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

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  #1993  
Old June 27th, 2022, 05:29 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 1

Frankenstein is ok, but having to be engaged (and still having a space requirement on top of that) is a bit rough on a bonder IMO, forces you to find mobility elsewhere.

I think he's a card that hasn't aged super well. Like when he was the 6th best bonder in the game... that's not too bad, but as more factions get bonding and they're closer to the higher end of his contemporaries its a bit of a tough sell (though I don't recall him really seeing much play in the old online tourney days anyway).

Still playable and such though.

Not a fan of Undead Resilience personally, just too wonky for me.

---

Buffy definitely feels like she's in the 'paying too much to do too many things' category. None of her powers really flow into each other, and they all basically amount to "golly gee, I sure do hope my opponent gives my figure with no special mobility free reign to go wherever she needs to".

210 feels like a hard sell compared to your Crimson Dynamos and Iron Men Mark IIs and such, plenty of good stuff for cheaper.

The Crossbow has a bit of a boost with VDOs now weirdly enough.


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  #1994  
Old July 12th, 2022, 08:36 AM
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Re: C3G Unit Discussion - SSE S1 ; Part 1

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  #1995  
Old July 12th, 2022, 05:43 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Three figure melee squads are no great shakes in C3G and the Vampire Minions don't do anything to make them any different. There might be left box Minion synergy eventually, but possibly only for Unique Heroes (as it is currently).
They might have a place in the right Undead build, but I think you'd have to work extra hard for it.

2/C

An army of Werewolves led by Cap Wolf can be really hard to put down. They lack in auto wounds, special attacks, and offensive efficiency in general, but they're a strong defensive army that's hard to finish off at least. They definitely have competitive viability and have more help on the way.

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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  #1996  
Old July 12th, 2022, 05:49 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

I think they're both really fun to play actually, just not great. Evil Ernie leading some vampires is pretty cool. And Capwolf leading the wolves can seem a bit scary. Neither is really doing anything crazy.
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  #1997  
Old July 12th, 2022, 06:53 PM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Both cards are pretty weak, competitively. I like the theme of both, though. Vampire Minions are pretty expensive compared to other ranged common squads, and Bloodthirsty isn't really reliable or strong at 4 attack. The Werewolves are probably pretty decent on a map with lots of shadow, but they struggle elsewhere. Capwolf makes them decent, but I think Capwolf is better when he's played without the Werewolves if that says anything.
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  #1998  
Old December 10th, 2022, 12:40 AM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

*cough*


Silver Surfer


Galactus

*cough*
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  #1999  
Old December 10th, 2022, 08:44 AM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Silver Surfer is solid. Cosmic Speed makes him great at kiting. He can be weak against opposing heavy hitters, but is very tough against weaker figures. Plays well with the Fan4.

Galactus is just good fun with the terrain removal. I haven't seen him used in a competitive setting because 1600 points is above what we generally play at.
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  #2000  
Old December 10th, 2022, 09:29 AM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

On the right map or in end game, Surfer is just a nightmare to handle. Fast heavy hitters that can keep pace with him and smack him hard are his weakness, but even then he can hold his own, and it's not like his cost is out of bounds for that category.

He wants as many Order Markers as possible, so probably best as an early assault with a Contingency Plan backing or saved for end game. He works well with the Fan Four as well, though they keep him in check by limiting his Order Marker use.

4/A

Galactus is fun, but can be challenging to use and just isn't the type of figure (due to price and mechanics) that folks tend to use competitively. In my experience, unless the map is very small, he tends to go down to equal points.

2/C+

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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  #2001  
Old December 10th, 2022, 09:36 AM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

It is less the size of the map and more the number of map pieces and DOs.
He could use an upgrade for sure.
The 1000 point version is a better value.

Last edited by Tornado; December 10th, 2022 at 03:01 PM.
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  #2002  
Old December 10th, 2022, 10:01 AM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

Yeah, if we port OG Galactus to 2.0, I'd probably go for fewer points and/or faster eating.

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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  #2003  
Old January 4th, 2023, 12:30 AM
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Re: C3G Unit Discussion - PE 10 ; Part 1

Is it cool if I prompt some of these? I can keep the order going. For instance, these units from Public Exclusive 10 would be next...

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  #2004  
Old January 4th, 2023, 12:51 AM
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Re: C3G Unit Discussion - SSE S1 ; Part 2

I just pulled out the Joker Goons the other day and I still enjoy playing them. I know not everyone finds them as enjoyable as me as they can be a bit tricky to use. If I were to give someone some advice on how to play them, I would just say their value is mostly tied up in the double turn's they can provide you. Although I admit I usually end up playing them without one of our Joker cards, so perhaps that power has more value than I give it credit. Anyway, in order to maximize their first power, you need to try and keep them back away from the fight for the most part. You don't want your opponent taking them out before you can set up your plans. So for this I generally always include the first HQ in my Joker Goon armies. She bonds with Insane heroes, so I start the game by advancing a couple of Insane heroes bonding with HQ. Once they are up in the fight and getting your opponents full attention (HQ is great for keeping strong ranged attackers tied up), move up with the Joker Goons and another Insane hero. Then once close to the front lines, don't be shy about burning through those Goons for a double turn with one of your Insane Heroes (it's why you drafted them).

Generally speaking, getting a double turn with a Unique hero should be more impactful the higher the point total value of the hero. I really like getting two turns with Green Goblin (230 points) since he can use his SA and his normal attack on one turn. So taking two turns with him back to back gives you 4 attacks you can make before your opponent can do anything back to you. Scorpion (200) is another solid unit for taking double turns. A few lower cost Insane heroes I've used are Firefly and Mad Hatter. I try to get Mad Hatter set up to drop two hat markers on two different cards in one go (during OM1 of course). That can throw a wrench into your opponent plans for the round. Then for Firefly, if you can set him up for multiple uses of Raining Fire, you can get two chances at the 50/50 unblockables by flying back and forth over the same figures on the two turns.
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