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  #73  
Old March 17th, 2022, 11:39 PM
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Re: C3G Faction Strategy Guides

Justice Society Faction Strategy

Overview
The Justice Society of America (JSA) make up two separate classes in C3G: Mystery Men (the golden age heroes) and the Protégés (the younger heroes). Many of these figures offer synergy to both Mystery Men and Protégés, but some only offer synergy to one or the other. This often can make the JSA tricky to play. Maximizing the mechanical synergy between members is key to doing well with them.

Important Links
List of Mystery Men & Mystery Man synergies
List of Protégés & Protégé synergies

The Leaders
Every Justice Society army should generally be built around one of these figures, as they provide bonding (multiple turns) to the faction.
  • Hawkman (Carter Hall) (220) - The definitive Mystery Men leader. You'll generally want all Order Markers on Hawkman when using him. Try and keep Hawkman safe, as he's relatively fragile and the centerpiece to most armies using him.
  • Power Girl (400) - JSA All Stars makes Power Girl a combined Mystery Men & Protégé leader (you'll need a mix!). Her leadership powers aren't the strongest compared to other factions, but Power Girl makes up for that by having incredible stats of her own. She's super durable with Kryptonian Defense and packs a huge punch with Indomitable.
  • Magog (330) - Magog leads Protégés exclusively, but does so very efficiently. He offers extreme offense at the cost of defense, making armies built around him rather swingy and full of impactful turns. Generally all your Order Markers should be on Magog when using him.

The Mystery Men
  • Atom (Al Pratt) (170) - Society Resolve can be helpful in niche situations, but otherwise Atom doesn't bring much to the table other than raw stats. Atomic Punch can get a key knockout if needed.
  • Doctor Fate (Kent Nelson) (I) (290) - Teleportation Spell and Magical Defense alongside his stats is always useful, but Doctor Fate is generally thought to be slightly overcosted. He gets way better on huge maps.
  • Doctor Mid-Nite (150) - Can toss Blackout Bombs to help his allies' Defense, but he isn't the most reliable or easy to use.
  • Flash (Jay Garrick) (220) - Pretty useful supporter, as Jay's Inspiring Speedster defense aura makes his allies survive longer. Disorienting Whirlwind can pull off some great tricks by moving Order Markers to useless enemy figures or moving enemies out of important auras or away from key allies.
  • Green Lantern (Alan Scott) (280) - Alan offers decent offense and some nifty tricks with his various green markers. But he's a bit expensive for what he offers.
  • Johnny Quick (Johnny Chambers) (170) - Johnny provides a nifty attack aura, but it requires him to attack an enemy each round to activate it. Try to stick OM1 on Johnny and use hit-and-run tactics to keep Johnny safe, as he's quite fragile when targeted. Using him with multi-attackers like the Tornado Twins is best to maximize his attack boost.
  • Johnny Thunder (20) and Thunderbolt (330) - Say You requiring an OM on Johnny makes him a tough factional fit, but Thunderbolt offers significant offensive power if you can keep Johnny safe.
  • Max Mercury (190) - Max doesn't really offer anything to the JSA, so keep Max in Flash Family builds.
  • Mister Terrific (Terry Sloane) (150) - He's a solid support figure, though a couple of his support abilities have some unusual restrictions on them. Still, he's pretty solid for a cheap cost, only really lacking offensive might.
  • Sandman (Wesley Dodds) (80) - Decent support for a cheap figure. Send the Sleeping Gas out on OM1 to disrupt your opponents.
  • Starman (Ted Knight) (190) - Lots of tricks, but fragile.
  • S.T.R.I.P.E. (180) - He is designed to work well with the JSA members with powers involving revealing or removing an Order Marker, such as Stargirl, Hawkman, Atom, and both Doctor Fates. S.T.R.I.P.E. can replace those Order Markers if he inflicts a wound when attacking. This is a very powerful combo with Stargirl and Hawkman especially - though not always consistent.
  • Superman (Kal-L) (370) - Basically just a pile of stats. Weak to special attacks.
  • Wildcat (240) - Fight Coach acts as a buff to one of the Protégés. But Wildcat is also a solid fighter in his own right. His only weakness is that he's a melee ground pounder.

