reach height point and destroy first wave of Gruts there and then maintain height for much of the game. Arrow Gruts did what they could, but their low attack and defense wasn’t helping them at this point and neither was their speed. Army Test 1/ Does it pass?. Inconclusive as they didn’t have need to get activated until the end, but they died pretty good in the meantime. Not much of a threat. Played on Platforms 5 and 6 map Red Skull (190) Agent Skahen (120) Hydra Agents x 2 (120) Wyvern (100) Theracus (40) and Guilty (30) for 600 points. Vs. Thugs x 2 (150) Black Mask (100) Nightcrawler (140) Pyro (120) and Angel (90) for 600 points
Spoiler Alert!
Army Test 2/ Does it pass?. Played on Ruins of Pine Tree Marsh map Red Skull (190) HYDRA Agents x 3 (180) Punisher (180) Spiderman (160) and Angel (90) for 800 points. Vs. Cyclops (190) Jean Grey (180) Mystique (165) Iceman (150) Toad (95) and Marcu (20) for 800 points.
Spoiler Alert!
Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon Last edited by Hahma; July 9th, 2010 at 07:15 AM. |
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Re: HYDRA Agents - Design Phase
First post updated with link to preliminary playtest sheet.
Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
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Re: HYDRA Agents - Design Phase
They're looking pretty good so far. I think Bonding might bump them close to 70. They didn't win a single HH test, but ALL opponents were left with 1 Life. Technically, if Johnny Shotgunned a group of terrorists, killing one would also trigger Hail Hydra. Other than that, those were somewhat tough matchups (having to pin Skahen down, no Hail Hydra vs Zeta or Mogrimm [not to mention his tough]) and they still look like they performed well (a lot to be said for squadscape, I'm sure).
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
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Re: HYDRA Agents - Design Phase
Quote:
I added 2 more HH tests. Thanks for the input Necro, it's appreciated. I agree that they did fairly well considering they didn't get to use their major power of bonding. The thing about Hail Hydra, is that it takes one of them getting destroyed to get it to kick in and it's only for that turn, so not so good that someone has to die to get it to work and not useful when going against single attack opponent's. Though you are right in that it can help others after the first one dies in a shotgun blast or any other area of affect attack, as well vs other squads. The thing is, that for 75 points, Thugs have bonding too, but they get a 4th member and get a +1 to attack and defense on concrete or asphalt. They do have 1 less range but that extra attacker is nice. So I can see the Hydra Agents going up to 65, and 70 if they are awesome when they bond. Though when they bond with Madame Hydra, the higher priced the Hydra Agents are, the more it will suck to use Necessary Sacrifices Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon Last edited by Hahma; July 2nd, 2010 at 06:39 AM. |
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Re: HYDRA Agents - Design Phase
I don't know if the "immediately" is necessary in the bonding power.
Instead of "Hail HYDRA" what about "Immortal HYDRA"? Overall, I like it! 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. |
#8
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Re: HYDRA Agents - Design Phase
Another thread of yours Hahma that I missed. They look great & the playtest look good. This should fly through.
I agree that "immediately" is probably not required. Cheers My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#9
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Re: HYDRA Agents - Design Phase
Army Test 1 added to test sheet
Quote:
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We'll see about flying through. Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#10
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Re: HYDRA Agents - Design Phase
I feel the same way about Hydra Flying that I do about SHIELD Agents Flying; they don't do it all the time, so I think it would be fun for each faction to have a Unique Squad that has Flying.
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#11
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Re: HYDRA Agents - Design Phase
Flying through the process. Nobody mentioned the units being able to fly, knuckle-head.
My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#12
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Re: HYDRA Agents - Design Phase
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