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.
Here are my playtest results, let me know if you need anything else. Solid designs!
Eric
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: Mutt
Version tested:
Spoiler Alert!
NAME = MUTT
SECRET IDENTITY = STANLEY R. PERLMUTTER
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = SOLDIER
PERSONALITY = GRUFF
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 6
ATTACK = 3
DEFENSE = 4
POINTS = 105
DOG TRAINER
All Dogs and Wolves you control add 1 to their Move numbers and, and if you revealed an Order Marker on this card during this player turn, add 1 to their Attack numbers. After Mutt attacks, you may move any dog or wolf figure that is adjacent to the defending figure up to 4 spaces each and during this move they do not take leaving engagement attacks.
JUNGLE TACTICS 1
Mutt adds 1 to his Defense number when on a swamp or swamp water tile or adjacent to an Evergreen Tree or Jungle piece.
DOG COMMAND "ATTACK"
At the end of each round, you may have a Dog or Wolf figure you control that is within 4 clear sight spaces of Mutt move 4 spaces. If that figure ends this movement adjacent an enemy figure without Super Strength, you may roll two unblockable dice against that figure. Figures moved with this special power will not take any leaving engagement attacks.
Army Test
Map: Chernobyl Conflict
Units: Duke, Breaker, Scarlet, Ripcord, Mutt, Junkyard VS Captain Cold 200, Rainbow Raider, Abra Kadabra, Plunder, Weather Wizard 100
Spoiler Alert!
Damage Dealt: none, blanked on or had all of his attacks blocked
Dog Trainer: Used every time Mutt revealed an order marker
Jungle Tactics: Used a few times for tree and jungle bonus, really big when added with Scarlet defensive bonus.
Dog Command: Used 2 times and did 1 wound to Rainbow Raider, killing him.
Close game lasting 7 rounds. Rogues and Joes traded wounds early. Both teams used their bonding to try to control the center of the map. The Joes were able to use their range to their advantage but the Rogues were still getting more attacks in each round. Plunder was able to use his double attack and range to get to Duke and take him out at the end of round 2. From round 3 on it was very back and forth with a one life Ripcord and a 1 life Breaker taking out Weather Wizard and Abra Kadabra in rounds 6 and 7 for the win.
Who won? List figures remaining in the winning army (include life remaining for heroes): Ripcord 3 wounds/1 life left, Breaker 3 wounds/1 life left
Army Test
Map: X Marks the Spot
Units: Duke, Breaker, Scarlet, Ripcord, Mutt, Junkyard VS TMNT
Spoiler Alert!
Damage Dealt: R2T3 Michelangelo - 1 wound
Dog Trainer: Used often
Jungle Tactics: Not used, none on the map
Dog Command: Used once, doing 1 wound to Raphael
Joes took advantage early using their superior range. Donatello and Leonardo went down quick for the TMNTs. Once that happened Raf and Mikey went on a tear taking out Breaker, Junkyard, Mutt and Scarlett. Raf went down to a Duke attack in round 5 leaving a 1 life Duke and a full life Ripcord vs a 3 life Mike. Mike was able to take out Duke, but Ripcord was able to hit Mike from Range to end it in round 7.
Who won? List figures remaining in the winning army (include life remaining for heroes): Ripcord 4 full life left
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: 105 points seem right for Mutt and Junkyard's 25 feels right too. They have some options with Mutt being a soldier for other builds.
GENERAL THOUGHTS ON THE TESTED UNIT: Mutt plays like the character in the books. His powers allow for quite a bit of free movement with Junkyard and they both play well off each other. Not being a commando makes him a little bit harder to use with a GI Joe build. The Dog Command Attack power can be really strong if you can position it right, and will all the free movement shouldn't be an issue. I cant recommend any changes to either figure.
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: Junkyard
Version tested:
Spoiler Alert!
NAME = JUNKYARD
SPECIES = DOG
UNIQUENESS = UNIQUE HERO
CLASS = COMPANION
PERSONALITY = DAUNTLESS
SIZE/HEIGHT = SMALL 2
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3
POINTS = 25
MILITARY CANINE
At the start of the game, choose a Unique Human Soldier figure that you control to be Junkyard's Master. After revealing an Order Marker on his Master's Army Card and before taking a turn with his Master, you may first take a turn with Junkyard, and you may not take any additional turns with other figures you control other than his Master.