The Protégés
  • Black Canary (Justice Society) (160) - Great combo with Wildcat since he allows her to reroll the blanks from Mixed Martial Arts. Even without him, Black Canary's a solid generalist figure. Sonic Shatter is stronger now that Gundams and other DOs are more common.
  • Cyclone (170) - Defying Gravity gives her allies a powerful speed boost at the start of the game. Following that, Cyclone should exclusively attack with her Tornado Force Special Attack to move enemies to low ground.
  • Damage (250) - It's worth attacking Damage with your own (weaker) figures to charge up his Energy Markers. Then he can spend them to unleash strong special attacks or autowounds. Positioning Damage properly so Unstable Energies doesn't backfire on you is key to using him.
  • Doctor Fate (Kent V. Nelson) (270) - Double Down requires some luck to use well, but you can minimize the downsides by keeping the "X" Order Marker on Fate. The Hand of Fate lets you resurrect an ally, which is a great saving grace if your army would have fallen apart upon the death of a leader.
  • Hourman (190) - Hourman is a solid ground pounder, though choosing when to spend his Miraclo Markers can be tricky. Generally it's better to spend them early, as he's the more fragile figure between him and Liberty Belle, and if he lasts past 3 rounds that's pretty good anyway.
  • Liberty Belle (190 or 310) - Liberty Belle can combine with Jesse Quick to power up. Either way, she's a great pairing alongside Hourman. Society Fortitude can be tricky to use for figures other than Hourman, but it's a great boost if you can get it working.
  • Mister Terrific (Michael Holt) (160) - Get Terrific in place then just let him passively spawn T-Spheres to mess with enemy placement and threaten unblockables. He's pretty fragile for the low range and impact of the T-Spheres, though.
  • Stargirl (150) - One of the strongest members of the JSA, Stargirl has decent offense, disruption with her Cosmic Converter Belt, and support with Cosmic Rod Passenger and Protective Force Field X. It's rarely a bad idea to use Stargirl.
  • Tornado Twins (270 total) - The Tornado Twins offer a lot of offensive might while both are alive, and are a reliable crowd clearing option. Once one falls they start to struggle. Try to keep them attacking the same figure(s) so the second Twin gets the attack bonus.

Army Build Examples:

700 Points
  • Hawkman (220), S.T.R.I.P.E. (180), Mister Terrific (Terry) (150), Doctor Mid-Nite (150)
  • Hawkman (220), S.T.R.I.P.E. (180), Sandman (80), Flash (220)
  • Liberty Belle (190), Hourman (190), Johnny Quick (170), Stargirl (150)
  • Magog (330), Stargirl (150), Flash (220)

800 Points
  • Power Girl (400), Wildcat (240), Black Canary (160)
  • Power Girl (400), Damage (250), Stargirl (150)
  • Hawkman (220), S.T.R.I.P.E. (180), Atom (170), Mister Terrific (Terry) (150), Sandman (80)
  • Magog (330), Damage (250), Flash (220)

900 Points
  • Power Girl (400), Johnny Thunder (20), Thunderbolt (330), Stargirl (150)
  • Power Girl (400), Liberty Belle + Jesse Quick (310), Hourman (190)
  • Power Girl (400), Johnny Quick (170), Stargirl (150), S.T.R.I.P.E. (180)
  • Hawkman (220), Flash (220), Green Lantern (280), S.T.R.I.P.E. (180)
  • Magog (330), Stargirl (150), Damage (250), Cyclone (170)

1000 Points
  • Power Girl (400), S.T.R.I.P.E. (180), Stargirl (150), Doctor Fate (Kent V. Nelson) (270)
  • Hawkman (220), S.T.R.I.P.E. (180), Atom (170), Mister Terrific (Terry) (150), Green Lantern (280)
  • Magog (330), Stargirl (150), Damage (250), Tornado Twins (270)

Mystery Men and Protégés by point total:
Spoiler Alert!

Last edited by Arch-vile; July 9th, 2022 at 07:45 PM.
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  #74  
Old April 12th, 2022, 02:22 AM
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Re: C3G Faction Strategy Guides

X-Men Faction Strategy

Important Links
Overview
The X-Men are a gigantic faction, with an astounding amount of Mutants available. All you need is one of the Mutant leaders, then mix-and-match whoever else Mutants you want, and you've got a solid competitive army.

Leaders
You typically just want one of these figures, and you'll generally be placing all your Order Markers on these figures' cards to get the most out of their leadership. Professor X is probably the easiest to play, so if you're new to the X-Men, start with him.
  • Professor X (220) - The classic X-Men leader, Professor X simply grants double turns. Try to keep him right at the 10-space limit for Mutant Mind Link, so he's safe from the enemy. Having Angel carry Professor X up can be handy so you don't have to waste turns moving him alone.
  • Cyclops (Utopian) (240) - He's more fragile than the Professor, but with a higher upside due to his offensive might. Pair him with Mutants that can do stuff by moving but not attacking, like Archangel.
  • Juggernaut (Charles Xavier) (400) - "Chuckernaut" is an offensive tank, and Proportional Response can offer variable turn bonding depending on what your opponent did last turn.
  • Mastermind (95) - Pretty weak on his own, but stick Mastermind in a Gundam or other strong Vehicle and his Mutant bonding suddenly becomes formidable.
  • Mystique (II) (200) - The Brotherhood of Mutants leader. Pair her with Destiny and Magneto. You'll be using Outcast Assault much more often than Impersonate.

