If you want a high score on Captain America there are a few minor modes on the table you shouldn't worry about such as the annoying Howlers (apart from trusty old Bucky), those pesky missions and that cumbersome Wizard mode. I really can't understand why they still have these Wizard modes as part of the tables rule-sheets because they are rarely integral to a high scoring strategy 
Basically all you are going to need is a couple of hours and solid multi-ball skills. But alas... I'm jumping the gun a bit, lets start from the beginning:
First things first; when you start the game make sure you get the skill-shot and Bucky. After that work on activating your kickbacks by basically shooting the ramps repeatedly and keep them activated during the game.
Now that, that is done start shooting the Red-skull ramp to work towards starting the Red Skull multi-ball mode. This can be done quite safely by catching the ball on the left flipper and then taking a late shot up the ramp. When the ball comes out at the top, hold out the right top flipper and the ball will 90% of the time bounce in such a way on the left flipper when it falls so that you can catch it and repeat the shot. On occasion the ball comes at a slower speed across the top right flipper - look out for this because then you have to keep the left flipper down until the last possible moment else the ball falls past the raised flipper.
Don't play any of the other missions or modes except for the Supply Drop mini-game... if you by mistake start the search for a Howling Commando mode just wait for the time to run out. With the Red Skull/Baron Zemo missions you have a choice - either get them out of the way by doing the three as quickly as possible or avoid them as much as possible and let the time run out once you have activated the first two - the Sparring against Red Skull you have to complete if it starts because it is not on a timer.
Every couple of minutes the flashing red plane icon on the left indicate that the supply drop mini-game is ready so keep an eye out for it ... I don't know if it is triggered by anything (possibly something to do with the bumpers as mentioned in the guide) but just by playing the table it gets lit often enough. VERY IMPORTANT - If the icon is flashing and you are not in a position to take a shot at the Howling Commando sink-hole do not panic and then take a risky shot - it is not worth it! Also don't shoot at the sink-hole if your right kickback is not activated because many of the miss-hits ricochets into the right out-lane.
Once the Supply Drop mini-game is activated only try to complete it for certain of the rewards - I don't finish it if it is on the Assault Symbol, the Howling Commando Symbol or the Cosmic Cube as they are not conducive and are actually more of an hindrance to the strategy. The two rewards that I am looking out for the most are the Extra Ball and the Hold multiplier because if you get it, you give yourself a good boost towards your next ball potentially adding nicely to your score (see why later).
When you start the Red-Skull multi-ball mode you have a few goals initially. The more successful you are with a ball the less goals you have with this mode... let me explain will ya!
The whole purpose usually of playing multi-balls is to get Jackpots and this is still the main goal with the Red Skull and Sleeper multi-ball modes. Your additional goals initially with Red Skull Multi-ball are; increase the multiplier and hit the cosmic cube targets so that you can get closer to playing the Sleeper multi-ball mode once you are out of the Red Skull multi-ball mode.
The way I play the Red Skull multi-ball mode is not to try and catch and control the balls on the flippers but by keeping the balls going with my targets being the ramps and orbits... the ramps because that is where you score the Jackpots and the orbits (and Red Skull ramp which is difficult to aim for during the multi-ball mode) to build your Jackpots (other targets might also build the Jackpots but I try to keep it simple). When the mode starts I aim to use that opportunity with the ball saver active to specifically target the Cosmic Cube and the multiplier targets. Also during the mode I focus on hitting the ball with the right top flipper onto the multiplier targets. Once the multipliers are maxed I just focus on hitting the ramps and orbits. Take note though that it is very unlikely that you are going to be able to light all the multipliers in just one Red Skull multi-ball mode so rather just focus on keeping the balls alive and hitting the orbits and ramps to tally up those Jackpots.
I only play the Sleeper Multi-ball mode when I am still building up the multipliers. Later on once the multipliers are maxed I don't because even though the Jackpots count toward your 50 (WHAT
see next paragraph) I find it easier to score bigger Jackpots with the Red Skull multi-ball.
So now you are asking where does the high scoring come in with this strategy... with Wizard mode alone you get 120 million so why would you want to focus on the multi-balls
Well, with your multipliers maxed at 10x you get 10 million end of ball bonus for each of your first 50 jackpots scored for a maximum of 500 million!!!
Once you get those 50 Jackpots with a ball (don't know how you can tell.. doesn't show on the Status Report) you can then continue with the Red Skull multi-ball approach because even thought it doesn't count further towards your EOBB you can still easily get 5 million plus per jackpot or you can actually think about playing the table through to Wizard mode until you lose a ball again!
Good Luck!!! If anybody figures something else out to make it easier to score big let me know and I will build it into the guide.
Take a look at ShoryukenToTheChin's guide for the table if you are uncertain about anything.