DISTRACTING BITE
If Junkyard's Master attacks a figure that is adjacent to Junkyard with a normal attack, add 1 automatic skull to that roll.
Army Test
Map: Chernobyl Conflict
Units: Duke, Breaker, Scarlet, Ripcord, Mutt, Junkyard VS Captain Cold 200, Rainbow Raider, Abra Kadabra, Plunder, Weather Wizard 100
Damage Dealt: R2T3 Rainbow Raider - 1 wound
End of Round 2 Rainbow Raider - 1 wound
R3T1 Abra Kadabra - 1 wound
Military Canine: Bonding helped to get into position
Distracting Bite: Used once. Mutt attacked more from range.
Close game lasting 7 rounds. Rogues and Joes traded wounds early. Both teams used their bonding to try to control the center of the map. The Joes were able to use their range to their advantage but the Rogues were still getting more attacks in each round. Plunder was able to use his double attack and range to get to Duke and take him out at the end of round 2. From round 3 on it was very back and forth with a one life Ripcord and a 1 life Breaker taking out Weather Wizard and Abra Kadabra in rounds 6 and 7.
Who won? List figures remaining in the winning army (include life remaining for heroes): Ripcord 3 wounds/1 life left, Breaker 3 wounds/1 life left[/spoiler]
Army Test
Map: X Marks the Spot
Units: Duke, Breaker, Scarlet, Ripcord, Mutt, Junkyard VS TMNT
Spoiler Alert!
Damage Dealt: End of round 2 Raf - 1 wound
Military Canine: Bonding helped to get into position
Distracting Bite: Used once
Joes took advantage early using their superior range. Donatello and Leonardo went down quick for the TMNTs. Once that happened Raf and Mikey went on a tear taking out Breaker, Junkyard, Mutt and Scarlett. Raf went down to a Duke attack in round 5 leaving a 1 life Duke and a full life Ripcord vs a 3 life Mike. Mike was able to take out Duke, but Ripcord was able to hit Mike from Range to end it in round 7.
Who won? List figures remaining in the winning army (include life remaining for heroes): Ripcord 4 full life left
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: 105 points seem right for Mutt and Junkyard's 25 feels right too. They have some options with Mutt being a soldier for other builds.
GENERAL THOUGHTS ON THE TESTED UNIT: Mutt plays like the character in the books. His powers allow for quite a bit of free movement with Junkyard and they both play well off each other. Not being a commando makes him a little bit harder to use with a GI Joe build. The Dog Command Attack power can be really strong if you can position it right, and will all the free movement shouldn't be an issue. I cant recommend any changes to either figure.
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.
C3G STANDARD PLAYTEST FEEDBACK FORM NAME OF THE PLAYTEST UNIT: MUTT VERSION TESTED
Spoiler Alert!
NAME = MUTT SECRET IDENTITY = STANLEY R. PERLMUTTER
SPECIES = HUMAN UNIQUENESS = UNIQUE HERO
CLASS = SOLDIER PERSONALITY = GRUFF
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 6
ATTACK = 3
DEFENSE = 4
POINTS = 105
DOG TRAINER
All Dogs and Wolves you control add 1 to their Move numbers and, and if you revealed an Order Marker on this card during this player turn, add 1 to their Attack numbers. After Mutt attacks, you may move any dog or wolf figure that is adjacent to the defending figure up to 4 spaces each and during this move they do not take leaving engagement attacks.
JUNGLE TACTICS 1
Mutt adds 1 to his Defense number when on a swamp or swamp water tile or adjacent to an Evergreen Tree or Jungle piece.
DOG COMMAND "ATTACK"
At the end of each round, you may have a Dog or Wolf figure you control that is within 4 clear sight spaces of Mutt move 4 spaces. If that figure ends this movement adjacent an enemy figure without Super Strength, you may roll two unblockable dice against that figure. Figures moved with this special power will not take any leaving engagement attacks.
Army Test
Map: Custom
Units: Mutt (105), Junkyard (25), Captain America (240), Winter Soldier (Team Up) (240), Falcon (MCU) (190) (800) vs Wrecking Crew (800)
Spoiler Alert!
Junkyard chooses Mutt as his Master. Winter Soldier chooses Cap.
Round 1: Initiative Wrecking Crew. Piledriver, Wrecker, and Bulldozer advance.