Important Mutants
Like stated previously, a major strength of the faction is its adaptability - you can put any Mutant in these armies and it generally will work well. But there are a few standouts that are exceptionally powerful or have specific strategies worth mentioning. Making sure your army has variety (range, a special attack, an autowound power, etc.) is also important.
  • Angel (90) - One of the best figures in C3G, Angel is a pure support figure. He can carry his allies forward with Swift Carry. And when a nearby figure you control is attacked, Angel can swoop down with Guardian Angel and place them out of range of any future attacks. You should rarely take a turn with Angel outside of moving him up early on - let Angel's passive support abilities do their thing. The key is keeping him in that 3-space range of his allies.
  • Armor (100), Jubilee (60), Wild Child (160), or Yukio (120) - These figures are Mutant Sidekicks, who can bond with other nearby Mutants. They are useful to keep up your turn efficiency in case your leader falls.
  • Blob (165) - Stick Blob next to an enemy, and they won't be moving for a very long time. Blob is obnoxiously difficult to kill, especially with him doubling shields against normal attacks.
  • Colossus (AoA) (315) - Super durable, and can attack multiple times if he's near a wounded friendly Mutant.
  • Deadpool (285) or Wolverine (280) - Any of the Healing Factor X figures can be an absolute nightmare to take down in the endgame, since they heal so quickly. Deadpool is especially tough due to his fast speed and good range, while Wolverine reduces his enemy's defense which can counter many defensive powers.
  • Destiny (55) - Offers a d20 boost at a cheap cost, especially useful to Brotherhood armies led by Mystique & Magneto.
  • Emma Frost (II) (220) - Her Neural Jumpstart is a great boost for Mutants and she pairs great with Cyclops builds especially.
  • Jean Grey (180) - Her Psionic Grip lockdown & throw makes her one of the better defensive figures in the faction and she pairs well with figures like Prof X, Blob, Magma, etc.
  • Magma (170) - Place lava tiles down with Magma then have a thrower like Magneto throw an enemy into the lava. It's a nice combo!
  • Magneto (II) (375) - One of the best throwers in the game. Can also recruit another Outcast for Brotherhood synergies.
  • Sage (190) - Mutant Power Boost is super strong when paired with anyone who can double skulls or attack multiple times. Her other powers are also nice support abilities, but you should build Sage armies around Mutant Power Boost.
  • Selene Gallio (360) - Strong stats and hard to kill with Magical Defense. Plus, she's got two different ways to inflict autowounds on her enemies, which can bypass most defensive powers.

Army Build Examples:

800 Points
  • Professor X (220), Dazzler (100), Colossus (AoA) (315), Blob (165)
  • Cyclops (Utopian) (240), Emma Frost II (220), Jean Grey (180), Magik (160)
  • Mystique (II) (200), Magneto (II) (375), Destiny (55), Blob/Magma (165/170)

900 Points
  • Professor X (220), Emma Frost (220), Nightcrawler II (210), Psylocke (250)
  • Cyclops (Utopian) (240), Archangel (260), Jean Grey (180), Storm (220)
  • Mystique (II) (200), Magneto (II) (375), Blob (165), Wild Child (160)
  • Chuckernaut (400), Wolverine (280), Angel (90), Harpoon (130)
  • The Dark Phoenix Saga: Jean Grey (180), Phoenix (230), Dark Phoenix (490)

1000 Points
  • Original X-Men: Professor X (220), Jean Grey (180), Angel (90), Beast (170), Iceman (150), Cyclops (190)
  • Professor X (220), Gorgon (300), Phoenix (230), Psylocke (250)
  • Original X-Factor: Cyclops (Utopian) (240), Jean Grey (180), Beast (170), Iceman (150), Archangel (260)
  • Cyclops (Utopian) (240), Nightcrawler (Kurt Darkholme) (230), Storm II (270), Archangel (260)
  • Cyclops (Utopian) (240), Emma Frost II (220), Wolverine (Laura) (280), Angel (90), Beast (170)
  • Chuckernaut (400), Nightcrawler II (210), Havok (210), Jean Grey (180)

1100 Points
  • Professor X (220), Scarlet Witch (285), Strong Guy (215), Banshee (160), Marrow (220)
  • Cyclops (Utopian) (240), Nightcrawler II (210), Sage (190), Selene Gallio (360), Armor (100)
  • Chuckernaut (400), Colossus (AoA) (315), Scarlet Witch (285), Armor (100)

1200 Points
  • Mystique (II) (200), Destiny (55), Juggernaut (340), Magneto (II) (375), Phoenix (230)
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  #75  
Old April 13th, 2022, 09:55 AM
redcometx redcometx is offline
 
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Re: C3G Faction Strategy Guides: X-Men guide is up!

