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C3G Unit Discussion - SSE S1 ; Part 2

Silver Samurai is one of my favorites to play. Teleport past a screen or up to a high perch and start cutting down a foe. 3 attacks of 3 doesn't look like much, but the -2 defense makes it formidable. Figures with MD, Battle Hardened, and such don't like the death by many cuts he can bring to the table. I don't think I've paired him up with Red Skull II yet, but I imagine he would like the re-rolls. A/4 stars.
 
Silver Samurai is a pretty solid addition to a Mutant build. There are stronger things you can get for less, but he usually feels worth his points to me. 3/B

Doctor Manhattan is pretty tricky. You want to get the most out of his big stat block (worth about 350 points on its own with SS and flying) and have allies with enough staying power that you can keep bringing him back (Jason types are great pairings). Silk Spectre is obviously great for helping him avoid Order Marker removals. I don't believe there are currently any ways to activate him without Order Markers on his card, or that'd be a good exploit. 3/B
 
Re: C3G Unit Discussion - Wave 20; Booster 1



WAVE TWENTY: BATTLE FOR JUSTICE
BOOSTER ONE: EMERALD ARMY


C3G_GC-Decoy_comic.png

Green Construct (Decoy)


C3G_GC-HelicopterGunship_comic.png

Green Construct (Helicopter Gunship)


C3G_GC-Shield_comic.png

Green Construct (Shield)


C3G_GC-Bomber_comic.png

Green Construct (Tactical Bomber)


C3G_Jade_comic.png

Jade (Jennifer-Lynn Haden)
 
Green Construct Shields are great, a 20 point temporary +2 defense is nearly always worth it. Decoys can be handy to draw fire away from you. Helicopter Gunship and Tactical Bomber are pretty bad. Their offensive benefit is not much better than the GLs themselves, and they're very fragile for their cost.

Jade is difficult to use in a Green Lantern army and basically has only slow limited healing in an Interloper army. Decent stats for the cost, but nothing great.
 
There was a lot of feedback that got ignored back then.

If you think that's what happened with Jade's LD, I encourage you to go back to the thread and read it and educate yourself on how wrong you are.

In fact, reverie's results (which were quite different than TrollBrute's) were part of moving Jade from 250 to 240 points, something that was only decided upon after getting a fourth set of tests after either of them to confirm.

I definitely fully considered and processed reverie's feedback at the time and gave it due diligence.

We have limited resources and none of us are perfect at costing. I personally think Jade holds up fine at 240 still. She's nothing amazing or gamebreaking there, but she's reasonably costed. That cost was arrived upon as a group effort in which all contributions were valued.
 
Green Construct Decoy I'll say is 3/B. Decent figure for keeping the heat off GLs and nice with Kyle. Hard to justify over the Shield on cost, though.

Green Construct Hellicoper Gunship is 2/C. It has a role as a weapon against low defense figures with wound ignoring abilities like Magical Defense or Battle Hardened, but that's hard enough to predict that like Archie mentions, it's not usually worth the investment.

Green Construct Shield is 3/B+. The stationary placement keeps it in check but the extra defense for low cost is nice.

Green Construct Tactical Bomber I'd put at 2/B-. I think it does have a bit more of a role in that it's pretty nice for pod busting at a low cost. Since big single attackers like GLs often struggle against defensive pods, this is a decent tool in their toolbox that gets underrated some, IMO.

Jade I'd put at 3/B. She's solid enough as a solo act in a generalist or Outsiders army. The fear of her recharging being too powerful resulted in enough safeguards to make her a non-spectacular pick with Green Lanterns.
 
Blue Beetle is light in the stats but has the ability to knock out Order Markers with reasonable efficiency and, much worse, to devastate opposing armies that lack auto wounding abilities based on being able to fully shut down their rounds on a fairly low d20 roll. Imagine him against a big Event Hero and how easily he can shut down most of their kit. Luckily most of those can find ways to auto wound him but it's still a pretty nasty ability. Pair him with figures that protect him from wounds or subtract defense from opponents to make the Order Markers easier to kill and you'll have a recipe for dominating your opponent and making them never want to play again. 4/F (F for the fun failure).