Cap and Winter Soldier advance.
Thunderball advances.
Junkyard and Mutt advance.
Wrecker advances. Bulldozer charges at Winter Soldier, but can’t hit. Wrecker advances and fails his Crowbar Demolition. Bulldozer fails to hit Cap from height.
Falcon hits Wrecker for two wounds from height.
Round 2: Initiative Wrecking Crew. Wrecker hits Winter Soldier for a wound, Thunderball advances but can’t hit Winter Soldier, Wrecker hits Winter Soldier for a wound, Bulldozer KO’s Winter Soldier, Wrecker hits Junkyard for a wound.
Captain America punches Wrecker for a wound.
Wrecker can’t hit Junkyard.
Mutt goes. Junkyard can’t hit Wrecker, but Mutt KO’s Wrecker with the help of Cap and the auto skull from Junkyard.
Thunderball engages Falcon, but can’t hit.
Mutt goes. Junkyard engages Bulldozer, can’t hit, Mutt hits Bulldozer for two wounds, then has Junkyard retreat.
Round 3: Initiative Wrecking Crew. Bulldozer hits Cap for a wound from height. Thunderball hits Falcon for three wounds.
Captain America can’t hit Bulldozer.
Thunderball can’t finish Falcon
Junkyard can’t hit Bulldozer. Mutt hits him for a wound, then Junkyard moves back.
Piledriver KO’s Falcon.
Falcon had OM3.
Round 4: Initiative Avengers. Cap hits Bulldozer for two wounds.
Piledriver can’t hit Junkyard.
Junkyard and Mutt fail to hit anything and Junkyard backs off.
Thunderball can’t hit Cap.
Junkyard can’t hit. Mutt KO’s Bulldozer, then Junkyard takes his spot on height.
Piledriver takes out Junkyard in a double attack. Thunderball hits Cap for a wound.
Round 5: Initiative Wrecking Crew. Piledriver can’t hit Cap.
Captain America hits Piledriver for a wound.
Thunderball hits Cap for a wound.
Cap punches Piledriver for two wounds.
Thunderball puts a fourth wound on Cap.
Mutt can’t hit Piledriver from height disadvantage.
Round 6: Initiative Avengers. Cap punches Piledriver for a wound.
Piledriver finishes Cap. Thunderball hits Mutt for two wounds from height.
Mutt can’t hit Piledriver from height.
Thunderball hits Mutt for a wound from range.
Mutt KO’s Piledriver from height.
Thunderball finishes Mutt.
Unit Summary: Mutt did a valiant job on offense, but possibly to the detriment of using better attackers. The lack of opportunities for auto wounds on Dog Command: “Attack” was probably the difference here.
Army Test
Map: Ravaged Road
Units: Mutt (105), Junkyard (25), Captain America (240), Winter Soldier (Team Up) (240), Falcon (MCU) (190) (800) vs Nightwing (200), Cyborg (200), Raven (190), Starfire (210) (800)
Spoiler Alert!
Junkyard chooses Mutt as his Master. Winter Soldier chooses Cap.
Round 1: Initiative Avengers. Cap and Winter Soldier advance.
Starfire advances.
Falcon advances.
Raven advances.
Falcon double attacks Starfire from height for only one wound (terrible outcome).
Titans Go! Raven takes Starfire’s wound and Soul Selfs it onto Cap. Starfire engages Falcon and fails to hit him. Nightwing can’t hit Falcon from range.
Junkyard moves onto the road.
Round 2: Initiative Avengers. Cap advances and can’t hit anything with his shield. Winter Soldier can’t hit Starfire.
Titans Go! Raven blasts Falcon for two wounds from height, then gets a wound from Got Your Six. Starfire KO’s Falcon. Then she fails an attack on Winter Soldier from height. Nightwing hits Winter Soldier for two wounds from range.
Falcon had OM2.
Starfire hits Winter Soldier for two wounds with a double attack from height.
Captain America hits Starfire for two wounds and Winter Soldier hits for one more.
Raven takes two wounds off of Starfire and then tosses one wound onto Winter Soldier to finish him with Soul Self.
Junkyard moves again.
Round 3: Initiative Avengers. Cap smacks Starfire for three wounds.
