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  #25  
Old May 20th, 2021, 09:44 AM
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Re: C3G Faction Strategy Guides

Outsiders Faction Strategy

Important Links
Overview
When the Justice League refused to operate outside of international law, Batman created a group that would get done what was needed! The Outsiders are a diverse and powerful group of superheroes who are willing to do things the Justice League won’t. With Batman at the helm and Geo-Force backing him up, they’re competitive enough to take on the strongest armies!

Leaders
Batman (Outsiders) is downright essential. You can assemble an Outsiders army without him but it won’t be nearly the same strength. Geo-Force is a great secondary leader or a primary one if you want to go for it without Batman.
  • Batman (Outsiders) (220) – Batman is the piece that brings the Outsiders together and Outsiders Operation Protocol is his key ingredient. Unless you’re playing with Looker, Batman should get all of your Order Markers each round. The trick is to plan out your entire round so that you’re able to activate at least one new Outsider each turn without losing steam. Black Lightning and Katana (Outsiders) are two that are good to move up early for defensive purposes. Metamorpho is one you want to be able to activate multiple turns in a row to keep him in the most advantageous form. Geo-Force is a good any time activation. Halo is a bit delicate and is usually better with a screen in front of her. As for Batman, ideally you’d hold him back and protect him a little bit. Thanks to lack of range or clear sight restriction on Outsiders Operation Protocol, that’s not too hard to pull off. However, you usually will have few enough Interlopers in your army that you’ll want to activate him over the course of a round. Luckily, with a decent screen and Geo-Force as a back up (if he’s in your army) this can work quite well. On his own turns, you want Batman Bat-Grappling to height and staying at range for a triple attack with his Bat Shuriken as much as possible. It’s typically wise to use Batman’s X” for Mission Prep either on a turn where you’ll be mustering a lot of offense (Katana’s Deadly Strike loves the boost, as do Batman’s Shurikens) or on a turn where you know you’ll be facing an onslaught and want to survive. If you feel you can ruin your opponent’s round with overwhelming force, it may be worth the risk to burn the “X” on your first turn of the round and the “3” on your second turn of the round, both to boost attacks.
  • Geo-Force (280) – Geo-Force wants you to kill his friends. Geo-Force’s main strategic hook is that when another Interloper is destroyed, he gets to move any Order Markers to his card and then for the remainder of the round, after revealing a numbered Order Marker on this card and taking a turn with Geo-Force, you may immediately choose and take a turn with up to two other Unique Interloper Heroes you control. This can be a powerful effect that can swing games and with the right timing and luck it can work in an army without Batman. In an army with Batman, it can crank your turn efficiency up to truly competitive levels. In an army without Batman, you need to guard Geo-Force carefully and try to lead with other Outsiders to activate his Rally Outsiders power. With Batman, you can play a bit looser and view the triple turn from Rallies as more of a bonus. As much as possible, try to bait your opponent into targeting and taking down Outsiders one at a time, rather than spreading wounds around and killing them all at once in the same round. Geo-Force is also a sturdy, (short) ranged flier, and can throw down lava field and rock tiles for potential auto-wounds. Ideally you want to set up rock or lava field in a way that gives him height advantage and an attack boost from his Earth Strength power. Play your cards right and you can easily be attacking with Range 4, Attack 8 on those Mission Prep boosted turns.
  • Arsenal (190) – Not an Interloper himself, Arsenal still pairs well thanks to his Team Cover Fire, which lets him attack on Interloper turns and provides bonus movement for himself and Interlopers. He’s not an ideal fit in lower point games if you’re running Batman and want all the bodies you can get, but he provides a little extra firepower in larger games or if you’re trying to make do without Batman. He also bridges the gap if you want to try a multi-faction build with Titans.


Important Outsiders
  • Katana (Outsiders) (150) – In addition to her Attack 2 Deadly Strike pairing nicely with boosts from Mission Prep, Katana has two great synergy powers. Outsiders Advance offers an initiative boost and an opportunity to reposition three Interlopers when you win initiative (great for getting Geo-Force on a rock tile, Black Lightning next to your allies, or anyone out of trouble). She can also trigger unblockables this way, so it’s good to try to keep Katana near the front lines. With 4 Life and 4 Defense, she can be a bit delicate, so you’ll want to guard her, but she also has Iajutsu Strike to help keep her and her allies alive. So long as Katana is engaged with an enemy figure, when they try to target any figure, whether it’s her or not, a 14 or higher on the 20-sided die will end that figure’s turn and give them one wound. If she’s rolling hot, you’re in great shape. Just watch out for range!
  • Black Lightning (160) – Black Lightning is a pretty conventional defensive unit in that he and adjacent figures you control add one to their defense against normal attacks. There’s an added benefit that if the attacking figure is adjacent to Black Lightning, the defending figure can counter strike the attacker. So, like Katana, Black Lightning appreciates being on the front lines. He also likes drawing fire, as a few wounds will power up his special attack to nasty levels. And if he dies early, well, that’s why you brought Geo-Force!
  • Looker (190) – Her requirement for Order Markers makes her an awkward pairing with Batman, but it’s often worth sacrificing the “X” you’d use on Mission Prep to shut down an important enemy power for a round. Her Can’t Look Away power can be extremely powerful at denial, especially when it comes to an opponent’s synergy powers that require clear sight. The rub is that she has to be on the front lines to pull it off and she needs Order Markers. I wouldn’t recommend her without Geo-Force as back up. Katana is a nice pairing as well, to help her get to the front faster.
  • Halo (190) – Halo is fragile, but she’s an absolute utility knife. She can inflict an auto wound, add an auto skull to her attack, add one to her attack number, freeze a figure in place for a round, remove an Order Marker, throw a figure, and heal 2 wounds from herself. But each of these effects can only be used once per game, so choose wisely!
  • Metamorpho (290) – Metamorpho has a fair amount of utility, being able to kite and stay invulnerable at range, get in multiple attacks against squaddies, or go rock solid and battle it out in melee. The last of these is probably where he’s at his strongest, but the others can help get him there safely. Once you start rolling with him, you want to be able to activate him multiple times in a row to keep his Shapeshifting at the ideal point. He pairs well with Batman as a result.
  • Jade (240) – A fast, (short) ranged flier with a hefty defense and low life, but an ability to self-heal, Jade also benefits from activation flexibility. You want to be able to time her healing just right to keep her in the fight.
  • Katana (I) (190) – More offensively-oriented than her cheaper counterpart, everything Katana does is meant to wound other figures. She shines brightest against enemy figures with low defenses or lower attack melee figures. If you’re facing a horde army, she’s a good bet.
  • Creeper (120) – Creeper’s low cost and 5 Life with Healing Factor make him a nice addition. He might go crazy on you, but so long as it’s just a little bit crazy, he’ll have value. Also at his best with Batman around to keep him healing when you need it.