Thank you so much for doing these! With all the figures and army options now, my players and I would rather choose from pre-built, balanced, thematically synergized armies (and get right to playing) then spending time we don't have mulling over army creation. These are all incredibly helpful. Keep up the good work! Bookmarked!
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  #76  
Old April 13th, 2022, 09:56 AM
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Re: C3G Faction Strategy Guides: X-Men guide is up!

Yeah, Archie and company have really done an awesome job with these.

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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  #77  
Old April 13th, 2022, 11:52 AM
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Re: C3G Faction Strategy Guides: X-Men guide is up!

Quote:
Originally Posted by redcometx View Post
Thank you so much for doing these! With all the figures and army options now, my players and I would rather choose from pre-built, balanced, thematically synergized armies (and get right to playing) then spending time we don't have mulling over army creation. These are all incredibly helpful. Keep up the good work! Bookmarked!
I'll echo, massive props to Arch and the gang!
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  #78  
Old April 13th, 2022, 03:01 PM
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Re: C3G Faction Strategy Guides: X-Men guide is up!

Thanks for another great guide! This faction has been particularly daunting to build for me because of the sheer amount of units in it, will definitely be playing them now!
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  #79  
Old April 14th, 2022, 05:16 AM
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Arch-vile Arch-vile is online now
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Re: C3G Faction Strategy Guides: X-Men guide is up!

Glad people are digging these! There should be another couple guides out towards the end of the month, so stay tuned.
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  #80  
Old April 14th, 2022, 10:50 AM
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Re: C3G Faction Strategy Guides: X-Men guide is up!

I will echo all of these sentiments. Keep up the great work!
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  #81  
Old April 23rd, 2022, 03:14 AM
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Arch-vile Arch-vile is online now
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Re: C3G Faction Strategy Guides: X-Men guide is up!

Injustice League Faction Strategy

Important Links
Overview
As a dark mirror of the Justice League, the Injustice League (IJL) is centered on Injustice Marker "hubs", acting as the leaders of the faction. These designs gain markers only via drafting units from specific classes tied to that character, as we will detail below. The markers gained can then be spent during play to gain a bonus for your team.

Antagonist is the class shared by all marker hubs, and a lot of Antagonist designs were built specifically with the marker hubs in mind, to make great use of the bonuses granted by spending the markers.

This guide is geared around Antagonist-centered armies, but each marker hub is also designed to work with their thematic allies without any other specific Injustice League designs. For example, you can build a solid army of Gorilla Grodd (IJL) or Reverse-Flash (IJL) alongside the Rogues, or pair Joker (IJL) with other Gotham City villains.

Leaders
The marker hubs are going to act as your "leaders" in a way that you'll always want one or two of them to build your army around.
  • Lex Luthor (Injustice League) (185) - Lex is the strongest IJL leader, as he provides passive benefits without ever leaving your start zone. Lowering the defense of enemies and saving your Order Markers when an ally falls allows you to keep a strong offensive presence consistently. Lex's Legion of Doom subtracts from opponents' d20 rolls, and much of the faction is built around opponents rolling a d20 to work well with this mechanic. I typically start spending his Injustice Markers in Round 2.
  • Gorilla Grodd (Injustice League) (285) - Grodd provides turn efficiency, offering a double turn once per round. He's a solid beatstick in his own right as long as you send him after weaker figures (to maximize his chances of getting a second attack from Pounding Fists).
  • Reverse-Flash (Eobard Thawne) (295) - Reverse-Flash offers some free movement and potential autowounds. While the unblockable attack dice from Legion of Zoom are nice, don't be afraid to spend a marker just to move an ally up. And sometimes just repositioning is worth it. Reverse-Flash is really nasty offensively with Phase Attack, but he is fragile on defense. Try and zip in and out of engagement to keep him at a safe distance from the enemy.
  • Joker (Injustice League) (245) - Joker offers some unique tricks to the faction, automatically ending an opponent's turn when an ally is destroyed and then repositioning your army. Joker pairs well with anyone who can roll the 20-sided die to get more chances to activate Pernicious Prankster.
  • Vandal Savage (335) - Vandal doesn't use Injustice Markers, but he functions as a leader all the same. Planned For Centuries gives Vandal’s army one round where they get double turns - this can be a big momentum swing in your favor. Chessmaster is very useful to move one of your figures out of an enemy's threat range, or just to help move everyone up in the early game.

