C3G Legacy LibraryThis 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.
Winter Soldier marks Yondu. Poison Ivy becomes a pirate.
Round 1 - Red team start
R1: Headpool moves forward. Gamora moves onto road high ground. A group of ninjas follow.
B1: Ravagers move forward.
R2: Headpool takes some road highground. Kitana and 3 ninjas move forward.
B2: Ivy and her vines move up.
R3: Headpool moves forward. WS and ninjas move towards the ladder.
B3: WS moves 2. Yondu moves to join his group.
Round 2 - Blue team start
B1: Ravagers move forward and attack. Winter Soldier takes 2 wounds and 1 ninja is destroyed. Yondu and 1 Ravager move.
R1: Headpool engages WS and Kitana, who fan lifts him. Gamora moves forward, whilst 3 ninjas move to Headpool, dealing a wound.
B2: Yondu Yaka Arrow Frenzies, destroying 1 ninja. Poison Ivy and her vines move forward, surrounding Yondu.
R2: Headpool stays put. WS leaves engagement with Headpool, receiving no wounds. He climbs the ladder, and deals a wound to Yondu. Ninjas fail to wound Headpool.
B3: Yondu takes out a ninja. Vines move, closing in on Gamora, WS, and the ninjas. Ivy moves onto high ground and Plant Animations, wounding Gamora.
R3: Headpool leaves the engagement with Kitana and 2 ninjas, taking a wound. He then engages WS. Kitana fails to wound a vine, and 3 ninjas engage Headpool, a vine, and Yondu. Vine and Headpool destroyed.
Round 3 - Blue team start
B1: Yondu Yaka Arrow Frenzies, destroying 2 ninjas and wounding Kitana and WS. Vines move and engage WS and a ninja, the other staying near Gamora. Plant Animation from Poison Ivy wounds a ninja and Kitana.
R1: WS destroys the adjacent vine. Ninjas move to cover.
B2: Yondu destroys Kitana. Orion Ravagers move and wound Gamora, with one more Ravager moving.
R2: WS deals 3 wounds to Yondu with his special attack. Ninjas try to advance.
B3: Yondu falls back and attacks Gamora, but fails to wound.
R3: WS destroys Yondu, heals 2 and is recalled. A ninja destroys a ravager.
Round 4 - Blue team start
WS placed, new mark is Poison Ivy.
B1: Ravagers deal 2 wounds to Gamora, 1 Ravager moves.
R1: Gamora engages a ravager and destroys them. Heals 1. One ninja retreats whilst 2 advance and destroy a vine and a ravager.
B2: Ravagers fail to wound Gamora.
R2: Gamora destroys another ravager and heals 1. Ninjas destroy another ravager.
B3: Ravagers destroy a ninja. Raza moves in.
R3: Gamora destroys another ravager. Heals 1. Ninjas fail to wound.
2 vines are regrown.
Round 5 - Red team start
R1: Gamora deals 2 wounds to Raza. Heals 1. Ninja destroys a vine.
B1: Vine moves adjacent to Gamora. Plant Animation destroys a ninja.
R2: Gamora destroys Raza and heals. Last ninja is tucked away safely in their start zone.
B2: Last three ravagers shoot at Gamora, dealing 3 wounds. Ivy moves back.
R3: Gamora destroys another ravager and heals.
B3: Ravagers destroy Gamora. Ivy moves back.
1 vine regrown.
Round 6 - Red team start
R1: WS destroys a ravager.
B1: Ivy starts climbing the ladder to the outer high ground. Vines follow.
R2: WS deals a wound to Ivy.
B2: Ivy climbs the ladder, her vines pushing forward. Plant Animation deals a wound to WS.
R3: WS deals another wound to Ivy.
B3: Ivy claims the middle sand height, whilst the vines engage. Another wound dealt via Plant Animation.
Round 7 - Red team start
R1: WS fails to wound a vine.
B1: Plant Animation deals another wound.
R2: WS destroys a vine.
B2: Plant animation destroys WS.
R3: Final ninja moves forward.
B3: Ivy climbs down a ladder whilst a vine moves straight to the ninja.
Round 8 - Blue team start
B1: Ivy and the vine move towards the ninja.
R1: Ninja claims sand height down the bottom of the map.
B2: Vine moves into range of ninja, PA destroys the ninja.
Winners: Poison Ivy with 2 wounds, 1 vine, 1 ravager.
Map: Swamp Lab
Units: Yondu (190), Orion Arm Ravagers x2 (210), Deadpool (285), Judge Fish (25), Nebula (240), Hepzibah (140) Skrull Infiltrator (10) (1100) Vs. Amanda Waller (195), Rick Flag Jr. (105), Harley Quinn (180), Deadshot (150), Vulture (90), Mother Russia (160), Bane (190), Venom (Pigeon) (30) (1100)
Spoiler Alert!
Micro-Bombs on Harley, Deadshot, Bane, Mother Russia, and Vulture. Deadpool is a pirate.
