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C3G Unit Discussion - SSE S1 ; Part 2

Black Tarantula isn't one I've seen enough in play to feel super confident on. Being a Crime Lord means you can put a cheap screen on him. He has a decent power set, but it's hard not to view his base stats as a bit low for that 300 price tag. 3/B-

Gorgon is one of those where you can pair him with a d20 booster or manipulator (like Doctor Fate JL) and exploit his auto destroy ability pretty effectively. Takes some special building around, but it's not that hard. The best bet is to try to pick him off from range, but that 6/6 life/defense stat block doesn't make it easy. Note his stats compared to Black Tarantula's for the same cost. 3/A

Kirigi has solid staying power and some auto wounding for a decent price. Pairs well with Hand Ninja. 3/B+

Mentallo is scary on the surface. In practice, so long as you have a plan for him (long range, high speed, mental shield) he's not that tough. I find his roll isn't quite reliable enough for him to dominate unless you get hot. Definitely try to put him in a defensive pod, as he break like glass when you get to him. 2/A-

Typhoid Mary loves the Hand Ninja too. Set her up with a screen and hope to get hot on your d20. High risk/reward on that front, but for 120 and the potential to throw out a ton of auto wounds, she can often earn back way more than her cost. 2/B-
 
Black Tarantula is one that really has impressed me when I played him, but I can't seem to find a great army build for him. He wants to be on a team of heroes so you can maximize the healing power over a squad based army, yet Crime Lords have some squads they want to use. The DC Gotham Crime Lords now have some Crime Lord Hero synergy, but I haven't come up with a combo of complementary designs there yet. He's just a really good unit in need of a home IMO. A-/3 stars

Gorgon is a very solid pick. Any time I'm testing Terrorist synergy at least one game features Gorgon and I've never been disappointed. Used in a few mutant builds as well. A-/4 stars

Kirgi can be a lot of fun. A couple of nice tricks with some staying power. I've used him in hand ninja and undead themed builds. A little bit tricky to use as you want to be unengaged at the start of a round to use his cool power, but you need to be engaged to use his normal attack of 5. B+/3 stars

Mentallo isn't one I've used much. Odd price point and some odd theme pairings (for me) in mutant or criminal builds results in me passing him over for other cards. The take control of opponents cards isn't a mechanic I generally lean into either. Seems kind of like a counter draft card with his two other powers. Others who have used him more could provide a better score, he's a C/1 star design for me personally though.

Typoid Mary is one I like tossing in as a lower point filler for Assassin or Mutant teams as it looks like she could do something on paper. Don't recall ever having a crazy run of d20 rolls for a bunch of wounds though. Destiny/Magneto II seems like a solid team up for her. Kind of wish her attack boost and d20 boost were split up, that way you can do one or the other rather than having to choose. Maybe making it an even 25% split of do nothing/no effect/attack boost/d20 boost. Then you have a 50% chance of something positive. With 4 def/4 life she doesn't get many chances to contribute. B-/2 stars
 
Really like Black Tarantula and Gorgon. Kirigi is one of my all time favorites. Try Mentallo with a bunch of Cursed Earth T Rex.
 
Yeah, I was thinking splitting the d20 boost and the attack boost into different pips would make her more interesting. So sometimes you’re encouraged to use the auto-wounder and sometimes you’re encouraged to use the attack.
 
Re: C3G Unit Discussion - Wave 17; Booster 5



WAVE SEVENTEEN: ANTAGONISTS ASSEMBLE
BOOSTER FIVE: AVENGERS ANTAGONISTS


C3G_Ghost_comic.png

Ghost


C3G_Meteorite_comic.png

Meteorite (Karla Sofen)


C3G_PurpleMan_comic.png

Purple Man (Zebediah Killgrave)


C3G_StiltMan_comic.png

Stilt-Man (Wilbur Day)
 
Ghost is a tough fit without any good leftbox synergies. Intangibility is always good and helps set up Sabotage, but having to wait until the next turn as a 4 life/4 defense piece in melee is tough. Probably one where you want help from a figure mover and a turn hub piece to activate his unblockables at the right time. The rest of Sabotage and Hacking are very match up dependent, which isn't great for competitive play, IMO. 2/C-

Meteorite is pretty gross. Pair her with Martian Manhunter 1.0 and potentially get a free OM kill each round with little other investment. Intangibility her clean until you can get her engaged and Blinding Light helps out the rest of your team. Very defensive pod/shutdown oriented which is competitive, but the type of unfun stuff we'll probably try to root out in 2.0. 4/A