Tailored Inclusions
There are other options that can still be successful, but the following were designed specifically around working well with the Injustice League hubs.
  • Bizarro (330) - Bizarro's Villainous Duty makes him a protector unit of sorts for the rest of your army. Heat Breath is a very useful pod clearer.
  • Black Adam (380) - Black Adam is a big flying beatstick. His two d20 powers combo well with Joker, and Wisdom of Zehuti allows some OM flexibility in an IJL army without relying on Lex Luthor.
  • Black Manta (230) - Black Manta has a versatile special attack, and Concussive Energy Beam combos well with it. However, Black Manta is extremely fragile for his cost, so you need to pair Black Manta with defensive figures like Giganta or Clayface to get the most out of him.
  • Brainiac (II) (455) - Brainiac is expensive, but offers a solid boost to an army with his 12th Level Intellect. Mind Melt allows him to crowd clear or land a big attack on a single enemy depending on what you require.
  • Cheetah (Barbara Ann Minerva) (275) - Cheetah should go after figures who are hurt by reduced defense, or figures with many wounds on their card. She pairs well with figures that reduce the defense of opponents (increasing the odds that Opportunistic Predator's autowounds activate), such as Lex Luthor, Sinestro, or Deathstroke.
  • Clayface (Basil Karlo) (II) (265) - Clayface is a hard-to-kill lockdown figure for the faction. Claymation can pull enemies into engagement, and then they're stuck there. While stuck enemies subtract 3 from their d20 rolls - comboing well with many other designs in the faction. Clayface pairs especially well with figures such as Giganta or Bizarro whose powers activate off of opponents attacking other figures, but he really works well with the entire faction.
  • Darkseid (II) (520) - Darkseid works best with Parademons, but he's a solid expensive juggernaut to use with the Injustice League as well. His Omega Effect can recharge Injustice Markers, which is useful as you often won't have the points to fully equip your markers due to how expensive Darkseid is.
  • Deathstroke (II) (285) - Deathstroke is a solid beatstick, and his Tactical Sabotage reduces the defense of nearby opponents. Pairs especially well with Cheetah, but Deathstroke works well with any of the Injustice League figures. Deathstroke is the same cost as Gorilla Grodd, so you can swap the two freely in the suggested armies.
  • Doctor Light (190) - Blinding Light can shut down some enemy bonding powers while protecting your own army from ranged attacks. Get Doctor Light into position then attack with stronger figures.
  • Doctor Psycho (175) - Psycho can disrupt enemy synergies with his Nightmare Projection aura. And it's a hard aura to erase once Psycho is in place, as Psycho punishes the enemy for attacking him with his Reactive Mind Control.
  • Giganta (235) - Giganta is a bruiser of the Injustice League faction. She's hard to kill quickly, has some powerful attacks, and Antagonistic Deterrent keeps fire off her allies. Get her into position early so she draws fire and can land her special attack.
  • Poison Ivy (I) (165) - A supporter, Poison Ivy slows down the opponent so you can have more time to move your army forward. Pheromone Seduction is a risky power but is game-changing if it lands.
  • Scarecrow (Injustice League) (170) - Scarecrow is meant to shut down an enemy with his Fear Markers. Scarecrow works well with Lex Luthor or Clayface, as both subtract from an opponent's d20 rolls, to keep the Fear Hallucinations going. He's fragile though, so keep him protected.
  • Sinestro (250) - Sinestro's Yellow Light of Qward defense subtraction combos especially well with Cheetah's Opportunistic Predator, which activates when a defending figure rolls no shields on defense. Combine that with Lex Luthor's Legion of Doom and you'll be subtracting even more defense dice from opponents!
  • Solomon Grundy (II) (355) - Grundy is a big tough beatstick, and making the most out of Grundy Crush! is key. Pair him with figures like Lex Luthor and Clayface so opponents subtract from their d20 rolls, increasing the chance of back-to-back autowounds.
  • Thinker (225) - Thinker provides some mind games with your opponent via his Outthink The Thinker power. He doesn't have great stats, but his A.I. Possession is handy, especially since you can use it on friendly figures.
  • Ultra-Humanite (255) - Mental Machinations can cause major trouble to enemy pods, though it requires Ultra-Humanite to be in the thick of things. Try to activate him only late in the round to avoid the negative penalty of Maniacal Gloating. Mind Transference isn't something you'll want to use every game, but if Ultra-Humanite is almost dead and there's a good enemy body to steal, go for it!