Army Build Examples:

600 Points
  • Batman (220) and two of Halo (190), Looker (190), Katana (I) (190)
  • Creeper (120), Metamorpho (290), Arsenal (190)

700 Points
  • Batman (220), Metamorpho (290) and one of Halo (190), Looker (190), Katana (I) (190)

800 points
  • Batman (220), Katana (Outsiders) (150), Jade (240), one of Halo (190) or Looker (190)

900 points
  • Batman (220), Geo-Force (280), Black Lightning (160), Jade (240)
  • Batman (220), Metamorpho (290), Katana (Outsiders) (150), Jade (240)

1000 Points
  • Batman (220), Geo-Force (280), Black Lightning (160), Katana (Outsiders) (150), one of Halo (190) or Looker (190)
  • Creeper (120), Geo-Force (280), Black Lightning (160), Katana (Outsiders) (150), Metamorpho (290)
  • Geo-Force (280), Katana (Outsiders) (150), Halo (190), Looker (190), Arsenal (190)

1100 Points
  • Batman (220), Geo-Force (280), Black Lightning (160), Katana (Outsiders) (150), Metamorpho (290)
  • Geo-Force (280), Katana (Outsiders) (150), Halo (190), Looker (190), Metamorpho (290)
  • Batman (220), Jade (240), Black Lightning (160), Metamorpho (290), one of Looker (190), Halo (190), or Katana (I) (190)

1600 Points
  • Batman (220), Geo-Force (280), Black Lightning (160), Katana (Outsiders) (150), Metamorpho (290), Creeper (120), Halo (190), Looker (190)


Outsiders by point value:
Spoiler Alert!

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.


Last edited by Arch-vile; October 22nd, 2022 at 12:45 AM.
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  #26  
Old May 20th, 2021, 01:31 PM
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Re: C3G Faction Strategy Guides - the Outsiders!

Been intending to message you on some Outsider builds so I could run them in some PTs.

Great writeup! Seems like the faction is a real threat now that Katana II and Batman are around.
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  #27  
Old May 20th, 2021, 01:34 PM
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Re: C3G Faction Strategy Guides - the Outsiders!

Quote:
Originally Posted by FreshFoods View Post
Been intending to message you on some Outsider builds so I could run them in some PTs.

Great writeup! Seems like the faction is a real threat now that Katana II and Batman are around.
Yeah, I really enjoy them and feel like Batman puts the rest of the pieces in position to succeed!

My default builds are definitely Batman, Katanna (II), Geo-Force, Black Lightning, and Halo/Looker at 1000 or swap out Halo/Looker for Metamorpho at 1100.

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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  #28  
Old May 23rd, 2021, 10:42 AM
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Re: C3G Faction Strategy Guides - the Outsiders!

Rogues Faction Strategy

Important Links
Overview
The Rogues are a group of Flash villains. Individually few are a threat, as they're all fairly low point cost heroes. But together, the Rogues can be quite the force!

Leaders
You typically want one of either Captain Cold (II) or Blacksmith in your army at typical point values. Captain Cold is a bit easier to play & more consistent while Blacksmith has slightly higher potential.
  • Captain Cold (II) (200) - Keeping the Rogues together is the trickiest part about playing Rogue armies with Captain Cold. Ideally he'll be somewhat in the back of your little 5-space Rogue network and you'll have some stronger blockers in the front for opponents to deal with before they can get to Captain Cold. Timely Flash Freezes can help keep him protected against melee attackers or force opponents into suboptimal positioning. Another thing to keep in mind is that unlike most other leaders, Captain Cold doesn't require all the Order Markers to function well (and you typically shouldn’t put all Order Markers on him - he’s not the faction’s best attacker). Captain Cold lets any Rogue bond with any Rogue, as long as both start their turn within 5 clear sight spaces of him.
  • Blacksmith (210) - The key with Blacksmith is keeping her safe and using her as an OM dump. Don’t feel like you have to attack with her each turn, as that puts her in danger, then you lose your Rogue leader. Keep her in the back and utilize her OM flex and dice re-rolls. Girder is an especially good combo with his high attack stat, which benefits from the re-rolls. Captain Cold (I) also is an excellent combo due to his special attack allowing chain bonding with more Rogues.
  • Gorilla Grodd (Injustice League) (285) or Reverse-Flash (Eobard Thawne) (295) - These are useful (but expensive) additions to a Rogue army while not being Rogues themselves. If you’re playing high point cost games (1000+ points) or playing with an ally, definitely consider these cards (usually in addition to one of the above leaders), but you can’t go wrong with just more Rogues too.


Important Rogues
  • The Top (185) - Top is one of the best Rogues, both for his support abilities and his attack potential. Making the World Spin reduces the defense of nearby enemies, which essentially increases the offensive potential of your Rogues. Do everything possible to keep Top alive as long as possible as the offensive boost he gives your army is huge. Plus, Top’s Spinning Top special attack can deal a lot of damage on its own. Don’t be afraid to hit one of your own Rogues with it if you’re hitting a couple enemies as well.
  • Weather Wizard (I) (100) - Also one of the best Rogues, again for both support abilities and his attack potential. He protects himself and allies against ranged attacks with Fog Cover and helps allies reposition with his Blinding Rain. His special attack is very strong, as at minimum you get two attacks of 4. But Weather Wizard is very fragile, so try and keep him safe!
  • Tar Pit (150) - Tar Pit doesn’t do much other than make figures Stuck, but that’s his role. He’s got high defense and traps opponents so they can’t go after your more important & fragile Rogues.
  • Magenta (130) - Magenta is a figure you never want to take a turn with after she’s moved into position. If she’s ignored, you’ll get a lot of passive d20 rolls and possible autowounds & enemy figure movement. If she’s attacked, then your more offensive Rogues aren’t being targeted. Combos well with Tar Pit for his lockdown ability.
  • Abra Kadabra (160) - Abra Kadabra has a lot of tricks to disrupt the enemy. Any figure that relies on specific defense dice rolls like Nightwing (I) or Flash is a good target for Abra Kadabra to go after. Don't be afraid to park Abra Kadabra on low ground just to switch him with an enemy figure on high ground next turn using his Smoke And Mirrors special power.
  • Mirror Master (Sam Scudder) (160) - Handy for moving your Rogues up in a group. Mirror Master’s Through the Mirror World is a very versatile power, especially when combined with Rogue Retreat. Its most obvious use is to ferry some Rogues to high ground at the start of the battle, but don't discount using it for a quick escape or teleporting an enemy away at an opportune time! It works especially well if you teleport a lockdown figure like Tar Pit (or even himself) adjacent to an enemy to protect more valuable Rogues.
  • Plunder (165) - Plunder’s double attack and long range is super handy for forcing opponents to come to you. Combos well with Mirror Master (Sam Scudder) as Plunder really wants high ground. Plunder loses value massively once your leader falls.
  • Girder (190) - He’s got the highest offense and defense of any Rogue. Send him out early so that Rusting doesn’t have a chance to affect things much. Combos well with Blacksmith and The Top due to their support abilities being more useful the more attack dice you have.
  • Captain Cold (I) (90) - He’s cheap and has the potential to “chain bond” as his special attack can allow you to take a turn with a Rogue while lacking the usual “no additional turns” language. His Frozen Molecular Field can help protect himself and allies against opposing melee figures by slowing them down. Combos very effectively with Blacksmith, Golden Glider, and Gorilla Grodd (Injustice League). If you're not bringing Captain Cold (II), you should probably bring Captain Cold (I).
  • Golden Glider (110) - Her special attack has the potential for easy wounds against high-defense figures. She also provides a secondary bonding option in case your leader falls prematurely. Combos well with Captain Cold (I) due to the potential for chain bonding.
    Double Down (115) - Offers a d20 boost to nearby Rogues and a risky special attack. He pairs well with any Rogues who can roll the d20, but especially Rainbow Raider, Magenta, and Weather Wizard. If you want to maximize the offensive potential of his special attack, pair him with Blacksmith for her free rerolls.