Purple Man is interesting. Reactive Mind Control is pretty brutal if you are rolling hot. Figure movers can counter his Pheromone Control, but if you don't have that counter it's pretty nasty. He's pretty streaky in effectiveness based on how he rolls, but there's competitive use here. 3/B+

Stilt-Man is fun. He's nothing amazing competitively, but often seems to punch above his weight. 3/B
 
Crimson Dynamo has a decent offensive kit, if nothing special, and is a bit glass jawed, but only 150 points. Not quite a good enough value for his points to make up for the lack of leftbox synergies. 2/C+

If Heat Wave could fly, had +2 defense, and could use his flamethrower twice, all for over twice the cost, he'd be Firebrand. And Heat Wave isn't very good. 2/D+

Iron Monger is like a less reliable Human Torch. He wants to zip around and get in auto wounds, but 3 Life really acts as a deterrent for him. His leftbox doesn't do anything for him either. 2/C+

Iron Patriot is a fairly solid leader, though I find he often messes up your plans instead of making them work. 3/B

Titanium Man is somewhere between Spider-Man and Jean Grey without quite being as effective as either. 3/B+
 
Firebrand had a pretty good game for me at C3G Con 1, but that was more luck than anything else (and like I had Bison and some other terrible stuff on my team).
 
I'd personally rate Crimson Dynamo higher than a C cause of his cheapness. He offers a pretty useful package for that price and there are plenty of generalist teams he can go in.
 
Firestar is great. One of the cheapest Crime Fighter options, and Microwave Beam can be a crazy special attack, though it's not consistent.

I've always heard Spawn is really strong, but I've never been able to replicate it. Autowounds and a strong attack are always a good combo, but the healing is so luck-reliant and costly for such an expensive figure.

Satanus is super fun with his chomping frenzy. Definitely better against swarms than single targets though, so he likely struggles in the current metagame.

Lyssa Drak is a solid Yellow Lantern in Arkillo armies. I prefer Scarecrow for the same cost, but her initiative boost is really handy.

Predators offer a lot of offense with the Bio-Mask auto skull, which is easy to get by forcing the enemy to come to them thanks to the cloaking device. The self-destruct is very difficult to pull off.
 
Yeah, I don't think I've ever even tried to pull off the Predator bomb and I've used him a bunch. He's worth drafting without it being a factor in your plans. Just getting a couple of ranged attacks of 5, 6 (HG), or even 7 (HG & Cap) with an auto-skull can have an impact on your game. The Cloak helps him get set up for that while staying alive long enough to do it more than once. Predator 4 stars/A-

Spawn is a solid unit, but I wouldn't say he's been a game breaker for me. I think I've gotten the most out of the chain grab, dealing auto-wounds and pulling figures into new spots. The high life with an ability to heal does help him stick around for a bit, but you need to be ready to retreat and heal up so I tend to led out with him. Can't really afford to stay in the fight and try to heal with my poor dice rolling. So having other allies still in play that can try to keep the opponent occupied while you find some place to hide for a bit helps. I'm still interested in one day getting him a bonding partner so you can still fight with one card while he tries to heal on the same OM. The price point is high enough to make adding him to armies a little difficult. Spawn 3 stars/B
 
Try Spawn with Walker x13 and a Lurker.
Use the hooks to set up Walking Dead and heal everytime you have 3+ wounds. Zombies will help to keep the heat off Spawn.
However if you face Hulk II, it is game over.
 
Try Spawn with Walker x13 and a Lurker.
Use the hooks to set up Walking Dead and heal everytime you have 3+ wounds. Zombies will help to keep the heat off Spawn.
However if you face Hulk II, it is game over.

Heh, yeah, Hulk about solo'ed that one.
 
Firestar has solid enough stats at a low price point with great leftbox synergies. Her special attack is not amazing but if it gets hot it could help her hit well above her weight. Her flying ability is tampered by a lack of normal range. 4/A-

Spawn is pretty fun. He likes having a defensive screen so he can focus on his machine gun until he gets a figure close to dead. Then he can combo the chain and his normal attack for a kill. Trigon is a nice pairing with him also to try to move some wounds around, as long as you leave room for some common Demons. You do have to be strategic about the healing, but as long as you plan well, it can be devastating. 3/B+

Satanus feels like Human Torch without as good of leftbox synergies, with a higher d20 roll for the main ability, less mobility, higher stats, and a much higher point. So basically a slightly less effective Human Torch. Works well with the criminally undercosted Cursed Earth T-Rexes, though. :p 3/B+

Lyssa doesn't do a ton, but the initiative boost is nice at least. I usually want to spend Yellow Lantern points elsewhere. 2/C+

Predators are decent snipers, but nothing special when you move into melee with them. They really need outside turn efficiency to be special, especially as they mainly rely on normal attacks to get damage done. 3/B-
 
He enjoys a big dino screen. Probably it's more I've just seen him played with them.
 
