View Full Version : The Book of Gorilla Grodd
A3n
July 24th, 2010, 02:07 AM
The Book of Gorilla Grodd
C3G DC WAVE 5
WORLD'S VILEST
http://c3ggames.com/C3G/released/cards/jpg/C3G_GorillaGrodd_comic.jpg
Comic PDF (http://c3ggames.com/C3G/released/cards/pdf/C3G_GorillaGrodd_comic.pdf)
http://c3ggames.com/C3G/released/cards/jpg/C3G_GorillaGrodd_mini.jpg
Mini PDF (http://c3ggames.com/C3G/released/cards/pdf/C3G_GorillaGrodd_mini.pdf)
The figure used for this unit is a Heroclix figure from the Arkham Asylum set.
Its model number and name are #010 / Gorilla Grodd or #104 / Grodd.
_________________________________________________________________
Character Bio - Gorilla Grodd is a hyper-intelligent telepathic gorilla with the power to control the minds of others. At one time he was nothing more than an average ape, but after an alien spacecraft (retconned from a radioactive meteor, the same one that empowered Hector Hammond) crashes in his African home, Grodd and his troupe (http://www.heroscapers.com/community/showthread.php?t=37705) are imbued with super-intelligence by the ship's pilot. Grodd and fellow gorilla Solovar also develop telepathic and telekinetic powers. Taking the alien as their leader, the gorillas construct a super advanced home named Gorilla City. The gorillas live in peace until their home is discovered by prying explorers. Grodd forces one of the explorers to kill the alien, and takes over Gorilla City, planning to conquer the world next.
_________________________________________________________________
-Rulings and Clarifications-
N/A_________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Received
Classic:
N/AMarvel:
N/AC3G:
As a Telepath, Gorilla Grodd may be activated by Cyclops' (http://www.heroscapers.com/community/showthread.php?t=27878) Telepathic Rapport special power.
As a Telepath, Gorilla Grodd may be moved farther by Martian Manhunter's (http://www.heroscapers.com/community/showthread.php?t=29812) Telepathic Directive special power.
As a Simian, Gorilla Grodd may take a turn after the Gorilla City Warriors (http://www.heroscapers.com/community/showthread.php?t=37705) due to their Simian Hero Bonding.
As a Simian, Gorilla Grodd may be inspired by Solovar's (http://www.heroscapers.com/community/showthread.php?t=38991) Simian Inspiration.Synergy Benefits Offered
Classic:
N/AMarvel:
N/AC3G:
As a Telepath, Gorilla Grodd may add 1 to Jean Grey's (http://www.heroscapers.com/community/showthread.php?t=27880) rolls for her Telekinesis 12 and Psionic Grip 12 special powers.
As a Telepath, Gorilla Grodd may add 1 attack die to Professor X's (http://www.heroscapers.com/community/showthread.php?p=967597) Telepathic Blast Special Attack.
As a Telepath, Gorilla Grodd may add an additional die to a Gorilla City Warrior (http://www.heroscapers.com/community/showthread.php?t=37705)'s normal attack due to their Telepathic Troop special power if he is engaged with the same figure.
As a Telepath, Gorilla Grodd may be used by Emma Frost (http://www.heroscapers.com/community/showthread.php?t=39477) to attack with her Psychic Proxy Special Attack._______________________________________________________________ _
-Strategy, Tactics and Tips-
N/A-Heroscapers Community Contributions-
Initial Playtest: Griffin (http://www.heroscapers.com/community/showpost.php?p=1170139&postcount=48)
Second playtest: Hidicul (http://www.heroscapers.com/community/showpost.php?p=1182690&postcount=101)
Third playtest: Scapemage (http://www.heroscapers.com/community/showpost.php?p=1183063&postcount=104) (240-250)
A3n
July 24th, 2010, 11:13 AM
24/7/10 - Design thread started.
25/7/10 - Suggestion to make Tough work on all attacks
25/7/10 - Suggestion to make ME a power that permanently swaps GG with another figure.