All the Rogues can be useful, I just highlighted some key Rogues who work particularly well within the faction. Captain Boomerang (George "Digger" Harkness) (90) or Murmur (85) provide some cheap offense, Pied Piper (80) or Heat Wave (110) provide some crowd control. When putting together an army try to get a variety of skill sets (range & melee, high-offense & high-defense, at least one special attack and autowounder, etc.). That will ensure you don’t have a huge weakness against certain armies.


Army Build Examples:

600 Points
  • Captain Cold (II), Murmur, Rainbow Raider, Pied Piper, Mirror Master (Leg Swap), Weather Wizard (I)
  • Captain Cold (II), Captain Boomerang (Digger Harkness), Tar Pit, Abra Kadabra
  • Captain Cold (II), Golden Glider, Chillblaine, Captain Boomerang (Digger Harkness), Abra Kadabra
  • Blacksmith, Captain Cold (I), Girder, Golden Glider

700 Points
  • Captain Cold (II), Trickster (James Jesse), Captain Boomerang (Owen Mercer), Weather Wizard (II), Abra Kadabra
  • Captain Cold (II), Plunder, Rainbow Raider, Weather Wizard (I), Abra Kadabra
  • Blacksmith, Double Down, Weather Wizard (II), Captain Cold (I), The Top

800 Points
  • Captain Cold (II), Abra Kadabra, Tar Pit, Weather Wizard (I), The Top
  • Captain Cold (II), Double Down, Trickster (Axel Walker), Magenta, Weather Wizard (I), Rainbow Raider, Heat Wave
  • Blacksmith, Captain Cold (I), Girder, Murmur, Rainbow Raider, Tar Pit

900 points
  • Captain Cold (II), The Top, Weather Wizard (II), Magenta, Mirror Master (Sam Scudder), Murmur
  • Blacksmith, Captain Cold (I), The Top, Girder, Plunder, Mirror Master (Leg Swap)
  • Blacksmith, Double Down, Girder, Weather Wizard (I), Magenta, Captain Cold (I), Trickster (James Jesse)

1000 Points
  • Captain Cold (II), Girder, The Top, Abra Kadabra, Weather Wizard (I), Plunder
  • Captain Cold (II), Weather Wizard (I), Heat Wave, Mirror Master (Sam Scudder), The Top, Captain Boomerang (Owen)
  • Captain Cold (II), Chillblaine, The Top, Weather Wizard (I), Tar Pit, Magenta, Golden Glider, Captain Boomerang (Digger)
  • Captain Cold (II), Abra Kadabra, Heat Wave, Double Down, Magenta, The Top, Weather Wizard (I)
  • Captain Cold (II), Abra Kadabra, The Top, Weather Wizard (I), Captain Boomerang (Digger), Tar Pit, Double Down
  • Captain Cold (II), Mirror Master (Sam), Captain Boomerang (Digger), Double Down, Heat Wave, Rainbow Raider, Tar Pit, Weather Wizard (I)
  • Blacksmith, Double Down, Weather Wizard (I), The Top, Mirror Master (Sam), Abra Kadabra, Trickster (Axel)
  • Reverse-Flash, Captain Cold (II), Tar Pit, The Top, Pied Piper, Captain Boomerang (Digger)

1100 Points
  • Captain Cold (II), Plunder, Golden Glider, Tar Pit, Weather Wizard (I), The Top, Girder
  • Blacksmith, Weather Wizard (I), The Top, Captain Cold (I), Girder, Mirror Master (Sam), Plunder
  • Gorilla Grodd (Injustice League), Captain Cold (I), Rainbow Raider, Tar Pit, Abra Kadabra, Weather Wizard (I), Magenta, Golden Glider

Rogues by Point Value:
Spoiler Alert!

Last edited by Arch-vile; March 27th, 2023 at 10:20 PM.
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  #29  
Old May 25th, 2021, 02:08 PM
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Re: C3G Faction Strategy Guides - Rogues!

Lots of modularity to Rogue armies with all their options!

Where would you say the Rogues generally are on the power scale? Just looking at them, I wouldn't be surprised if they lean towards being one of the stronger builds we've got now. Guessing they struggle against the big powerhouses like Superman?
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  #30  
Old May 25th, 2021, 02:17 PM
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Re: C3G Faction Strategy Guides - Rogues!

I think they're competitive with the top factions (Fan4, Justice League, Defenders, Avengers, etc.). They can struggle against the heavy hitters, but oftentimes the sheer amount of attacks can get through the big guys, and big guys have to kill several Rogues to earn back their points.

Now if your opponent takes out Captain Cold or Blacksmith early, you're pretty much done. But there's plenty of ways to protect them from getting engaged or sniped. It just requires you to play a little cautiously with them.
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Old May 26th, 2021, 05:46 PM
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Re: C3G Faction Strategy Guides

Flash Family & Team Flash Faction Strategy

Important Links
Overview
The Flash Family is a group of Speedsters who have either the Speed Force or Superspeed special powers. They're typically low-life heroes with either high defense or a dodge ability. But their high speed and ability to move through figures allows them to threaten enemy leaders or supporters that would usually be safe in the enemy start zone or behind a wall of other enemies.