Titans Go! Raven takes two wounds from Starfire and Soul Selfs one onto Cap, but loses OM3. Starfire goes wild on Cap, after taking a swipe from him to get to height. She attacks him four times, but rolls poorly and is blocked each time. Nigthwing engages Cap but can’t hit either.
Cap takes a swipe and punches Starfire for a fourth wound.
Starfire punches out Cap from height.
Mutt goes. Junkyard advances but is too short to reach most enemies. Mutt advances but isn’t in range.
At the end of the round, Junkyard moves next to Nightwing and hits him for two unblockables.
Round 4: Initiative Titans. Titans Go! Raven Soul Selfs a wound off of Starfire and onto Mutt. Starfire KO’s Junkyard from height. Nightwing hits Mutt for two wounds.
Mutt can’t hit Raven from range.
Starfire finishes Mutt.
Unit Summary: Raven and Nightwing just made it too hard for the Titans to be finished off here and by the time Mutt was in the action, his allies were all gone. I was hoping Cap and company could take out Starfire before Mutt got there and let him maximize his commands against Nightwing and Raven, but it wasn’t to be.
DOG COMMAND “ATTACK”: Used to move a dog (3) times and rolled (2) dice to inflict (2) wounds on (Nightwing (2))
Who won? List figures remaining in the winning army (include life remaining for heroes): Cyborg with Full Life, Nightwing with 2/4 Life, Raven with 2/5 Life, and Starfire with 2/5 Life win.
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.
It's tough because I ended up feeling like the armies he went up against were more cohesive. From my tests alone he could drop a tad, but looking at mine and Eric's together, he's probably about right.
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.
Map: Mountain Spring
Units: Mutt (105), Junkyard (25), Captain America (C3G) (240), Cosmo (160), Sgt. Rock (175), Winter Soldier II (240), Oracle (110) (1055) Vs. Nightwing (200), Starfire (210), Superboy (240), Raven (190), Ravager (210) (1050)
Spoiler Alert!
Mutt is Junkyard’s Master. Avenger Markers on all but Oracle. Winter Soldier pairs up with Captain America.
Round 1 - Red team start
R1: Superboy flies to the hill.
B1: Captain America and Winter Soldier move up the mountain.
R2: Starfire joins Superboy.
B2: Sgt. Rock follows whilst Winter Soldier climbs more.
R3: Nightwing activates Titans Go!, moving Raven and Ravager. Nightwing moves forward and Flanking Strike activates on Ravager to move her further up the mountain.
B3: Captain America and Winter Soldier both reach the top. WS shoots Superboy, but fails to wound.
Dog Command moves Junkyard behind a rock outcrop.
Round 2 - Blue team start
B1: Captain America Shield Throws Superboy, Ravager and Starfire. He deals 2 wounds to Superboy. WS shoots at Starfire, dealing a wound.
R1: Titans Go! activates. Raven moves up and attacks WS, failing to wound. Starfire engages Captain America and attacks, using Superboy for PF. She fails to wound. Nightwing and Ravager reach the top of the mountain.
B2: Sgt. Rock Pineapple Grenades, hitting Raven, Starfire and Ravager. Raven receives 1 wound. Captain America attacks Starfire, failing to wound.
R2: Starfire does not attack, instead Ravager moves into water to engage WS and CA, dealing 2 wounds to CA.
B3: Sgt. Rock shoots Raven, failing to wound. CA attacks Ravager, dealing 3 wounds which are ignored by Superboy, taking a wound and placing Ravager adjacent to him.
R3: Starfire ignores another attack and Ravager moves back into the water, dealing another wound to Cap.
Round 3 - Blue team start
B1: Cap attacks deals a wound to Starfire. WS attacks Ravager, who rolls 2 blanks and inflicts 2 on WS, whilst Superboy takes a wound and pulls her out.
R1: Titans Go!. Raven fully heals Starfire, moves adjacent to Superboy, and then removes a wound to inflict one on Cap. Starfire then attacks Cap, choosing Superboy for PF. With no allies adjacent, Reckless Engagement kicks in, and she destroys him on the third attack. Got Your Six wounds Starfire. Her final attack goes for WS, failing to wound. Nightwing attacks WS, dealing a wound.
B2: Sgt. Rock uses Pineapple Grenade, hitting Raven, Superboy, and Ravager. Superboy is destroyed, Raven and Ravager take a wound, and Sgt. Rock takes a wound from Ravager’s Calculations. WS deals a wound to Raven.