Nite Owl is a solid Vigilante. He's got the unique ability to both bond off other Vigilante OMs and allow Robin to bond off his OM, giving him useful flexibility in Bat-Family builds.

Comedian is okay. Two special attacks that both help him crowd clear are kinda redundant though I find uses for each one usually. It's All A Joke is a really cool power but doesn't help you at all. In fact if you lose initiative the round it activates, you could end up with one less turn because of it!

Rorschach is tough to get value from. 4/4 stats at 1 range and 140 points is a tough pill to swallow. He's probably good against Criminals without super strength, but unless you're facing those, Rorschach basically is powerless.

Ozymandias is one of the top competitive cheese designs for a reason. Stealing an OM from an enemy is insane and 5/5 stats with stealth dodge is reasonable on top of that.

Silk Spectre is fairly weak, but she's also cheap, so she's not terrible or anything. Her base stats just aren't great even with the benefit of Whirlwind Attack. Emotional Grounding is a very useful power with Doctor Manhattan though.
 
Hey it's my basically solo wave! Was happy with them at the time, would do most of them very different now.

Nite Owl is cool. Comedian I think works well. Combine him with Silk Spectre or other figures that can't have OMs removed, and you have a cheesy little tactic for shutting down an opponents' round. If he has one life left, just shoot him yourself. Rorschach I think is thematically perfect, but in the overall game he just doesn't work and isn't really draftable. Ozy I think is pretty great, both thematically and competitively, but probably a bit too good. Was a really neat idea for the power though, that took a while to hammer out. Silk Spectre is just what she is because I couldn't think of anything else at the time, so aside from her grounding she'd look totally different now. Too boring.
 
Nite Owl is fine. If I have a 130 point slot in a Vigilante-based army, I'm probably taking a Batgirl. 3/B

Sounds like Comedian has some built in shenanigans for his once per game ability. As a fairly cheap Soldier with a couple of OK special attacks, he has a role in the game. Not sure he'd be my go-to Soldier choice, though. 3/B-

We have 780 figures without Super Strength, so Rorschach's Shakedown is viable about half the time. He's probably a slightly worse add to a Vigilante army than Nite-Owl, though, and costs more. 3/C+

Ozymandias is someone you have to plan around, on both sides. He can be really annoying to play against, but you also have to build your army to mitigate having to place Order Markers on him, especially if you guess wrong. He likes Order Marker viewers like Gypsy and figures that can activate off of turns with him, like Avengers Hawkeye. 4/A-

Silk Spectre is cheap enough to work well in builds with folks who would boost her stats or to put her in a Gundam. Could do a team with her and a Robin both in mechs for fairly cheap or use her to get full advantage out of things like Comedian's round ending ability. 3/B
 
The two cards I've used the most out of those are Ozy & Comedian.

Ozy is top tier A/5 stars. Stealing OM's is good without building around it, but when you start giving him allies that can burn the extra OM in some way it that's a big win. As mentioned by Bats, best to try and figure out a way to use his OM in a different way early game so he's not up in the mix right away. Then his staying power is solid, while he can even dish out some damage if he's your last figure.

Comedian isn't a world breaker, but I've enjoyed using him in Soldier builds and never regretted the pick. Fairly costed for what he brings and he has a few tricks for clearing out squads or hitting multiple heroes. B/3 Stars
 
Comedian could be kinda fun to pair with McGillis and Bael for that full LP army :lol: OM nuke on demand!

Slik Spectre too I suppose but I guess she can only save 1 OM even if like 3 would be removed at once? IDK how that power works with powers that are removing multiple OMs at once is not super clear with the current wording IMO.

Rorschach is sadly the biggest loser this round. Like even if Shakedown just worked on everybody he'd still be kinda meh imo.

Also sidebar, have never cared for Shakedown's surprise "oh by the way, this power doesn't work on anyone" thing hiding at the bottom. :lol: Especially since like the power really isn't "affecting" the other figure in the first place.

Like should have been more like "After attacking an adjacent figure that does not have Super Strength blah blah blah" and pull the band-aid quicker.
 
I never made the connection that Silk saved OM's from Comedian. I also never played them together, but maybe that is why. IDK, I don't recall ever being disturbed by his end the round power. It just is.
 
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