Speedsters have two big weaknesses. First, any opponent who can prevent them from moving, like Tar Pit or Mister Fantastic, can remove one of the Speedster's greatest strengths. Second, any opponent who can inflict automatic wounds or reduce a Speedster's defense can easily kill them. Avoiding or prioritizing opponents' figures that can do either of those things is key.

Leaders
Wally and Iris play well either separately or together. If using them together, use Wally's Flash Family power on turn 1, so you can use Iris's Team Flash bonding (which requires the X reveal) on turns 2 and 3.
  • Flash (Wally West) (Flash Family) (300) - Wally gets one big bonding turn per round using the "X" Order Marker with Flash Family. At the end of the round, Flash Time can reposition all your Speedsters, move them up, or move them out of harm's way. Keep Wally as safe as possible, as he'll have a big target on his back due to the boosts he gives his army. Flash Time also lets Wally move when any of his speedster allies is attacked, so use that to keep him out of harm's way.
  • Iris West (70) - Iris is one of the cheapest leaders in the game, but she's fragile. When targeted a Speedster can try to wound her attacker with Speed Beacon. Iris pairs well with anyone who can reveal her "X" Order Marker without having to take a turn such as Elongated Man or Flash (Wally - Flash Family). Flash (Barry - Team Flash) is an especially good pairing, as Barry can reveal the "X" as well as rescue Iris while using Speed Beacon with his Speed Carry special power. Notably, Iris provides bonding between Metahumans and figures named Flash, opening your army building options to the large selection of Metahumans (not just Speedsters!). Ideally you'll bring along at least two heroes named Flash in case one falls early.

Important Speedsters
  • Flash (Barry Allen) (250) - The card that started it all, Barry remains a solid draft pick. You'll almost always want to use his Fist Fusillade Special Attack to get 4 attacks of 3.
  • Flash (Barry Allen) (Team Flash) (260) - Essential for an Iris West army, as he can move Iris for free to reveal her "X" Order Marker, and move her out of harm's way when using her Speed Beacon. Barry also offers one of the only Speedster ranged attacks.
  • Flash (Jay Garrick) (220) - Extremely useful supporter to the Speedsters, as Jay's Inspiring Speedster defense aura makes all your other Speedsters 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. Jay pairs well with anyone who can move him up for free like Flash (Wally - Flash Family) or Flash (Barry - Team Flash).
  • Flash (Wally West) (280) - Speed Force is one of the best autowound powers in the game when combined with Flash's speed. His special attack can be tricky to pull off but using Speed Dodge carefully can set it up.
  • Impulse (Bart Allen) (140) - Impulse can get a lot of powerful attacks, but he's got some major weaknesses too. You should almost always put Order Marker 1 on Impulse to activate his Impulsive Movement. Additionally, send him after low-defense figures so Impulsive Fighter's downside has a minimal chance to backfire on you.
  • 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 multi-attacking speedsters like XS or the Tornado Twins alongside him is best.
  • Kid Flash (Bart Allen) (180) - His Supersonic Punch Special Attack can counter annoying defensive powers. Until you attack, keep him further away from the enemy so he can use it.
  • Kid Flash (Wallace West) (140) - Very useful for bonding with another Speedster to keep your turn efficiency up. Try to keep attacks off whoever you chose for Metahuman Mentor, because Kid Flash loses his strengths once his Mentor falls.
  • Kid Flash (Wally West) (110) - Slipstreaming moves Kid Flash up for free, but otherwise Kid Flash doesn't offer much besides being another dodgy annoyance for an opponent. Engage a troublesome enemy with him and force that enemy to either disengage or deal with Speed Dodge.
  • Max Mercury (190) - One of the key Speedster support figures. Max Mercury removes two of the Speedsters' biggest weaknesses: getting stuck or having their defense reduced. Max's Zen Master of Speed aura can be useless if your opponent doesn't bring figures who can do those things, but his impact cannot be overstated when he is useful. Max pairs well with anyone who can move him up for free like Flash (Wally - Flash Family) or Flash (Barry - Team Flash).
  • Reverse-Flash (Eobard Thawne) (295) - Thawne is useful for potential autowounds & more repositioning utility with his Injustice Markers. His attack power is quite strong as well - a double attack of 4 with subtracting a shield from the defender is one of the strongest attacks a speedster can offer.
  • Splitting Images (50 per squad) - The Splitting Images are a nifty add-on to a Speedster, especially ones like the Kid Flashes, who have weaker attacks that the Splitting Images boost to a formidable level.
  • 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.
  • XS (150) - A cheap multiattacker, though XS burns herself out quickly.

Important Metahuman Non-speedsters
  • Elongated Man (160) - Elongated Man can offer Iris West another way to reveal her "X" Order Marker for free at the start of the round. He struggles with offensive output but otherwise has solid stats for his cost.
  • Caitlin Snow / Killer Frost (Caitlin Snow) (210) - Caitlin is a powerful healer for speedsters, especially alongside Flash (Barry - Team Flash), who can carry her with him. And Killer Frost is a very powerful attacker.
  • Vibe (Cisco Ramon) (140) - His portals are more useful for non-Speedsters (since Speedsters are fast enough), but Vibe's Quick Thinking can save one of your Metahumans from an untimely whiff, which is incredibly useful. Vibing The Future has synergy with Elongated Man. It can be tricky to save the "X" Order Marker for Vibe, as many others in the faction utilize it.

Army Build Examples:

800 Points
  • Iris West, Flash (Barry - Team Flash), Kid Flash (Wally), Impulse, Flash (Jay)
  • Iris West, Flash (Barry - Team Flash), Flash (Barry), Flash (Jay)

900 Points
  • Flash (Wally - Flash Family), Tornado Twins, Impulse, Max Mercury
  • Iris West, Flash (Barry - Team Flash), Kid Flash (Wally), Caitlin Snow, Flash (Barry)
  • Flash (Wally - Flash Family), Johnny Quick, XS, Kid Flash (Wallace), Impulse

1000 Points
  • Iris West, Flash (Barry), Flash (Barry - Team Flash), Impulse, Elongated Man, Jesse Quick
  • Iris West, Flash (Barry - Team Flash), Elongated Man, Caitlin Snow, Vibe (Cisco), XS
  • Flash (Wally - Flash Family), Reverse-Flash, Flash (Barry), XS

1100 Points
  • Iris West, Flash (Barry - Team Flash), Flash (Jay), Flash (Wally), Tornado Twins
  • Flash (Wally - Flash Family), Flash (Barry), Flash (Jay), Kid Flash (Wallace), Max Mercury
  • Flash (Wally - Flash Family), Iris West, Flash (Barry), Flash (Jay), Flash (Barry - Team Flash)
  • Flash (Wally - Flash Family), Flash (Jay), Kid Flash (Wallace), Johnny Quick, Tornado Twins

1200 Points
  • Flash (Wally - Flash Family), Flash (Jay), Kid Flash (Wallace), Flash (Barry), XS, Impulse

*You can add 1-2 squads of Splitting Images to add 50-100 points to any of these armies, making for very modular army building!