R2: Starfire engages WS and attacks, choosing Raven for PF. Destroying WS after 2 hits, her last two go for Sgt. Rock, dealing 2 wounds.
B3: Sgt. Rock fails to wound Raven. Mutt moves.
R3: Starfire destroys Rock.
Round 4 - Blue team start
B1: Mutt and Junkyard move behind the ruin.
R1: Titans Go! Starfire and Raven move to the edge of the mountain. Nightwing moves to just above the shadow tiles, and Ravager joins Starfire and Raven.
B2: Junkyard and Mutt moves slightly. Mutt shoots at Nightwing, which is dodged and Nightwing moves slightly.
R2: Starfire flies down onto shadow and attacks Mutt, dealing a wound.
B3: Junkyard engages Starfire, dealing 2 wounds. Mutt takes a shot at her, failing to wound.
R3: Starfire deals 2 wounds to Junkyard.
Dog Command can only reach Starfire.
Round 5 - Blue team start
B1: Cosmo moves forward and attacks Nightwing. Rolling 2 shields, he removes an OM. Nightwing moves 1 space up the hill.
R1: With the X OM removed, Nightwing attacks Junkyard, which Psychic Defense X blocks and his turn ends.
B2: Junkyard attacks Starfire, dealing a wound. Gaining height on her, Mutt deals another wound to her.
R2: Starfire fails to wound Junkyard.
B3: Junkyard destroys Starfire. Mutt deals a wound to Ravager.
R3: OM3 on Starfire.
Dog Command moves Cosmo adjacent to Nightwing and deals 2 wounds to him.
Round 6 - Red team start
R1: Titans Go!. Raven moves a wound from Ravager onto herself, and then moves that onto Junkyard, destroying him. Ravager attacks Cosmo, who blocks the first attack with Psychic Defense. Nightwing then moves down adjacent to both Cosmo and Mutt. He uses Escrima Assault, failing to wound at all.
B1: Mutt fails to wound Nightwing and Nightwing moves away.
R2: Ravager deals 2 wounds to Cosmo. She then moves back slightly.
B2: Mutt fails to wound.
R3: Ravagers takes out Cosmo. She then moves in and engages Mutt, failing to wound.
B3: Mutt leaves the engagement and takes a wound. Gaining height, he attacks Ravager. Rolling no skulls whilst she rolls 3 blanks, Mutt is destroyed.
Round 7 - Blue team start
B1: Oracle stays put.
R1: Titans Go!. Raven moves a wound to Oracle. Nightwing and Ravager move down just in front of the start zone.
B2: Oracle moves forward and with Secret Attack Plan deals a wound to Ravager.
R2: Ravager destroys Oracle.
Winners: Nightwing with 2 wounds, Raven with 3 wounds, Ravager with 2 wounds.
Map: Mountain Spring
Units: Mutt (105), Junkyard (25), Sgt. Rock (175), War Machine (270), Winter Soldier II (240), Captain America (C3G) (240) (1055) Vs. Arkillo (310), Sinestro Corps Soldier x3 (330), Sinestro (330), Angel (90) (1060)
Spoiler Alert!
Winter Soldier pairs with Captain America. Avengers Markers on whole team. Junkyard chooses Mutt as his Master.
Round 1 - Red team start
R1: Angel moves to the top of the hill, carrying a Sinestro Corp Soldier 2.
B1: Captain America and Winter Soldier move to the bottom of the mountain.
R2: Sinestro and SCS1 fly up the mountain.
B2: Sgt. Rock and War Machine join Cap and WS.
R3: Arkillo destroys SCS3 to motivate the corps, and flies to the top of the mountain with the other YLs.
B3: Rock and War Machine reach the centre of the bottom of the mountain.
Mutt has Junkyard move forward slightly.
Round 2 - Blue team start
B1: Cap and WS join the other two. WS takes a shot at Sinestro. Rolling 4 skulls, Sinestro uses a Power Shield.
R1: Sinestro moves forward to attack War Machine. Auto Chain Gun deals 1 wound. Sinestro attacks him and deals 1 wound in return. Got Your Six fails to wound. SCS1 moves to attack War Machine, taking 2 wounds. He attacks and deals 1 wound to War Machine.
