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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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#49
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Re: C3G Power Rankings
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The Wrecking Crew are all B+ units so I guess that makes the four of them together a B+ team. Play them at a higher point total though and you can add to that 800 point base some figures that do things well that they do not do. I see several good ranged attackers and figures with good special powers in the B+ range so take your pick based on how big an army you want to run and what you think the Wrecking Crew needs most as allies. Gorilla City Warriors x5, Gorilla Grodd, Gorilla Man, Solovar, & Super-Ape Peotor would cost 1440 points and would be pretty good. Toss in Merlyn at 160 points for some ranged support and you have a nice 1600 point army. The Warriors Three, Beta Ray Bill, Sif, Asguardian Warrior x3, & Destroyer Armor for 2600 points. Then if you were to allow just one figure not ranked a B+, I'd like to try out this 1600 point army. Loki 420 - Extra XOM Nightwing 200 - Titans Go! XOM power for bonding with 2 Titans or Sidekicks Starfire 210 - Titan Super Boy 240 - Titan, Kryptonian, Titan/Sidekick Protector Krypto 80 - Sidekick, Kryptonian movement bonding Armor 100 - Sidekick, Mutant, Mutant Sidekick Jubilee 60 - Sidekick, Mutant, Mutant Sidekick Wondergirl 140 - Sidekick, +2 attack for the round in which a Unique Hero is destroyed Kid Flash 110 - Sidekick Robin (D. Grayson) 100 - Sidekick Robin (D. Wayne) 80 - Sidekick A unit: Commander Rodgers 260 - Reveal OM1, rearrange all other OMs The Rodgers, Loki, & Nightwing combo allows you to get 1 turn with Rodgers, 2 turns with Nightwing, and 4 turns with Titans & Sidekicks in one round. That is 7 figures potentially attacking with lots of low level sidekick characters around that will die and boost up Wondergirl's attack. Once you lose Nightwing, the two Mutant Sidekicks can still bond with each other and Krypto moves around with Superboy too. Loki ends up being your clean up, last chance for a win, figure since he would only be contrinuting the extra X for most of the game. If he does end up your final figure though, that God of Evil power can come in handy. Take away the A ranked Rodgers though and Loki becomes less relevant, dropping the Titan Sidekick army down to just 920 points, at which point you could toss in the B+ Blue Lantern for a 1200 point army with some healing power and attack boosts. |
#50
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Re: C3G Power Rankings
Wait, Gorilla City Warriors, Gorilla Grodd, and Solovar are all B+ or lower? Get those guys together on a melee ground pounder friendly map and they're naaaasty.
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. |
#51
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Re: C3G Power Rankings
I'd also give this 2000 point army a try.
Archangel 260 Blue Lantern 280 Spawn 320 Lobo 330 Mystique 165 Doc Ock 215 She-Hulk 310 Firefly 120 The general idea would be to have Spawn & Lobo grab figures and move them next to Mystique for an engagement strike, next to Doc Ock so they can't move away, and/or into a line for Firefly to rain fire down on. They could even try to move the same figure back and forth between them. Archangel also flies around trying for auto-wounds while on defense, so between him, Mystique, Spawn, & Firefly that is a lot of opportunities for auto-wounds. Blue Lantern can boost Doc Ocks' 4 attacks or heal up the pod. Spawn, Lobo, & She-Hulk all can heal themselves and as a result can really wear down your opponent. She-Hulk would be the clean up figure once all the chain grabbing and auto-wounds are used up. |
#52
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Re: C3G Power Rankings
I'm also surprised to realize Doc Ock is rated lower than A-. He's definitely very effective in the right build - especially if there's someone around to keep him alive longer. I suppose Blob's better staying power and lower cost (even though he has lower offensive output) keeps Doc Ock down in terms of the metagame, though.
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. |
#53
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Re: C3G Power Rankings
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As to Doc Ock, he's also another good one, but I tend to find him a bit fragile for his cost. And as you pointed out, if you want a lock-down unit, Blob does it much better at a much lower cost. If you can boost up his four attacks though, he can be nasty. C3G: Taking Superheroes to a Whole New Level! C3V: The Legacy of Classic 'Scape! Viegon & Family's Classic Customs, Maps, and Battlefield Videos. Enjoy App Games? Try A Day in the Life of Atlas! |
#54
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Re: C3G Power Rankings
With Solovar (usually tucked away in the Start Zone) and their solid defenses, though, the Simians rip up most of the mid-range Heroes despite the latter's frequent multiple attack ability. Most multiple attack mid-range Heroes sacrifice in the Life/Defense department, after all, and can't sustain a Simian group assault for long.
Meanwhile, most high attack Heroes only get one attack in per Order Marker, which makes crowd control more difficult for them. So I'd say in most cases that Multiple Attacks really don't scare Simian armies that much, unless they're pretty high attack/high range, or high attack on a Hero with significant staying power. Range and Auto Wounds can be issues for sure, though, especially if the figures with them are highly mobile. The best way to win with Simian builds is to hit high range and auto wounding figures fast and kill them off before they can kill you (or too many of you, at least) and to use the unlimited range on Grodd's mind control power and hope to hit the high roll needed for a devastating mind control of a key enemy figure. Even one successful roll from Grodd per game can swing a match against even an army with the appropriate counter figures. Still, their lack of flying and range makes them a map dependent army. On the right map, though, I'd put them in the A range at least. 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. |
#55
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Re: C3G Power Rankings
I enjoyed playing my Solovar/GCW/Sage/Apocalypse/Omega Red build. Omega Red the inspired enhanced Simian Horseman, bonding with GCWs, was pretty solid.
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#56
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Re: C3G Power Rankings
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#57
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Heh
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~Dysole, who will revise an opinion of Lexcorp once there are results contradicting my theoryscaping My Twitch Channel where I play Scape and other things My YouTube Channel where the games get uploaded later Dysole's Draft Rankings Map Thread (Not responsible for psychic damage) Customs Battle Reports This sentence is seven words long. This sentence is not seven words long. |
#58
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Re: C3G Power Rankings
I built it almost as a joke build - I mean, the idea of having Apoc bring the E-ray and turn his horsemen into Simians was just kind of hilarious. But the one time I played it and managed to set everything up, it crushed.
It's not *all* about Omega Red, though, as Apoc can do his thing, and Sage and Solovar are your backup bonding heroes. |
#59
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Re: C3G Power Rankings
Blurbs are up in the second post. It's about a 50/50 split between Dysole and me on who wrote them. We tried to bury some zingers in there along with the boring ones.
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#60
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Re: C3G Power Rankings
Thanks for all the work you guys have put into this!
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