Flash Family options by Point totals:
Spoiler Alert!

Last edited by Arch-vile; January 24th, 2023 at 11:16 PM.
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Old June 20th, 2021, 04:49 PM
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Re: C3G Faction Strategy Guides - Flash Family & Team Flash!

Justice League Faction Strategy

Important LinksOverview
The Justice League is centered on Justice League Marker "hubs", acting as "leaders" for 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.

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

Leaders
The marker hubs are going to act as your "leaders" in a way that you'll always want at least a couple of them to build your army around. Some carry more importance than others in terms of "must have", and I will detail those below**.
  • Atom (Justice League) - Can help move markers around to cards that have spent theirs or cards that never had any, then teleport himself next to figures with Justice League Markers on their cards and roll the 20-sided die for auto-wounds. He pairs well with Batman and Doctor Fate (D20 manipulation) and Superman (JL-I) (protection). He's also a cheap marker source and filler for any of the faction hubs.
  • Batman (Bruce Wayne) (Justice League) - He can spend a marker to add or subtract 2 from a figure's d20 roll. Additionally, he offers OM & JL Marker recovery upon a figure you control's death, preventing you from wasting turns or JL markers. Generally, he sits in the start zone as a support piece, to supplement your d20 rollers, sabotage enemy d20 rollers, and to keep your turns from being wasted. If your offense has been depleted, send him out to try to play cleanup.
  • Black Canary (Justice League) - She offers OM flex to her team, allowing turns to go where best needed in the moment. She can also spend a marker to move up and attack, at the cost of the figure taking a turn's movement. Additionally, she can help act as a reactive auto-wounder as your team takes on wounds, even potentially removing some enemy OMs in the process.
  • Cyborg (Justice League) - He gives your team a nice initiative boost, as well as spending his markers for a bulk movement option to get your team to high ground as soon as possible. This can be especially nice for figures with poor movement. Additionally, and possibly even more importantly, his markers can be spent to heal himself or an Android/Cyborg figure, which can greatly benefit a friendly Red Tornado.
  • Flash (Justice League) - Fastest Man Alive adds a ton of useful support for the team. Being able to move someone 1 space, or 4 if they are friendly, can help setup attacks from height, or get an ally engaged/disengaged. An emergency +8 to your initiative can also make a difference in a dire situation.
  • Green Arrow (Oliver Queen) (Justice League) - He can spend his markers to take a turn after one of your figures takes a turn, to send some arrows flying to help his engaged allies. Additionally, if you keep at least 1 marker on his card, he can roll a d20 to attack again, up to 4 times in a turn. Keep him at a distance outside of the fray, ideally at height.
  • Martian Manhunter (Justice League) - He can spend a marker for a once per round turn with any 2 figures you control within 8 clear sight spaces, including himself. This can be pretty great if you have the offensive powerhouses to make great use of them. These turns can be used in conjunction with Black Canary and Green Arrow's aforementioned bonus actions/turns.
  • Superman (Kal-El) (Justice League) - He acts as a defender for the team, spending his markers to swap out the defender for another in their place, with a +2 defense for that roll. He can't however swap himself out for someone else, so it's best suited to keep a weaker ally alive a bit longer. This can also be used to great effect if swapping in a figure with a counter strike like ability, potentially dealing auto-wounds to the attacker. Additionally, keeping markers on his card allows him a stronger defense.
  • Wonder Woman (Justice League) - She spends her markers on bumping the team's attack and defense for the full round. Best suited to stay back in the start zone to make sure that bonus is used to its fullest, then sent in once out of markers.
**Wonder Woman, Batman, Black Canary, and Green Arrow are the 4 that serve the most consistent uses/basic needs for the faction, thus every army should have at least one or two of them featured to be most optimal.

Tailored Inclusions
There are other options that can still be successful, but the following were designed specifically around working well with the Justice League hubs.
  • Aquaman (III) - Strong attacker and auto-wounder.
  • Aztek - Cheap marker option with some nice auto-wound potential.
  • Batman (Bruce Wayne) (Justice League II) - Once per round turn efficiency with the ability to remove enemy OMs.
  • Doctor Fate (Kent Nelson) (II) - Dominates d20 rolls on both sides, with the added bonus of spreading some wounds around from your team to the opponent's.
  • Green Lantern (John Stewart) (Justice League) - Great ranged attack, decent close quarters auto-wounding/crowd control, and can keep someone in the fight once per round.
  • Hawkgirl (Kendra Saunders) - Solid hit and run multi-attacker with the chance at auto-wounding when moving around.
  • Hawkman (Justice League) - The bonus attacks if you can set it up, can be quite effective. Flash can really help with setting this up. Wonder Woman’s attack and defense boost can help his effectiveness.
  • Hawkwoman - Offers the ability to recharge Justice League/green Battery/Order Markers that were previously removed. Strong attacker and defender/counter striker.
  • Martian Manhunter (III) - Swiss army knife for the group. Can do a little bit of everything. Can pull people to him, protecting his allies. Can act as a strong attacker or multi-attacker. Auto-wounder. Self healer.
  • Plastic Man (II) - Primary function is to act as a tie down figure to buy the rest of your army some time to do their thing. Get him engaged to the most troublesome enemy figures early on.
  • Red Tornado (II) - Battlefield control, disruption, and auto-wound potential with his Tornadoes. Has decent multi-attack potential to all adjacent figures. Can be healed by Cyborg.
  • Superman (Justice League II) - Offensive powerhouse and gives +1 to teammate's attack and d20 rolls when killed.
  • Zatanna (III) - Acts as a defensive support for the faction, and occasional auto-wounder. Get her close to the action and try to subtract skulls from attacking figures. The more d20 rollers you have in the matchup, the more likely she can deal some auto-wounds.