Round 1 - Red team start. SS target: Yondu.
R1: Vulture carries Rick Flag. Bane moves with SS Coordinator. Deadshot follows them.
B1: Orion Ravagers move forward to the ladder.
R2: Harley and Mother Russia follow the group. Vulture moves using SSC, carrying Deadshot onto the high ground.
B2: Ravagers move further, one climbing the ladder. Rick Flag receives 2 wounds and Mother Russia receives 1. Yondu and Deadpool move forward.
R3: Vulture flies over and back, bringing Bane up with him. With SSC, Rick Flag is also brought up. Deadshot destroys a ravager.
B3: Yondu moves forward and takes a shot at Harley. He misses and she moves 2 spaces. Nebula then moves forward.
Round 2 - Blue team start. SS target: Yondu.
B1: Ravagers move forward and attack Mother Russia and Bane. No wounds inflicted. Nebula moves up and attacks Mother Russia, dealing no wounds.
R1: Deadshot takes a shot at Yondu. Deadpool Wisecracks, receiving 4 wounds. Deadshot misses with Finish the Job. Harley Quinn pop guns Nebula, receiving a wound. SSC moves Mother Russia in front of the ladder.
B2: Yondu pushes forward and Yaka Arrow Frenzies. Mother Russia, Harley Quinn, Rick Flag, and Vulture all take a wound. Deadpool then moves forward and deals 3 wounds to Mother Russia, destroying her. Heals 1.
R2: Deadshot attacks Yondu, but is wisecracked. Deadshot misses Deadpool. With SSC, Vulture carries Harley onto the sand on the high ground. Harley then moves to attack a ravager on the ladder, which blocks her attack.
B3: Yondu pushes to the enemy start zone and attacks Venom, destroying it. Ravagers push forward. They fail to wound Harley or Rick Flag.
R3: Deadshot takes a shot at Yondu, dealing 2 wounds. Vulture moves with SSC to pick up Harley, who then jumps down and destroys a ravager. With two shields, she engages Yondu. X revealed on Deadpool to heal.
Round 3 - Blue team start. SS target: Yondu
B1: Yondu moves around Harley Quinn and attacks Rick, who blocks the shot. OM moves to Deadpool. Nebula starts climbing the ladder and attacks Harley, dealing no wounds. Harley moves around Yondu.
R1: Deadpool wisecracks Deadshot, who deals 2 wounds. Bane moves onto the top rung of the ladder with SSC. Harley Pop Guns Yondu, dealing a wound.
B2: Deadpool climbs the ladder in the centre of the map and attacks Rick Flag, destroying him. Rick is replaced with a Skrull. He then takes a shot at Deadshot, failing to wound. Heals 1.
R2: Bane destroys the Skrull. Deadshot targets Deadpool, destroying him.
B3: One ravager engages Vulture on the main high ground whilst 2 more advance forward. Ravagers attack, dealing 1 wound to Vulture and 1 to Harley. Hepzibah and a ravager move onto road.
R3: Deadshot destroys Yondu. Harley fails to wound a ravager.
Round 4 - Blue team start. SS target: Nebula.
B1: Ravagers deal a wound to Harley, with another moving up.
R1: Harley pop guns a ravager, destroying him. Deadshot takes out another.
B2: Ravagers take out Harley. Hepzibah moves behind some cover.
R2: Bane and Deadshot take out a ravager. Deadshot betrays the SS and is destroyed by Waller.
B3: Hepzibah moves further forward along the road.
R3: Bane gets back on the ladder and engages Nebula, dealing a wound. Vulture flies next to Bane.
Round 5 - Red team start. SS target: Nebula.
R1: Bane takes a wound from his venom and attacks Nebula, dealing 2 wounds. Vulture flies down, failing to kill the ravager.
B1: Nebula vengeful strikes Bane, dealing 2 wounds. She then attacks him, but fails.
R2: Bane destroys Nebula. Vulture destroys a ravager. Vulture betrays and is destroyed by Waller.
B2: Hepzibah moves to engage Waller.
R3: Waller attacks Hepzibah, missing.
B3: Hepzibah attacks Waller, dealing 3 wounds.
Round 6 - Blue team start. SS target: Hepzibah.
B1: Hepzibah destroys Waller.
R1: Bane drops from the ladder.
B2: With Blood Tracking, Hepzibah engages Bane, dealing 2 wounds.
R2: Bane fails to wound.
B3: Hepzibah rolls all shields.
R3: Bane does not roll for venom but attacks, dealing 2 wounds.
Round 7 - Blue team start.
B1: Hepzibah fails to wound.
R1: Bane inflicts 1 wound.
B2: Hepzibah destroys Bane.
Winners: Hepzibah with 3 wounds, Judge Fish.