Army Build Examples:

800 Points
  • Vandal Savage (335), Cheetah (275), Doctor Light (190)
  • Lex Luthor (185), Doctor Psycho (175), Sinestro (250), Doctor Light (190)

900 Points
  • Lex Luthor (185), Cheetah (275), Sinestro (250), Doctor Light (190)
  • Gorilla Grodd (285), Deathstroke (285), Bizarro (330)
  • Lex Luthor (185), Gorilla Grodd (285), Clayface (265), Poison Ivy (165)
  • Vandal Savage (335), Giganta (235), Bizarro (330)

1000 Points
  • Lex Luthor (185), Gorilla Grodd (285), Reverse-Flash (295), Giganta (235)
  • Lex Luthor (185), Gorilla Grodd (285), Icicle (150), Black Adam (380)
  • Lex Luthor (185), Gorilla Grodd (285), Cheetah (275), Sinestro (250)
  • Lex Luthor (185), Deathstroke (285), Cheetah (275), Ultra-Humanite (255)
  • Reverse-Flash (295), Poison Ivy (165), Cheetah (275), Clayface (265)
  • Joker (245), Reverse-Flash (295), Solomon Grundy (355), Doctor Psycho (175)

1100 Points
  • Lex Luthor (185), Deathstroke (285), Cheetah (275), Solomon Grundy (355)
  • Lex Luthor (185), Gorilla Grodd (285), Black Adam (380), Sinestro (250)
  • Joker (245), Clayface (265), Solomon Grundy (355), Giganta (235)
  • Gorilla Grodd (285), Reverse-Flash (295), Doctor Light (190), Bizarro (330)
  • Vandal Savage (335), Reverse-Flash (295), Sinestro (250), Bizarnage (220)

1200 Points
  • Lex Luthor (185), Gorilla Grodd (285), Cheetah (275), Brainiac (455)
  • Lex Luthor (185), Vandal Savage (335), Doctor Light (190), Ultra-Humanite (255), Giganta (235)

List of Antagonists by point value:
Spoiler Alert!

Last edited by Arch-vile; January 26th, 2023 at 11:33 PM.
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Re: C3G Faction Strategy Guides: featuring the Injustice Lea

Bat-Family Faction Strategy

Important Links
Overview
The Bat-Family is built around the Sidekicks (like Robin) bonding with various Vigilantes (like Batman). That bonding is your main source of turn efficiency, and most armies will want at least two Vigilantes and two bonding figures in order to keep a consistent level of offense.

Most members of the Bat-Family are inexpensive, with stats that are not that impressive compared to many other C3G figures. However their synergy and sheer number of figures can keep the faction competitive with other factions.

Leaders
Unlike most factions, the Bat-Family doesn’t really require a leader figure to function well, as their strongest synergy is the bonding offered to them by Sidekicks. That said, using either of these leaders will almost always make your Bat-Family army better.
  • Oracle (110) - Oracle is a figure that makes just about any army better, but she uniquely helps with several of the Bat-Family's weaknesses. Secret Attack Plan allows your figures to take down figures with hefty defense they would normally struggle with. Contingency Plan allows for repositioning your OMs when one of your figures falls. Considering how the Bat-Family is made up of many cheap, relatively fragile heroes (compared to the wider C3G library), this is an invaluable synergy. Oracle also offers a helpful initiative boost, and she has a decent attack stat if it comes down to the endgame. She's a figure that you'll keep in the back of your start zone and only put the "X" OM on her until she's your last figure left.
  • Batman (Bat-Family) (270) - This Batman was specifically designed to shore up the Bat-Family's weaknesses, but in a different way than Oracle. Bat-Family Movement keeps the Family together so your Sidekick bonding is always available, and so figures like Catgirl and Ragman can be in position to utilize their powers. I Am The Night increases the offensive might of your figures as long as Batman is near the enemy. And Batarang Flurry is one of the rare offensive autowound options for the faction. Keeping Batman safe is key to doing well with him because his passive benefits are quite strong yet encourage him to be close to the enemy. But he's also reasonably durable, so Batman can take a few hits.

Important Sidekicks / Bonding Figures
Most of the Sidekicks require them to be within 6 clear sight spaces of the Vigilante they're bonding with, so keeping everyone close to each other is a big part of the strategy behind the faction.
  • Robin (Dick Grayson) (100) - Dick is hard for opponents to take out and draws fire off your other figures with Daring Decoy.
  • Robin (Jason Todd) (70) - Jason is the cheapest Robin, and doesn't have a range limit on his bonding, but he can mess with your plans if the d20 doesn't go your way. It's a pretty minor drawback in my experience.
  • Robin (Tim Drake) (120) - Tim is the easiest Robin to keep alive thanks to Vigilante Protection and his more durable stats than the other Robins.
  • Robin (Damian Wayne) (80) - Damian boasts the best offense of the Robins thanks to Deadly Strike. But he's fragile and can get sent back to your start zone if he kills anyone. Damian also works well alongside Superboy (Jon Kent) in a Super Sons build.
  • Catgirl (60) - The cheapest bonding figure, Catgirl isn't really great at bonding, but her Batarang Cannon is very useful as support. Move her into position then take turns with other figures.
  • Nite Owl (130) - Nite Owl and Catwoman both fulfill the role of Vigilante and Vigilante-bonder, which is handy because a savvy opponent can shut off your bonding by destroying either all your Sidekicks or all your Vigilantes. This unique role of Nite Owl, along with his decent stats, makes him very useful in factional builds.
  • Catwoman (II) (170) - Catwoman only bonds with Bruce Waynes, but she's got solid stats and good support with her utility glyphs. Like Nite Owl, Catwoman can also receive OMs and bond with Robins since she is considered a Vigilante.