Army Build Examples:

800 Points
  • Green Arrow(210), Black Canary(220), Hawkwoman(260), Oracle(110) (800)
  • Wonder Woman(310), Hawkgirl(240), Batman(250) (800)

900 points
  • Wonder Woman(310), Aquaman(370), Black Canary(220) (900)
  • Batman(250), Aquaman(370), Green Lantern (John)(280) (900)
  • Wonder Woman(310), Martian Manhunter (III)(340), Zatanna(250) (900)

1000 Points
  • Wonder Woman(310), Green Arrow(210), Black Canary(220), Hawkwoman(260) (1000)
  • Wonder Woman(310), Green Arrow(210), Plastic Man(200), Green Lantern (John)(280) (1000)
  • Batman(250), Green Arrow(210), Red Tornado (II)(320), Black Canary(220) (1000)
  • Batman(250), Wonder Woman(310), Hawkgirl(240), Plastic Man(200) (1000)
  • Black Canary(220), Hawkwoman(260), Hawkgirl(240), Green Lantern (John)(280) (1000)

1100 Points
  • Batman(250), Aquaman(370), Green Lantern (John)(280), Plastic Man(200) (1100)
  • Batman(250), Superman(380), Black Canary(220), Zatanna(250) (1100)
  • Superman(380), Wonder Woman(310), Green Arrow(210), Plastic Man(200) (1100)
  • Black Canary(220), Hawkwoman(260), Martian Manhunter(340), Green Lantern (John)(280) (1100)

1200 Points
  • Wonder Woman(310), Green Arrow(210), Black Canary(220), Hawkwoman(260), Plastic Man (1200)
  • Batman(250), Green Arrow(210), Red Tornado (II)(320), Black Canary(220), Plastic Man(200) (1200)
  • Superman(440), Hawkwoman(260), Green Lantern(John)(280), Black Canary(220) (1200)
  • Black Canary(220), Superman(380), Dr. Fate(370), Cyborg(230) (1200)
  • Black Canary(220), Hawkwoman(260), Hawkgirl(240), Green Lantern (John)(280), Plastic Man(200) (1200)
  • Batman(250), Black Canary(220), Zatanna(250), Green Lantern (John)(280), Plastic Man(200) (1200)
  • Black Canary(220), Superman(380), Martian Manhunter(340), Hawkwoman(260) (1200)

Lots of point values represented in the faction, for easy army building here they are by point value:
Spoiler Alert!

Last edited by Arkham; January 21st, 2022 at 11:46 AM.
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Old July 14th, 2021, 01:45 PM
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Re: C3G Faction Strategy Guides - Crime Syndicate!

Crime Syndicate Faction Strategy

Important Links
Overview
The Crime Syndicate are evil alternate-Earth versions of the Justice League. Ultraman is their leader, so any Crime Syndicate army should include him. The faction has synergy built around the Sadistic personality, so there's a lot of potential for cross-faction expansion, especially due to the low number of Crime Syndicate designs.

Crime Syndicate Members
  • Ultraman (440) - Ultraman can grant bonding to any Sadistic figure with Crime Syndicate Motivator as long as he inflicts a wound during his turn, so you typically want all numbered Order Markers on Ultraman (except for moving other figures up at the start of the game). Because of this, Ultraman has a huge target on his back! It's often a good idea to go for the reliable ranged autowound from Ruthless Heat Vision so you can keep Ultraman at a safe distance. Knowing when to move in to switch to Ultraman's big melee attack is key.
  • Owlman (210) - Owlman is the supporting figure of the Crime Syndicate - keep him near allies such as Ultraman and Superwoman, and their 20-sided die rolls will be more consistent. He's not someone you'll want to be attacking with often unless you can use the unblockable die from Owl-Grapple. Don't be afraid to use Calculated Defense recklessly to wound a troublesome attacker.
  • Superwoman (Lois Lane) (250) - Superwoman's Lasso of Submission requires you to choose a non-adjacent enemy figure, so it is best for Superwoman to charge right into the midst of several enemies - never send her one-on-one with no other enemies nearby. You can always retreat afterwards with Secret Orders. Superwoman is also a useful figure to keep fire off of Ultraman or a burnt out Johnny Quick, as her Warrior Engagement makes it difficult for enemies to disengage her.
  • Johnny Quick (230) - Johnny Quick is all about the autowounds. Send him after high defense figures or figures with annoying defensive powers like Spider-Man or Batman. Since Johnny Quick's Speedster Burnout can leave him vulnerable and useless if you roll a blank, it's best to only activate him (or attempt the unblockable wound from Speed Dodge Strike) on Order Marker 3 if possible. But like anything, there are situations where taking the risk is worth it.
  • Grid (200) - Grid is a support figure for the Crime Syndicate. If he chooses Owlman for Observing Emotions, he can always get +2 to his Threat Analysis Network. He's a figure that is designed to stay in your start zone until nearly everyone else in his army is dead.
There are a lot of other Sadistic figures you can include in a Crime Syndicate army, as they'll receive the same synergy from Owlman and Ultraman. I especially like Leatherface (95), Judge Fire (195), and Bomb Queen (200), both for their easy point totals and since their special attacks patch a hole the Crime Syndicate doesn't cover on their own. Notably the Crime Syndicate and Slasher faction has a fair bit of overlap, so using them together in a team game can be interesting.

Army Build Examples:

900 Points
  • Ultraman, Superwoman (Lois Lane), Owlman

1000 Points
  • Ultraman, Superwoman (Lois Lane), Owlman, Leatherface

1100 Points
  • Ultraman, Superwoman (Lois Lane), Owlman, Grid

Last edited by Arch-vile; September 23rd, 2021 at 01:00 AM.
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Old August 31st, 2021, 10:32 AM
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Re: C3G Faction Strategy Guides

Young Justice Faction Strategy

Overview
Young Justice is unique in that it's actually a "sub-faction" in the greater Titans faction. This gives you huge flexibility in army builds, as you can incorporate any of the Young Justice (YJ) members with Titans, or vice versa. That said, the Young Justice heroes are specifically designs to work with each other, so you'll want to start with them. The main focus of YJ is making your lower costed heroes be stronger individually, while dealing constant auto-wounds. They're slightly more complex as far as factions go, with many options for auto-wounds that you have to remember to trigger.

Leaders
You'll most likely want to bring both Wonder Girl and Robin, unless you're meshing them with the wider Titans faction in a bigger game.
  • Wonder Girl (Cassandra Sandsmark) (200) - Wonder Girl is the first things you'll want when playing YJ. She's a decent fighter on her own, but you'll want to keep her alive as she's the core of your build. While Nightwing as a leader likes to take multiple turns once per round, Wonder Girl likes making your Titans better individually. Young Justice Attack Plan encourages spreading your Order Markers across your army, since it then powers them up. "Hit anything that's moving!" gives your entire army a lockdown effect, as any opponent's figure that moves one or more spaces will be in a world of hurt. This allows you to build a screen around Wonder Girl if needed which discourages enemies from trying to rush her. So while your army is attacking with enhanced attacks, hopefully your opponents will be taking "Hit Anything!" damage throughout the game, whittling away their life.
  • Robin (Tim Drake) (150) - Robin isn't crazy powerful on his own, but he shines when combined with Wonder Girl. He will always have the X Order Marker on his card and can still take turns, which should give you double turns throughout most turns, without losing Wonder Girl's attack bonus from spreading out your Order Markers. His Tactical Deduction is useful for keeping some of your lower durability figures alive,
    including Robin himself. He doesn't hit terribly hard, but an additional attack of usually 4 (With either height or Wonder Girl's boost) on each of your turns can still do some damage throughout the game. While it's tempting to send Robin out ahead since he's incredibly fast, you also want to keep him fairly safe and on good defensive vantage points, as he's your only real option for turn efficiency.