Thoughts on the tested unit’s cost, balance, & draftability:
Yondu is quite high risk high reward. The potential he has for clearing out commons is powerful but fitting. In my games he became a target very quickly because of this, and went down fairly quickly, but was still able to pull off strong arrow frenzies. First game his best frenzy was 2 ninjas and a wound to Kitana, with his attack then finishing off Kitana and another ninja. He filled his points worth, and the rest of his powers did not come into play too much. The second game featured more of his kit despite his shorter up time. A strong arrow frenzy wounded 4 heroes, and at one point he went after Venom for a quick and easy wound to secure his bonding. His Order Marker movement was also seen here, which cost him a rounds’ arrow frenzy. At one point he was engaged to Harley and got an attack off, though this was also the attack that led to his downfall.
Ravagers are a strong fit for him, and with how diverse his Pirate Code is, he has a lot of potential for what figures he can integrate with them. Poison Ivy felt like a particularly fun pick, providing a decent screen and also providing more auto wound potential. Deadpool saved Yondu multiple times during the second game, and with Judge Fish in the back they make for a solid option to defend him. I think he’s fine at 190. He has the potential to go a lot higher but between his frenzy being once per round, his frailness, desire to be in the fray, and extra care in OM placement keeps this in check.
General thoughts on the tested unit:
I wish a mini for him was cheaper over here because I really enjoyed him! He was a lot of fun, it definitely felt like I was playing Yondu. Watching a Frenzy go off and dart around the board is very satisfying too. First power text took a while to remember fully but figured it out eventually.
I like where Yondu is at.
@tcglkn
anything you aren't sure of before I look to move forward? And should I add Nobody's changes?
Quote:
PIRATE CODE
At the start of the game, you may choose a Unique Hero you control without the Super Strength special power. While you control the chosen Hero, that figure has the class of Pirate instead of what is listed on its card, and if Yondu attacks and fails to inflict a wound during his turn, you must move an Order Marker from this card to the chosen figure's Army card. After revealing an Order Marker on this card and taking a turn with Yondu, If he inflicted one or more wounds this turn, you may take an immediate turn with a Unique Pirate Hero or Common Pirate squad you control and you may not take any additional turns with figures you control.
Or Arch-vile change?
Quote:
PIRATE CODE
At the start of the game, you may choose a Unique Hero you control without the Super Strength special power. For the remainder of the game, that figure has the class of Pirate instead of what is listed on its card, and if Yondu attacks and fails to inflict a wound during his turn, you must move an Order Marker from this card to the chosen figure's Army card. After revealing an Order Marker on this card and taking a turn with Yondu, If he inflicted one or more wounds this turn, you may take an immediate turn with a Unique Pirate Hero or Common Pirate squad you control and you may not take any additional turns with figures you control.
I would add an unrevealed clause to the OM moving, unless it's intended you can move the OM you revealed for that turn.
Maybe also add in "opponent's figure" to the wounding, since currently you can trigger the turns or OM move on hitting your own figures.
Quote:
PIRATE CODE
At the start of the game, you may choose a Unique Hero you control without the Super Strength special power. For the remainder of the game, that figure has the class of Pirate instead of what is listed on its card, and if Yondu attacks an opponent's figure and fails to inflict a wound during his turn, you must move an unrevealed Order Marker from this card to the chosen figure's Army card. After revealing an Order Marker on this card and taking a turn with Yondu, if he inflicted one or more wounds on an opponent's figure, you may take an immediate turn with a Unique Pirate Hero or Common Pirate squad you control, and you may not take any additional turns with figures you control.
I'm totally ok with Yondu attacking his own guys. I think it fits the Pirate profile.
Quote:
Originally Posted by Skinderella
I would add an unrevealed clause to the OM moving, unless it's intended you can move the OM you revealed for that turn.
Maybe also add in "opponent's figure" to the wounding, since currently you can trigger the turns or OM move on hitting your own figures.
Quote:
PIRATE CODE
At the start of the game, you may choose a Unique Hero you control without the Super Strength special power. For the remainder of the game, that figure has the class of Pirate instead of what is listed on its card, and if Yondu attacks an opponent's figure and fails to inflict a wound during his turn, you must move an unrevealed Order Marker from this card to the chosen figure's Army card. After revealing an Order Marker on this card and taking a turn with Yondu, if he inflicted one or more wounds on an opponent's figure, you may take an immediate turn with a Unique Pirate Hero or Common Pirate squad you control, and you may not take any additional turns with figures you control.
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.
I'm totally ok with Yondu attacking his own guys. I think it fits the Pirate profile.
If that's the case it could be interesting to see how good he is with Wolverine. Catching him in the arrow frenzy to activate Wolverine's turn and giving him an extra attack could be a risky but worth while strat. He'd heal it afterwards anyway and would also extend Yondu's range on the frenzy.
I'm totally ok with Yondu attacking his own guys. I think it fits the Pirate profile.
If that's the case it could be interesting to see how good he is with Wolverine. Catching him in the arrow frenzy to activate Wolverine's turn and giving him an extra attack could be a risky but worth while strat. He'd heal it afterwards anyway and would also extend Yondu's range on the frenzy.
That could be a fun combo. Also targeting DO's to extend range works too. You just need that friendly d20