B2: Sgt. Rock engages SCS1 and attacks, who uses a Power Shield to block the attack. Captain America engages the same lantern and Sinestro and attacks Sinestro, who uses another shield against 6 skulls.
R2: Sinestro uses Force of Fear to deal 2 wounds to Cap. SCS2 moves to attack War Machine, receiving a wound. He attacks him, failing to wound.
B3: Rock attacks SCS1, failing to wound. Mutt moves up and attacks Sinestro, failing to wound.
R3: Arkillo attacks Cap but fails to wound. SCS2 also fails to wound WM.
Junkyard moves onto a shadow space.
Round 3 - Red team start
R1: Sinestro Force of Fear’s Cap, failing to wound. He removes another battery to attack again, dealing 2 wounds to Cap. SCS2 moves to gain height on Cap and attacks, destroying him.
B1: OM1 on Cap.
R2: Arkillo moves forward, taking no wounds from Auto Chain Gun. He fails to wound WM. SCS2 moves back into Auto Chain Gun range and takes another wound. He attacks WM, also failing to wound.
B2: Rock fails to wound SCS1. WS fails to wound Arkillo.
R3: Arkillo fails to wound WM. SCS2 deals 1 wound to WM. Got Your Six fails to wound.
B3: Rock destroys SCS1. WS deals a wound to Arkillo.
Junkyard moves closer.
Round 4 - Red team start
R1: Sinestro’s Force of Fear deals 3 wounds to Rock. He uses his last Battery to deal another wound to him. SCS2 fails to wound him.
B1: Rock deals a wound to Sinestro. WS gains height on Arkillo and deals 2 wounds.
R2: Arkillo flies back to gain height on WS and attacks, dealing 2 wounds. SCS2 finishes off War Machine. Got Your Six finishes off SCS2.
B2: Sinestro takes 2 wounds from Rock. WS finishes off Sinestro.
R3: Arkillo finishes WS.
B3: Rock deals a wound to Arkillo. Angel moves him. Mutt moves back.
Junkyard moves back.
Round 5 - Red team start
R1: Arkillo destroys Rock.
B1: Mutt and Junkyard move behind the ruin.
R2: Arkillo moves down.
B2: Junkyard engages Arkillo but fails to wound. Mutt destroys Arkillo.
R3: OM3 on Arkillo.
B3: Mutt and Junkyard climb the hill.
Round 6 - Red team start
R1: Angel descends a bit.
B1: Junkyard climbs whilst Mutt fails to wound Angel. Angel moves.
R2: Angel engages Junkyard and deals a wound.
B2: Mutt fails to wound Angel and Angel moves.
R3: Angel fails to wound Junkyard.
B3: Mutt deals a wound to Angel.
Dog Command deals a wound to Angel.
Round 7 - Red team start
R1: Angel destroys Junkyard.
B1: Mutt fails to wound.
R2: Angel fails to wound.
B2: Mutt inflicts a wound.
R3: Angel fails to wound.
B3: Mutt fails to wound.
Round 8 - Red team start
R1: Angel deals 2 wounds.
B1: Mutt fails to wound.
R2: Angel fails.
B2: Mutt destroys Angel.
Map: Mountain Spring
Units: Mutt (105), Junkyard (25), Sgt. Rock (175), Cosmo (160), Captain America (C3G) (240) (705) Vs. Bebop & Rocksteady (600), Headpool (60), Spider-Cat (40) (700)
Spoiler Alert!
All of blue team has Avenger Markers. Mutt is Junkyard’s Master.
Round 1 - Blue team start
B1: Headpool moves. OM1 revealed on Cap. Cosmo removes the other 3 Order Markers and places Mutt, Junkyard, and Sgt. Rock on the top of the mountain.
R1: Bebop and Rocksteady move to the hill.
R2: They climb more and take shots at Sgt. Rock. Rocksteady fails to wound whilst Bebop’s gun breaks.
R3: They move through the middle of the mountain.
Junkyard moves, just out of range to wound.
Round 2 - Blue team start
B1: Headpool moves. OM1 on Cap, but Cosmo removes an OM and teleports Cap to the others.
R1: Rocksteady engages Cap and deals a wound, knocking him back and wounding Rock and Mutt. Bebop engages Junkyard and deals 1 wound.
B2: Headpool moves between Bebop and Cap. Rock engages Rocksteady and fails to wound. Mutt attacks Rocksteady but also fails to wound.