Other Young Justice Members
  • Superboy (Kon-El) (210) - Superboy would probably be my first choice after the leaders. He's the strongest and most durable of the YJ heroes. His Tactile Telekinesis can actually push opponent's characters into "Hit Anything!" damage, while also being generally useful is Superboy is locked down by opponent's figures. Super Show-Off triggers on revealed OMs, so you'll usually want OM3 on his card if possible. With his 4 base attack, and 4 revealed OMs (Remember, Robin always has a revealed X as well!), along with Wonder Girl's Attack Plan, Superboy should easily be throwing 9 attack dice, not including height advantage. It has the negative of him taking an unblockable die if he misses, but the odds of that happening outside of dodge powers when rolling 9 dice is slim, so don't sweat about it.
  • Impulse (140) - Impulse likes to have OM1 if at all possible, since that "charges up" his Impulsive Movement and makes him harder to hit. Keep in mind that Wonder Girl's Attack Plan only works on the first attack on a figure's turn, so Impulse's multi-attacks don't benefit. He's a high risk, high reward figure, so be careful with him. One of his most useful traits is as a lockdown figure to help stop enemy figures with "Hit Anything!"
  • Secret (120) - Secret is a fairly strange figure. Her choice for her Sidekick Obsession in a YJ build will always be Robin. While she might have other options in a wider Titans build, she's designed to work with Robin. At the beginning of a game, you'll never even take a turn with Secret as she'll sit in your start zone. Her main use at the start is as a deterrent from attacking Robin. The longer he stays alive, the more total attacks you can make in a game. When your opponent decides to attack Robin, she'll teleport next to the attacker, and hopefully deal a few more auto-wounds. At this point, she's a nuisance as she lowers your opponents stats with her Imposing Presence, making her a high priority target. You can put OMs on her if you wish, since she has the ability to deal some damage with normal attacks given her defense reduction and Wonder Girl's attack boost, but her primary use is as support.
  • Li'l Lobo (180) - He's the other bigger hitter of the faction. Since the YJ likes to spread OMs out across your army, Lobo gives you a little bit of flexibility, allowing you to change your strategy on the fly (As long as that strategy involves Lobo!). Just be careful, especially near the end of a game when your army is light, as him stealing turns means you can't use that hero the rest of the round, so watch your OM placement. Bastich Bash is similar to Superboy's Telekinesis, but the timing is after attacking and can potentially deal autowounds both from the Bash itself, and from knocking figures into "Hit Anything!" damage!
  • Empress (90) - Empress is a mix between a support figure and an offensive one. Her Foresight helps to power up "Hit Anything!" rolls, but require an OM on her card. Fortunately when paired with Lobo, you can keep the OM on her card while taking a more powerful turn with Lobo. Her Emperor's Stick gives more autowounds, and her Mind Control should hopefully allow her to last a few turns given her weak durability. The Mind Control can also send enemies into engagement with your figures, and while this won't itself trigger "Hit Anything!" it helps with the lock down aspect of the army.
  • Arrowette (90) - Arrowette is interesting as she doesn't specifically benefit from most of the YJ's tricks. Instead, she adds to the faction by covering a few things they lack, which is range and OM saving. You'll keep her fairly far away from the battle, and when a figure dies she can take OMs from other cards, especially useful if the destroyed figure has an OM on its card. Then she can unleash an extremely powerful long range attack to retaliate against the figure that destroyed your figure. Her Athleticism allows her to make a long ranged attack then run away, making her a difficult figure to catch and attack, depending on the map. Of course her ability comes with a negative, but usually she'll only attack once in a given round, so it's not something to be overly concerned about.

General Strategy:
You'll always want X on Robin, and any other OM on Wonder Girl for the d20 boost in "Hit Anything!" Depending on which figures you've drafted, the other OM placement becomes easy. Impulse wants OM1, and Superboy wants OM3. If you want to keep Wonder Girl safe while still keeping an OM on her, bring Lobo to steal her turns with Top Teen. While your army shrinks, your OM placement will become more difficult to spread out, so you'll most likely have more than one on Wonder Girl. This doesn't remove her boost, but it DOES put her in the fight. While most of your tricks will be gone once Wonder Girl is, Lobo and Superboy are still hefty in their own right. Also filling in your army with other Titans could be useful, as a few of them still benefit from what YJ can do, like Miss Martian and her throw ability triggering "Hit Anything!"

Army Build Examples:

This include only the thematic Young Justice figures, but any Titan can easily work in these armies as well.

700 Points
  • Wonder Girl, Robin, Superboy, Impulse

1000 Points
  • Wonder Girl, Robin, Superboy, Impulse, Secret, Li'l Lobo
  • Wonder Girl, Robin, Superboy, Impulse, Secret, Empress, Arrowette

Last edited by Arch-vile; April 13th, 2022 at 05:20 AM.
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Old September 4th, 2021, 01:04 AM
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Re: C3G Faction Strategy Guides: Young Justice!

Teen Titans Faction Strategy

Overview
The Teen Titans revolve around the Titan and Sidekick class, with many figures offering synergy to one or both of these classes. There are a huge number of Titans and Sidekicks, so this guide will revolve specifically around the best figures and Nightwing as their leader.

Important Links
Teen Titan Leader
  • Nightwing (Teen Titans) (200) - Nightwing is one of the best leader figures in the game. He is a solid combatant in his own right, with a multi-attacking special attack, a decent ranged attack, and a very annoying defensive ability. His leadership power gives you three turns in one, which is an incredible level of offense. Typically you'll be using Nightwing's Titans Go on turn 1 each round, then using OM2 and OM3 on other figures. (But during the first round, you'll typically want to use Titans Go on turn 3!) Keep him away from anyone with a defense-reducing power or an autowound power, as Nightwing's Acrobatic Mastery will protect him against standard attacks.