Important Vigilantes
There are a ton of Vigilantes, and you generally can't go wrong with any of them. Including some of the Marvel vigilantes is also a powerful combination (the Symbiotes are higher cost with greater offense), but I limited this guide to more thematic synergies.
  • Azrael (170) - Azrael offers great offense for his cost with a double attack of 5 plus potential autowounds from Flaming Blades. And when Vigilante synergy no longer matters, let him turn into an Assassin for a stat boost.
  • Batgirl (Barbara Gordon) (130) - Babs gets a decent attack for her cost if you juggle your OMs appropriately. Use Reckless Advance against low-defense opponents.
  • Batgirl (Stephanie Brown) (130) - Steph isn't particularly good at any one thing, but she is very flexible and she brings one of the few special attacks to the faction.
  • Batman (Bruce Wayne) (I) (200) - Batman was one of the first C3G figures designed, and he remains solid. His only weakness is reliance on the d20.
  • Batman (Bruce Wayne) (Utility Belt) (250) - This version of Batman is pretty much the same as the above, but with the added flexibility of Utility Glyphs and a slightly stronger defensive power.
  • Batman (Dick Grayson) (170) - Strategic Discipline is a very useful counter to any enemy that moves your OMs around. Outside of that situation, Dick isn't that good.
  • Batman (Jean-Paul Valley) (220) - Jean-Paul is pretty swingy with System Psychosis, but he has great stats and a nice special attack. Generally I think Azrael is a better draft for his better consistency.
  • Batman (Terry McGinnis) (150) - Terry's not bad, but his offense is pretty weak for his cost, and avoiding attacks with Stealth Mode isn't as useful when you'll generally have larger threats for your opponent to go after anyway.
  • Batwoman (180) - Durable defensively with Bulletproof Suit and strong offensively with Surgical Strike, Batwoman is a solid draft choice.
  • Black Bat (200) - Black Bat essentially offers the offense of Black Canary (minus the special attack) combined with much stronger defense, assuming your d20 cooperates.
  • Black Canary (190) - She offers strong normal and special attacks. Bring along Green Arrow with her to get a nice combo where you take a turn with Black Canary and Robin plus get an attack with Green Arrow all in one Order Marker.
  • Harley Quinn (Batman Ally) (160) - While her place as a Bat-Family member can be disputed, Harley greatly benefits from the free movement that Batman (Bat-Family) provides. Use that movement to get her into position or trigger her Acme Explosive.
  • Huntress (170) - Huntress has strong offense and her Ruthless Counter Strike is handy for defense.
  • Nightwing (II) (200) - Nightwing brings a double attack and good mobility to the faction. He's a bit fragile for his cost, but a Smoke Pellet Utility Glyph can help with that.
  • Ragman (140) - Ragman is one of the few fliers of the faction. He's usually nothing special, but if you're fighting swarms, he can get multi-attacks fairly easily and becomes pretty strong.

Other Bat-Family Synergy
  • Alfred Pennyworth (60) - Alfred offers some very powerful healing to the Bat-Family, but it requires putting an OM on him at the right time to bring the wounded figure back next to Alfred. He’s tricky to use, but pretty strong when it works.
  • Alfred Pennyworth (II) (100) - Useful as a start zone supporter or a Batmobile driver. The attack reroll round from Batcave Resources can massively help your offense. It's useful to pass Alfred's First Aid Kit off to an ally at the start of the game.
  • Lucius Fox (50) - Lucius gives the Bat-Family extra Utility Glyphs for free. It’s a small bonus, but he’s cheap.
  • Bruce Wayne (100) - Bruce offers some d20 support to his allies initially then you can switch to Batman in the endgame. I feel his impact is generally lower than his cost, but he's a fun addition to any build.
  • Batgirl (Cassandra Cain) (130) - She can’t fully bond off of a Vigilante OM, but Cassandra can movement bond which is helpful for getting her into position and locking down other figures. Cassandra has decent stats for her cost so even lacking bonding, she’s not a bad choice.
  • Spoiler (50) - Spoiler has movement bonding off of Sidekick OMs, which can be useful at times. It’s definitely a niche synergy in-faction though.
  • The Batmobile (250) - While it's a nice mobility upgrade for the faction and can provide some autowounds (especially with the Batmobile Remote Utility Glyph), the Batmobile is generally considered a bit overpriced for what it offers.

