Sure thing. To start off, it should be noted that I have some very smart, very tactical players, who often times outsmart my tactics. The big thing they're doing is, once they get to the Yellow Zone, they invoke trades to use a Red Zone power, getting off finishing moves early.
The Cast:
* The Coach - a psychic whose powers are all based around sports metaphors. He's throwing around team Boosts and has the "flip a mod" Red Zone power which turns a hindered hero into a boosted badass and makes boosted villains totally hindered. If you've seen the latest season of the GTG SCRPG game, he's a lot like Bespoke, with very different metaphors.
* Cypher - a former evil sorcerer turned good after seeing his future. Largely a blaster, but his troublesome power is the Red Zone "now I have a bunch of minions".
* Johnny Hibbert, Quantum PI: He's a shapechanger who operates mostly as the team tank. He's also got the "bunch o' minions" power.
* Sparklepony - Sort of if Poison Ivy was a hero and could control fire as well as plants. The Troublesome Red Zone power of hers is the Charged Up Blast (burn a boost, which she always has thanks to Coach, then add Min+Mid+Max+All Bonuses) which she's used to do over 20 points of damage in one shot. And she can do it twice.
The Adventure: A news chopper had fallen through a crack in reality to The is Crooked Land, a place where time and space are broken and home to The Weaver In The Web, a Minion Maker villain. The environment generates minions and hinders.
My first mistake was not having any threats as soon as they appeared. The Challenges of "Find the Path" and "Follow the Path" got eaten up by Cypher's Principle of Magic which let him use his Max die (and thus check multiple boxes). Coach's psychic senses ate the rest of the boxes up. So the environment only had 1 round to add threats to the board, and my plan had been for the Scene's Minions and Lieutenants to come in over multiple rounds. So that was my bad scene design.
So they got to the Center of the Web at the start of the Yellow Zone, largely free of trouble and carrying the Coach's Inspirational Boosts.
I put all of the budgeted minions and lieutenants on the board with the Weaver. She also had the Impenetrable Shield upgrade. My thought was that she could use those initial rounds to throw out more of her Leng Spiders while the heroes chipped away at the shield.
Johnny freed the reporter and pilot. (These guys are very good at having the person with the right Principle take care of Challenges.)
Cypher invoked a trade to summon his minions early.
Sparklepony invoked her trade and ate up half the shield with one blast.
The Minions had a good round, alternately chewing on the heroes and hindering them with webs.
Next round: (And my memories are a little hazy)
Cypher had his minions chew up the spiders, blasted a few of them himself and Johnny (in his Towering Form) stomped on a bunch.
Sparklepony used her healing pollen to wipe out the damage the minions caused. Coach flipped the hinder on the one tangle hero and gave them another speech.
The Weaver made a lieutenant.
After that, it was more or less downhill. Cypher sent his minions to swarm the Weaver, eating up half her Health, and Sparklepony used her other trade to blow the Weaver to bits.
So here's what I've learned -
* Get more foes on the ground right away. Leading with just a challenge is just letting the heroes get all their Boosts on without any opposition.
* Even an upgraded Villain has a hard time when all of the Heroes can focus just on them with Red Zone powers.
* Minion Makers (and possibly other Archetypes) may need multiple rounds to set up. So make sure they have those rounds.