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C3G Unit Discussion - SSE S1 ; Part 2

Re: C3G Unit Discussion - Wave 18; Booster 2



WAVE EIGHTEEN: CULTURE CLASH
BOOSTER TWO: CITY OF TOMORROW


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Krypto


C3G_ManchesterBlack_comic.png

Manchester Black


C3G_Livewire_comic.png

Livewire (Leslie Willis)


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Brainiac 13


C3G_KryptoniteMan_comic.png

Kryptonite Man (K. Russell Abernathy)
 
I wish Krypto got full turn bonding. As it is, he's just a meat shield for Superman. Which has value, I'm probably just not using any of his offense unless Superman is already dead. 3/B

Manchester Black has a nasty (if a bit awkwardly written) power set that benefits from boosters and d20 manipulators. Given enough help, he can be pretty effective. 2/B-

Livewire wants you to wait with her in your start zone for a few rounds and then get in one or two big hits. Not the most effective plan in most match ups. Antagonist class is easy to work with, but her cost is a bit high compared to other factional options. 2/C+

Brainiac 13 is OK. Surround him with cheap minions that he can jump into and he has some staying power. He doesn't have a ton of offense, though, especially at his price. 3/B-

Kryptonite Man is the Leech for Kryptonians. Hard to translate the character as anything else, but he's either no fun or worthless, depending on the match up. 1/F
 
Definitely looks like Kryptonite man could use some adjustments to shake him up a bit. Maybe a 2.0 could be considered where he uses the blasts of radiation to be a ranged character that just happened to get a good matchup against Kyrptonians instead of having that be his whole identity.

I'll do some thinking on that for the future.
 
Honestly Kryptonite Man doesnt really seem an interesting enough character for me to care about trying to get him into C3G as a usable piece.
 
Scientist Supreme has some fun ideas, but she basically becomes a way to hand off a Cosmic Cube to someone who can actually use it, so a bit flat in practice. I wish she had actual turn bonding rather than just turn replacement. A bit fiddly and tough to use. 2/C+

If you can passively move up Diablo and pair him with d20 manipulators, he has a pretty nasty/unfun shutdown power. 3/B+

Deathlok has a lot of match up specific stuff with him, which makes his value really variable. That said, nothing in his leftbox or ability set really makes me want to draft him. His 255 pricetag is a bit high for what he offers and an awkward point value too. His one redemption is his decent stats. 2/C-

Harpoon is a solid low cost add-in to Mutants. There are probably better options out there, but he's not a terrible one. 3/B+
 
Scientist Supreme has some fun ideas, but she basically becomes a way to hand off a Cosmic Cube to someone who can actually use it, so a bit flat in practice.
Unfortunately...
HIGH-TECH RESEARCH
If a glyph placed with High-Tech Research would be removed from this card by any means, remove that glyph from the game.

Not sure what the plans are for the Future Foundation, but there seems to be some way to blend the villainous side of it with the Intelligencia. Would give Diablo and other Geniuses two homes.
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Creating the Genius class was definitely done to give us a little mad science nest egg for stuff like Intelligencia!
 
Commander Rogers is definitelt more reasonable after his re-eval. But he’s still a fun unit with a distinct role.

Hawkeye is one where I feel like I was told he was crazy good a lot, but I could never make him work. Our consistent shift to more factional stuff (and adding another leadership Hawkeye) seem to have tamped his metagame role down a bit too.

Moon Knight is the cheap auto-wounding king.

Sharon has always come off a little weak to me. She’s only 90 points, but her main thing is having to work really hard to get something that Kitty Pryde gets for free at 80 points. Double Attack can be okay when boosted by Cap though.
 
Commander Rogers is really solid. Tough to kill, nice variety of attack options, and Master Tactician gives you good OM flex and enables some cheese combos for stuff that normally requires OMs to function like Ozymandias.

Skycycle Hawkeye was an old metagame staple, but I haven't seen him used recently. He's a solid generalist to pair with anyone though nothing game-breaking at this stage of C3G.

Moon Knight is great value for the cost. You can pretty much ignore his first two powers and just use Crescent Darts 100% of the time and Moon Knight will earn his keep. He's basically required in competitive Fighter builds.

Sharon Carter is fine, nothing extraordinary. Two ranged attacks of 3 in C3G is nothing special, and the Covert Operations marker isn't very useful, because it's likely that Sharon is not your opponent's target anyway (assuming you have stronger attackers on the board). She's a decent Agent for a cheap cost but in a one-to-one comparison I'll always take Dum Dum over her.
 
Hawkeye is one where I feel like I was told he was crazy good a lot, but I could never make him work. Our consistent shift to more factional stuff (and adding another leadership Hawkeye) seem to have tamped his metagame role down a bit too.

It's been a long time but I think he had like some specific turn stacking shenanigans and he was crazy good in a particular type of build?
 