R2: Rocksteady deals a wound to Rock, knocking him down the mountain. Bebop fails to wound Junkyard.
B3: Headpool stays put. Junkyard fails to wound. Headpool Wisecracks Mutt, receiving 3 wounds. Junkyard retreats behind Mutt.
R3: Rocksteady engages Mutt and attacks, dealing 2 wounds and knocking him back, wounding Cap. Bebop moves around and swings at Mutt, failing to wound.
Dog Command destroys Headpool.
Round 3 - Red team start
R1: Rocksteady swings at Cap, dealing a wound and knocking him back, destroying Mutt. Bebop fails to wound Cap.
B1: Cap deals 2 wounds to Bebop.
R2: Rocksteady and Bebop fail to wound Cap.
B2: Rock climbs back up and Pineapple Grenades, dealing 3 wounds to Rocksteady and 1 to Bebop. Cap fails to wound.
R3: Rocksteady fails to wound Cap. Bebop deals a wound to Cap.
B3: Rock deals a wound to Bebop. Cap deals a wound to Rocksteady.
Round 4 - Blue team start
B1: Cap fails to wound Rocksteady.
R1: Rocksteady destroys Cap. Bebop deals a wound to Rock.
B2: Rock disengages Bebop, receiving a wound. He then Pineapple Grenades, dealing 2 wounds to Bebop but this knocks him into Too Dumb to Fall.
R2: Rocksteady destroys Junkyard. Bebop destroys Rock.
B3: OM3 on Rock.
R3: Bebop and Rocksteady begin to move down to Cosmo.
Round 5 - Red team start
R1: Rocksteady tails behind Bebop as he engages Cosmo. Psychic Defense activates against 4 skulls.
B1: Cosmo deals a wound to Bebop.
R2: Both fail to wound.
B2: Cosmo hits Bebop into TDTF.
R3: Rocksteady deals 2 wounds. Bebop finishes Cosmo off.
Winners: Rocksteady with 4 wounds, Bebop with 5 wounds, Spider-Cat.
Thoughts on the tested unit’s cost, balance, & draftability:
I found Mutt and Junkyard to be a fun duo that get the best out of each other strictly together, but can be effective when mixed in a soldier build too. If left unattended they can be a big threat with auto wounds and the buffs they provide to one another. I can see them working well as either clean up, or a supportive auto wounding unit where Junkyard dips in to auto wound whilst Mutt takes shots on turns. This was how I played them here and there, where Rock bonded with Sgt. Rock whilst Junkyard moved around only at the end of the round. In a build with Rock and Captain America, Mutt can very quickly escalate in power with his synergies. At one point I was rolling 6 attack dice with an auto skull thanks to height, Avenger Marker, and an engaged Rock.
Another fun synergy was with Cosmo. Cosmo can provide some interesting utility and pairs really well with Mutt to protect him and others, and his slightly higher survivability allows him to sit in a fight a bit longer, though he is also considerably more expensive than Junkyard.
He’s 100% draftable in my opinion. He can bring solid auto-wounding, good synergies for dogs and wolves, can help mix the hounds and soldiers together, and can become a problem if allowed to set up, even at such a low cost.
Junkyard is a great filler piece. Very cheap for what he can do, and can be solid with any soldiers even if Mutt’s not brought. I can see him being a lot stronger if a soldier comes along with Daring Decoy. Junkyard to me seems more versatile than Mutt in terms of who you can pair him with, but Mutt really ties the two together.
There is potential for a price increase maybe on one or the other (I think leaning a bit more to Junkyard), as they can consistently do damage, but I think the duo can be shut down easily enough that it's not too much of a concern.
General thoughts on the tested unit:
I found when playing these two that I had to keep looking back at the write-ups. Often I can memorise what the character does, but with the amount of criss crossing these two have I had to keep referring back to make sure the right character was using an ability.
On Dog Trainer, is it intended that Mutt can attack an ally to move a dog? As worded right now that can be done, and it doesn’t seem like something that would be intended, though also doesn’t seem too strong if left.
Have no knowledge on GI Joe at all, but had a blast playing these two! Really looking forward to seeing future dogs and wolves and how they interact with Mutt, and for the eventual day we can have a dog army!
C3G can be played with official Heroscape, but it's not recommended.
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