Teen Titan Trio
I want to specifically call out these three figures as having an exceptional level of synergy with each other. Each is an excellent Titan on their own, but if these three are paired with Nightwing, you will have a very strong army that is difficult for an opponent to crack.
  • Starfire (210) - Starfire provides the offense of the group with multiple ranged attacks. Keep her on the back lines, as opponents should prioritize her. Your goal is to force opponents to attack your other figures, thus powering Starfire up. Avoid triggering Reckless Engagement except in rare circumstances, as keeping Starfire protected is usually better than getting her killed for an extra wound or two.
  • Raven (190) - Raven is tough to put down with Magical Defense, and she can heal her allies with Team Empath. Try to keep her adjacent to Starfire and Nightwing to heal them, then send the wounds away immediately with Soul Self. It is important to not be too greedy with taking wounds from her allies - once Raven is wounded, opponents will switch focus to her, and you don't want to make their job too easy. But if the opponent leaves killing Raven for last, Soul Self combined with Magical Defense can be game-winning in the endgame. As a Magical Defense figure, Raven can also help round out your army's point total with various spells.
  • Superboy (Kon-El) (Teen Titans) (240) - Superboy is the protector of the group, able to reduce attacks down to a single wound with Titan Protector. Combined with the other three figures, this makes choosing a priority target extremely difficult for opponents (who do they kill first?). Try to keep him unengaged or far enough away from your other Titans that the opponent has to choose between engaging Superboy or going after his allies and leaving Titan Protector active. If Superboy is the first Titan that falls, he's done his job right.

Other Strong Teen Titans
  • Arrowette (90) - Arrowette's Vengeful Fixation is a way to save OMs from dead army cards while getting an offensive punch when doing so. Keep her in the reserves until someone falls and you can get those auto-skulls from Vengeful Fixation. For her cheap cost, she provides a useful (if non-essential) synergy.
  • Arsenal (190) - Arsenal provides even more offensive oomph to the Titans with his Team Cover Fire attack bonding, and Bolas provides some additional support. His biggest weakness is his fragility. Also, Arsenal does not have synergy with Sidekicks, so keep your armies Titans-only with him. Despite this, Arsenal is one of the strongest Titans around, and your opponent should prioritize him.
  • Aqualad (Garth) (60) - Garth bonds with other Sidekicks, which can keep up your turn efficiency on non-Titans Go turns. But his low stats means he typically won't do much. Consider him if you've got a few Sidekicks in your army.
  • Aqualad (Kaldur'ahm) (170) - Kaldur is one of the few ways you can get movement bonding for the Teen Titans. Repositioning a Roy Harper or Raven for free is huge, as is simply speeding up the early game movements. What keeps Aqualad balanced is that Nightwing often wants two OMs each round, limiting the amount of figures Aqualad can move up for free. You can use Kaldur without Nightwing as well, but it's not typically as strong.
  • Bunker (180) - Bunker offers another defensive synergy for the Teen Titans with Psionic Brick Wall, while Platformer assists in speeding up his allies' movement similarly to Aqualad. Generally Raven and Superboy do the protection thing better and it can become unwieldy to add more figures into that core, but Bunker is still a very solid figure.
  • Changeling (190) - Changeling is flexible without doing anything particularly well, but his real strength is his 7 life when combined with Starfire's Protective Fury. If you can force the opponent to attack Changeling, you'll easily have a powered-up Starfire.
  • Cyborg (I) (200) - Cyborg has average stats and you'll rarely use Cybernetic Repair X because Nightwing wants the X Order Marker, but his Charged Sonic Cannon Special Attack can be game-winning in some circumstances. Be wary - you'll have to set your figures up to avoid friendly fire and it takes some time to get Cyborg in place.
  • Kid Flash (Bart Allen) (180) - His Supersonic Punch Special Attack can counter annoying defensive powers. Until you attack, keep him further away from the enemy so he can use it.
  • Kid Flash (Wallace West) (140) - Wallace is one of the few ways besides Nightwing that the Teen Titans can get bonding. He's able to dodge a lot of hits with Speed Dodge. What limits him is that Wallace only bonds with Metahumans, and there are not many Metahumans in the Teen Titans. Bunker, Impulse, or Kid Flash Wally are good partners.
  • Miss Martian (200) - Miss Martian is not reliable, but her Telekinetic Toss can be hugely beneficial. Moving enemies to low ground and away from key figures and dealing them autowounds is strong.
  • Ravager (Rose Wilson) (210) - Another one of the strongest Titans, as Ravager's Flanking Strike lets her move up for free in the early game, letting her be in position for a round 1 Titans Go! attack. She's a monster to take out with Precognitive Calculations and can dish out a lot of damage with Combat Dexterity. Send her after weaker opponents as Precognitive Calculations will be more effective against them.
  • Speedy (Roy Harper) (90) - The other Roy Harpers are similar to Arsenal but attack bond with Sidekicks instead of Titans. However, most Titans builds rely on a few Titans to function well, limiting their effectiveness. If you're using mostly Sidekicks, grab Speedy or Red Arrow, because they're quite powerful in those builds!
  • Wonder Girl (Cassandra Sandsmark) (I) (240) - Cassie is one of the Teen Titans' few tanks. She's durable and can hit back decently hard, and discourages attacks against her with Amazonian Training. If you can force an enemy to attack her, you're in a great position.
  • Wonder Girl (Donna Troy) (140) - Donna provides enemy figure movement, which is a great addition to any build. Keep her in the reserve until you can move her up and lasso someone to low ground as the first turn of Titans Go, then pummel them from height against their now reduced defense.


Army Build Examples:

600 Points
  • Nightwing, Starfire, Raven
  • Nightwing, Artemis, Speedy (Roy), Aqualad (Garth), Batgirl (Cassie)
  • Superboy (Jon), Robin (Damian), Aqualad (Kaldur), Wonder Girl (Donna), Speedy (Roy)

800 Points
  • Nightwing, Starfire, Raven, Cyborg/Miss Martian

900 Points
  • Nightwing, Starfire, Raven, Superboy (Titans), Beast Boy (T-Rex)
  • Nightwing, Artemis, Arrowette, Wonder Girl (Cassandra), Wonder Girl (Donna), Kid Flash (Wallace)

1000 Points
  • Nightwing, Starfire, Raven, Superboy (Titans), Red Robin
  • Nightwing, Starfire, Raven, Cyborg, Changeling, 10 point spell
  • Nightwing, Starfire, Raven, Arsenal, Ravager (Rose)
  • Nightwing, Superboy (Young Justice), Blue Beetle (Jaime), Kid Flash (Wallace), Bunker

1100 Points
  • Nightwing, Starfire, Raven, Superboy (Titans), Wonder Girl (Cassandra), Beast Boy (Cheetah)/20 points of spells

1200 Points
  • Nightwing, Starfire, Raven, Cyborg, Miss Martian, Wonder Girl (Young Justice)
  • Nightwing, Starfire, Raven, Superboy (Titans), Red Robin, Changeling, *any 10 point spell*


Teen Titan options by Point totals:
Spoiler Alert!


*Other strategy links:

Last edited by Arch-vile; January 26th, 2023 at 04:38 PM.
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Re: C3G Faction Strategy Guides: Titans & Young Justice!

Thanks for the addition Japes. That is a very solid 600 pointer!
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