Utility Glyphs
Many of the Bat-Family utilize Utility Glyphs. Most Utility Glyphs are very niche - the idea is you’ll look at the map and opposing army and choose those niche glyphs if they work well in that situation (such as bringing the Kryptonite Gauntlets when fighting Superman). But let’s take a look at the Utility Glyphs you should consider every time.
  • Smoke Pellets - This is the strongest Utility Glyph by far. You avoid an attack for free and get some free movement too. Figures can use them to protect adjacent allies too.
  • Bolas - The Bolas are handy offensively and defensively, because they can stop an enemy from moving and reduce their defense! It’s not reliable, but the benefits of the Bolas are quite strong.
  • Bat-Grapple - Getting to grapple up height while ignoring leaving engagement attacks is generally always useful. It gains a ton of utility if the map has a lot of height, castle walls, or the warehouse ruin.
  • Bat Shuriken - While only Bruce Wayne should consider using these, they’re pretty much an auto-draft for him. Getting the option to use 3 ranged attacks is really useful.
  • Flash Bang Grenade - A guaranteed temporary stat debuff on opponents is always useful, but the others listed here are generally better. Batwoman is the exception as she uses the Flash Bangs very effectively.
  • First Aid Kit - A free wound heal is always quite handy, especially when boosted to 2 wounds healed by Alfred (II). Though the Bat-family is fragile enough that you do run the risk of leaving it unused.


Army Build Examples:

600 Points
  • Batman (I) (200), Robin (Tim) (120), Robin (Damian) (80), Nightwing (II) (200)
  • Black Canary (190), Green Arrow (150), Robin (Dick) (100), Oracle (110), Lucius Fox (50)

700 Points
  • Batman (Bat-Family) (270), Robin Jason (70), Batgirl Barbara (130), Huntress (170), Catgirl (60)
  • Batman (Utility Belt) (250), Batmobile (250), Robin Dick (100), Alfred (II) (100)

800 Points
  • Batman (Utility Belt) (250), Oracle (110), Nightwing (200), Robin Tim (120), Robin Jason (70), Lucius Fox (50)
  • Batman (Bat-Family) (270), Catwoman (170), Catgirl (60), Batwoman (180), Robin Tim (120)
  • Batman (Bat-Family) (270), Harley Quinn (160), Bud and Lou (70), Batwoman (180), Robin Tim (120)
  • Super Sons I: Batman (I) (200), Robin Damian (80), Superman (I) (400), Superboy Jon (120)

900 Points
  • Batman (I) (200), Nightwing (200), Robin (Tim) (120), Batgirl (Cassie) (130), Robin (Damian) (80), Oracle (110), Alfred (60)
  • Batman (Bat-Family) (270), Azrael (170), Catwoman (170), Ragman (140), Lucius Fox (50), Robin Dick (100)
  • Batman (Bat-Family) (270), Catwoman (170), Nite Owl (130), Azrael (170), Catgirl (60), Robin Dick (100)
  • Super Sons II: Batman (Utility Belt) (250), Robin Damian (80), Superman (II) (450), Superboy Jon (120)

1000 Points
  • Batman (Bat-Family) (270), Catwoman (170), Nite Owl (130), Azrael (170), Catgirl (60), Robin Tim (120), Robin Damian (80)
  • Batman (Bat-Family) (270), Catwoman (170), Harley Quinn (160), Huntress (170), Robin Tim (120), Oracle (110)
  • Batman (Bat-Family) (270), Nightwing (II) (200), Batgirl (Cassie) (130), Alfred (II) (100), Batwoman (180), Robin Tim (120)

1100 Points
  • Batman (Bat-Family) (270), Nightwing (200), Oracle (110), Catwoman (170), Robin Damian (80), Robin Jason (70), Batman Terry (150), Lucius Fox (50)

1200 Points
  • Batman (Bat-Family) (270), Black Bat (200), Oracle (110), Catwoman (170), Robin Damian (80), Robin Jason (70), Robin Dick (100), Ragman (140), Alfred (60)

Bat-Family options by Point totals:
Spoiler Alert!

Last edited by Arch-vile; January 26th, 2023 at 05:39 PM.
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Old April 24th, 2022, 02:37 PM
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Re: C3G Faction Strategy Guides: Injustice League & Bat-Fami

Been looking forward to this one the moment the wave dropped. Will definitely be giving Bat-Family a try between the new Harley and Batman, and Huntress and Cass Batgirl being some of my favourites.
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Old April 24th, 2022, 03:39 PM
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Re: C3G Faction Strategy Guides: Injustice League & Bat-Fami

Thanks Arch!
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