I don't know if he's ever been game breaking, but this Hawkeye is a good card if you play on city themed boards. Just pair him up with a strong ranged attacker that wants a lift. Fly Cable up to high ground for a pair of ranged attacks at +2. Fly Deadshot up into position so he can shoot down without having to move, gaining +1 skull & +1 attack die.

He can also be useful on flat maps, just not as impactful. There you just use him to unleash a suicide bomber type unit. Fly forward with HQ on OM1, then let her move up and throw that bomb of hers into the SZ. Have Ragdoll tag along for the ride with HQ, now you have two figures that can tie up your opponents army and keep them busy while you seize control of the board. His SA is useful for poking at the units stuck engaged with Ragdoll & HQ. I'd fly Human Torch forward on OM1, then let him walk up and Flame On a 4 life hero. OM2, Flame On again and they are dead already. Just keep Flaming On with him until you have to go Supernova.
 
Commander Rogers is a solid stat block with some Order Marker rearrangement shenanigans (that luckily aren't as game breaking as they used to be). Not really my playstyle, but he has uses. 4/A-

Hawkeye is kind of the inverse of his Avengers version in that you get to tag his movement onto another figure's activation. Not quite as effective, but does up turn efficiency a bit and a flying carrier is always helpful. Good partner with anything that wants to rush right in and get the first attack. 3/B+

Moon Knight is just a solid, cheap auto wounder, with a good faction fit, in a meta where auto wounding is pretty useful. 4/A

Sharon Carter is a cheap addition to Agent builds but not terribly interesting. 3/C+
 
Arnim is a quirky, fairly match up dependent one. He's a good Red Skull buddy between the resurrection and the ability to destroy the Cosmic Cube if it falls into the wrong hands. I'd probably move away from some of the unfun auto destruction stuff in a conversion to 2.0. 3/B

Baron Helmut Zemo has decent leftbox synergy as a Mastermind. He is a great candidate to go with generalist stat boosters, though, with Swordplay being his main competitive value. 3/B+

Nomad falls into the redundant special attacks trap. That said, he has solid stats and offense for a 130 point Vigilante. I haven't played him much within those synergies, but I imagine he holds up well. 3/B+

US Agent has nice stats and survivability, but struggles with how much better Captain America is for only 10 points more. Just like in the comics, hard for him to get out of Cap's shadow. They do pair together well, though. 3/B-
 
Hard to believe these iconic designs were so late into the game.

Ms. Marvel is a classic C3G piece and you can still build some pretty great armies around her. Wasp can be great with She-Hulk but kinda struggles outside of that. Ant-Man is a character I love, but his dodge always feels unfun to me. Spider-Woman is solid!
 
Ant-Man is a bit annoying to take out, but doesn't really do anything terribly effective. In terms of competitive stuff, he's probably best as a figure you carry into engagement to lock someone down while you attack them from range. Atom (I) and Ragdoll are the main competition in that category (and Transformers Spidey). But if you're relying on activating him, I don't think there's terribly much value. 2/B-

Ms. Marvel is a solid leader who likes to be paired with a heavy hitter and then some defensive help. Avengers Thor, for instance, is a nice partner, as is Avengers Spider-Woman. Pairing her with someone who can move her up during the bonding turn is nice as well. 4/B+

Spider-Woman is OK. Agent is a bit of a tough leftbox fit for her, though I guess engaging troublesome opponents with her in hopes of using Pheromones to shut them down and then backing her up with SHIELD Agents is an OK play. Probably not one I'd convert as-is due to the unfun factor. 3/B

Wasp gives you a fairly safe place to park Order Markers in the start zone for flexibility. Opponents can rush her and take her out without too much trouble but on bigger maps that can be daunting. Paired with She-Hulk (Avengers) she moves from good to great. 3/A-
 
Yellowjacket is a monster. Pair him with an OM manager and you have a fairly durable 8 Attack for just 190 points!
 
Black Knight's relative frailty and vulnerability to range keep him in check, but he has decent offensive upside for a figure in his point range. He likes stat boosters as much as anyone, as well as figures like Weather Wizard who can protect him from range until he gets opportunities to attack. Solid Magical Defense assassin, but there's usually more value in just taking a figure with Magical Defense. 3/B

Hellcat doesn't do much. She's a cheap adventurer at least if you for some reason want to run the Fan Four at 800-900 and swap out one of Human Torch or Thing for her and Wasp (I). You get more out of Wasp in that dynamic for 25 points less, though. 2/C-

This seems to be the hate on magic users grouping, with the third that matches up specifically against Magical Defense. Valkyrie gets her real value from her 7 Life, 7 Attack, and Deathglow Perception, though. As long as you can keep her from being Stuck or so forth and keep her podded up and in the mix, she can make it a real pain to take out her team. Pair her with other figures like Jocasta or Avengers Thor to give the opponent a bad time. 4/A

Nobody covered things on Yellowjacket. He's all about offensive output and there are lots of ways to exploit him. Go non-thematic and give him an obsession that's fairly high life to keep triggering the effect. Someone who draws fire (Blob, Valkyrie, etc.) is a good choice for his obsession. 3/A-
 
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