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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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#37
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Re: C3G Tips.
I play with Ra's a good bit so I figured I could put my two cents into a design I really enjoy. TDH can be a big disadvantage for most Assassins, but not Gamora, they are a great 1-2 combo. I would like to see how to best use Ra's in a 1000 point army and when is a good time to drop that Lazarus Pit? |
#38
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Re: C3G Tips.
The goal, in theory, with Ra's is to use The Demon's Head to exchange low value wounds for high value wounds (i.e. to charge a Hand Ninja into engagement with Professor X and put a quick wound on Professor X). However, since The Demon's Head has a higher statistical failure rate (need a 14+) and can be difficult to set up, you want to find ways to stay efficient with your Order Markers while using him.
This is where the Hired Guns and the Bodyguard come into play. Since Ra's is a Mastermind, you can move Bodyguards instead of moving with him and attack with Hired Guns instead of attacking with him. It requires a bit of set up early on to get everyone in place, but ultimately you want to move Bodyguards, attack with Hired Guns, then use The Demon's Head to (hopefully) finish off figures wounded by the Hired Guns with auto wounds. The Bodyguards should play the role of meat shield, blocking targets off from going after the Hired Guns too easily. X-23 is another decent Assassin pair with Ra's since she has Healing Factor. So an army mixing Hand Ninja, X-23, possibly another Ninja or Assassin Hero, Hired Guns, some Body Guards, and Ra's could be a good way to go. There may be some other figures out there that move figures around (Storm? Red Tornado?) that might be worth considering to help get some of these into place early on, but that might be overkill. The Hand Ninja/Assassing/Ra's/Hired Guns/Bodyguards army has the advantage of only having three places to put Order Markers once the Hired Guns are in killing range. The "X" on X-23, then alternating turns on the Hand Ninja and Ra's, as appropriate. As for when to use the Lazarus Pit, since you place it right before moving him, I'd use it when you know you want to step into it that turn. This likely means waiting until he's taken a wound or two. 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. |
#39
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Re: C3G Tips.
Quote:
In other side news I'm in English 080 this semester so hopefully I can get this grammar this under control. Last edited by Midgieboy3; February 3rd, 2016 at 04:00 PM. |
#40
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Re: C3G Tips.
Allowing Hired Guns to both move and attack on the Mastermind/Crime Lord Order Marker proved too powerful in initial playtesting.
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. |
#41
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Re: C3G Tips.
Hired Guns can be insane on their own. In my early days I quit using them during playtesting because they often wiped out the entire opposing army.
Great strategy review there Bats. I know I struggled with him during playtesting. I may try that build out in an upcoming playtest. A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
#42
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Re: C3G Tips.
I'd be interested to see if it works. It has a few more moving pieces than I prefer, but in theory things can work well if you line them up well enough.
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. |
#43
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Re: C3G Tips.
Quote:
Of course I'm hardly the poster child for correct grammar. You should see the stuff these guys edit for me in the sanctum before it gets released. Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#44
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Re: C3G Tips.
At least you're conscious of 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. |
#45
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Re: C3G Tips.
I have proven my own point...
Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#46
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Re: C3G Tips.
If anyone has any figures they would like to break down feel free.
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#47
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Re: C3G Tips.
Quote:
I've really liked this villain for a long time now, (partially for the cheesy humour value of his 'My name is Sinister - Mister Sinster' line in X-Men TAS), and for a considerable length of time he was my most wished for character to see released. On top of that, the card seems fascinating with what he can do - but that doesn't mean I have even the slightest clue as to how best to play this guy. Thoughts? |
#48
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Re: C3G Tips.
I'm totally spitballing here because I've only ever played Mister Sinister like once.
My inclination would be to play him with a few Mutants that he can Manipulate. Of course, there's a tension between doing that and fitting everything into a typical point limit. My first instincts would be to go for: Mr Sinister (340) + Wolverine (280) + Blob (165) + Sage (190) + Whatever (25) (1000 points) Mr Sinister (340) + Wolverine (280) + Wild Child (160) + Sage (190) + Blob (165) + Jubilee (60) (1200 points) Sage is good for OM management, boosts Sinister, and can tack on an extra attack boost. Wolverine and Wild Child (and Jubilee, but she's less important) all benefit from even taking on the low numbers as a range boost, making them good manipulation candidates. Blob is just generally great, and Sinister doesn't mind having someone to keep enemies off his back. |
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