Booster Gold is OK. 4 Life is a bit low for his price point, but big defense and Temporal Defense help him out. The double attack is nice, but being a special locked at an attack number of 4 keeps it from being too nasty. Kang plays with Temporal Displacement stuff more effectively. 3/B-

Fire is a decent ranged kiter at her cost. Try to keep her out of engagement and focus on lower defense/higher life targets. Decent in Team Flash builds. 3/B

Ice paired with a long distance Order Marker hub and any d20 booster or manipulator (like Doctor Fate) can reliably shutdown an entire enemy pod. Shut them down with a blizzard and then ice up the stronger figures with Freeze Blast and go from there. Another recipe for making your opponent rage quit. 4/F (fun failure).

Rocket Red is a decently sturdy filler for Captain America/Sgt. Rock builds, easily getting up to a ranged attack of 7 in them. 3/A-
 
It’s pretty clear C3G was branching out into new mechanics and spaces during this era - dang, some of these designs ended up with some really strong mechanics!
 
Yeah, Blue Beetle and Ice are both definitely on my shortlist of things I don't want to see converted in their current forms.
 
John Fox Flash is fine. Honestly haven't used him much, as I don't think he has a strong factional hook. Not terrible in a Team Flash/Iris Metahuman build, but not a go-to for me or exceptionally useful for anything in particular. 3/C+

Wally West Flash has a pretty good auto wounding but is easy enough to kill for his points that he's not overpowering. Pairs well with stat boosters and Zatanna II to keep Speed Dodge working. Watch out for auto-wounders in return. 4/B

Mister Terrific and his T-Spheres can do enough passive stuff (slow as it is) to earn some value without ever activating him. His effect is useful, but not terribly strong. 3/B-

Obsidian is fairly fast and disruptive and has solid enough stats for his cost. He's a not piece to throw at pod builds. I wish his leftbox was more useful. I suspect in 2.0 he'll be a Protege or Vagabond or something else that gives him better builds. 2/B+

Red Arrow is one I play a fair bit. He's fun with Black Canary, Oracle, and Green Arrow. Not an amazing build, but enough going on offensively to keep it interesting. His 4 Life/4 Defense and lack of defensive ability keeps him fairly easy to one-shot. 3/B
 
Shadow Demons work well as elusive figures paired with resurrection types like Thanos. Toyhandle leveraged this pretty effectively against me in Super League. The secret with them, I think, is to make the enemy come to you before attempting any swarms. They're not a good first line of attack but are annoying enough to track down and kill that they pair well with some specific allies. 2/B+

Thunderers of Qward lack Order Marker flex needed to help them really pull of their best tricks. Their short range also keeps their potential 3 or 4 deadly shot ability in check. On paper it seems like they're potentially pretty hard hitting, but in practice all of their deadliest skills are hard enough to pull off consistently and they're easy enough to defeat that they're not a huge threat. 2/C+

Surtur is no longer top of the heap for 1000 point figures nor broken as he was pre-reevaluation, but he has a diverse enough toolbox to hold his own in those matches. 4/A
 
J. Jonah Jameson basically exists in the meta as a "screw you" card to class bonders. Basically park the X on him and make your opponent play the game with one hand tied behind their back. The defensive boost for civvies is, whatever. Too situational to matter that much, IMO, and JJJ is better as a match up specific add-on than someone you build around. His cost and the lack of predictability of match ups in a lot of formats can make that competitively dubious but also runs into unfun territory when he hits. 2/C+

AIM Agents have good attack potential on paper, but they're difficult to set up, they don't synergize with other figures well enough to get in position well, and they're softer than Sharmin. 2/C-

I have not played the Orange Lantern stuff enough to comment.
 
Hey its a defense and attack boost for Citizens!

Which umm... might have been useful for Scourge of the Underworlds before they changed to being Civilians instead of Citizens I guess. :lol:
 
That would be fairly significant if it wasn't against a single Unique Hero.
 
Batgirl is a nice add-in to Vigilante/Sidekick builds where she can get a free move up to gum up the works and engage would be attackers then hopefully roll hot for her premonition. It can be tough keeping her in bonding range, though, and she's hard to justify activating on offense most of the time. Bat-Family Batman is a boon to her. 3/B-

Gypsy can be really useful with figures like Ozymandias, Joker (I), Detective Chimp, or Elongated Man who care about where your Order Markers are placed. She's also a solid defensive piece. Good in Team Flash or Telepath builds. 3/A-

Lady Blackhawk is fine? Probably the best place for her is in Leopardon, but there are better pilots for Leopardon. She's cheap, though. 3/B-

Oracle is a great add on for any army, especially ones that are more loosely cobbled together. 5/A+
 
I've been getting some good value out of this thread lately. Hoping to see it continue.
 
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