Basically all you are going to need is a couple of hours and solid multi-ball skills. But alas... I'm jumping the gun a bit, lets start from the beginning:
First things first; when you start the game make sure you get the skill-shot and Bucky. After that work on activating your kickbacks by basically shooting the ramps repeatedly and keep them activated during the game.
Now that, that is done start shooting the Red-skull ramp to work towards starting the Red Skull multi-ball mode. This can be done quite safely by catching the ball on the left flipper and then taking a late shot up the ramp. When the ball comes out at the top, hold out the right top flipper and the ball will 90% of the time bounce in such a way on the left flipper when it falls so that you can catch it and repeat the shot. On occasion the ball comes at a slower speed across the top right flipper - look out for this because then you have to keep the left flipper down until the last possible moment else the ball falls past the raised flipper.
Don't play any of the other missions or modes except for the Supply Drop mini-game... if you by mistake start the search for a Howling Commando mode just wait for the time to run out. With the Red Skull/Baron Zemo missions you have a choice - either get them out of the way by doing the three as quickly as possible or avoid them as much as possible and let the time run out once you have activated the first two - the Sparring against Red Skull you have to complete if it starts because it is not on a timer.
Every couple of minutes the flashing red plane icon on the left indicate that the supply drop mini-game is ready so keep an eye out for it ... I don't know if it is triggered by anything (possibly something to do with the bumpers as mentioned in the guide) but just by playing the table it gets lit often enough. VERY IMPORTANT - If the icon is flashing and you are not in a position to take a shot at the Howling Commando sink-hole do not panic and then take a risky shot - it is not worth it! Also don't shoot at the sink-hole if your right kickback is not activated because many of the miss-hits ricochets into the right out-lane.
Once the Supply Drop mini-game is activated only try to complete it for certain of the rewards - I don't finish it if it is on the Assault Symbol, the Howling Commando Symbol or the Cosmic Cube as they are not conducive and are actually more of an hindrance to the strategy. The two rewards that I am looking out for the most are the Extra Ball and the Hold multiplier because if you get it, you give yourself a good boost towards your next ball potentially adding nicely to your score (see why later).
When you start the Red-Skull multi-ball mode you have a few goals initially. The more successful you are with a ball the less goals you have with this mode... let me explain will ya!
The whole purpose usually of playing multi-balls is to get Jackpots and this is still the main goal with the Red Skull and Sleeper multi-ball modes. Your additional goals initially with Red Skull Multi-ball are; increase the multiplier and hit the cosmic cube targets so that you can get closer to playing the Sleeper multi-ball mode once you are out of the Red Skull multi-ball mode.
The way I play the Red Skull multi-ball mode is not to try and catch and control the balls on the flippers but by keeping the balls going with my targets being the ramps and orbits... the ramps because that is where you score the Jackpots and the orbits (and Red Skull ramp which is difficult to aim for during the multi-ball mode) to build your Jackpots (other targets might also build the Jackpots but I try to keep it simple). When the mode starts I aim to use that opportunity with the ball saver active to specifically target the Cosmic Cube and the multiplier targets. Also during the mode I focus on hitting the ball with the right top flipper onto the multiplier targets. Once the multipliers are maxed I just focus on hitting the ramps and orbits. Take note though that it is very unlikely that you are going to be able to light all the multipliers in just one Red Skull multi-ball mode so rather just focus on keeping the balls alive and hitting the orbits and ramps to tally up those Jackpots.
I only play the Sleeper Multi-ball mode when I am still building up the multipliers. Later on once the multipliers are maxed I don't because even though the Jackpots count toward your 50 (WHAT

So now you are asking where does the high scoring come in with this strategy... with Wizard mode alone you get 120 million so why would you want to focus on the multi-balls

Once you get those 50 Jackpots with a ball (don't know how you can tell.. doesn't show on the Status Report) you can then continue with the Red Skull multi-ball approach because even thought it doesn't count further towards your EOBB you can still easily get 5 million plus per jackpot or you can actually think about playing the table through to Wizard mode until you lose a ball again!
Good Luck!!! If anybody figures something else out to make it easier to score big let me know and I will build it into the guide.
Take a look at ShoryukenToTheChin's guide for the table if you are uncertain about anything.
Comment