IAmBatman
July 24th, 2010, 12:34 PM
Two official powers makes me go kind of "meh" but as far as official powers go, they are good choices.
Hahma
July 24th, 2010, 06:46 PM
For his size, he should be size 5. I put him against 5 levels of terrain and he's in the middle. I also compared his mini with Darkseid, Grundy and Doomsday and they are all taller.
The stats look good, but should he have a move of 6, being a gorilla and all I figured he could be a little quicker, and it would help him climb terrain better like a gorilla could. It would be a subtle way of letting him climb better without a specific climb or leap type power.
As for the powers, I guess without getting overly complicated, they seem to work as he should have a Mind Exchange power and be physically Tough.
The one thing I might suggest for what it's worth, would to maybe allow Tough to work against all attacks. This would set him apart slightly considering they are official powers and it would allow him to be "tougher" vs. Telepath special attacks that he could be and maybe help show his Genius Intellect in maybe anticipating special attacks and reacting accordingly. I don't know, it's all I can come up with at the moment. :D
IAmBatman
July 24th, 2010, 06:57 PM
Super Tough? lol :-P
Hahma
July 24th, 2010, 07:30 PM
Super Tough? lol :-P
or Tougher :D
A3n
July 24th, 2010, 07:37 PM
For his size, he should be size 5. I put him against 5 levels of terrain and he's in the middle. I also compared his mini with Darkseid, Grundy and Doomsday and they are all taller.
The stats look good, but should he have a move of 6, being a gorilla and all I figured he could be a little quicker, and it would help him climb terrain better like a gorilla could. It would be a subtle way of letting him climb better without a specific climb or leap type power.
As for the powers, I guess without getting overly complicated, they seem to work as he should have a Mind Exchange power and be physically Tough.
The one thing I might suggest for what it's worth, would to maybe allow Tough to work against all attacks. This would set him apart slightly considering they are official powers and it would allow him to be "tougher" vs. Telepath special attacks that he could be and maybe help show his Genius Intellect in maybe anticipating special attacks and reacting accordingly. I don't know, it's all I can come up with at the moment. :D
First thanx, I'll update it.
Second I thought that also & then I thought of all the times I had seen him & he never actually travelled distances fast, he was always a deliberate character, but like Kingpin was very agile & fast in melee. That's why I thought 5 felt right. I was actually thinking of another power that allowed him to move an extra 2 spaces if during his movement passed adjacent a tree, or 1 extra space for every tree he passed. But I decided that 2 powers was enough for him so I didn't bother working on the wording for it. So if others think his move should be upped to 6, please say so.
Thirdly, again I actually thought that also, but thought everybody would hate that move away from a traditional power. So what do others think about making GG's Tough work with all attacks?
Cheers
IAmBatman
July 24th, 2010, 07:39 PM
I kind of agree with his being deliberate and thus the move of 5.
I like Tough working against all attacks.
Hahma
July 24th, 2010, 07:46 PM
I kind of agree with his being deliberate and thus the move of 5.
I like Tough working against all attacks.
This
Griffin
July 24th, 2010, 07:57 PM
This card is a tad boring IMO. I do understand your decision that my write up would be too singled noted and not make him very interesting or draftable, and I do agree with it, partially.
I would like his defense to go up to 6 and Tough go away for good. The only reason your mind even went to that power was because of the official Gorilanators, and to me, that is not only boring, but unnecessary to model our card after theirs simply because they are both primates. I think with tough gone, you could easily add my power on here as a sweet end gamer that could really swing things around for your wounded and dying Grodd.
CONSCIOUSNESS TRANSFER
Instead of taking a turn with Gorilla Grodd, you may choose any Unique Hero figure within 4 clear sight spaces of Gorilla Grodd. Roll the 20-sided die. If you roll a 16 or higher, you may take control of the chosen figure and that figure's card. You now control that card and all figures on it. Remove all Order Markers on that card and this one. Give this card to the player that controlled the chosen figure before the Consciousness Transfer. That opponent now controls Gorilla Grodd, but they may not use any special powers on this card.
A3n
July 24th, 2010, 08:08 PM
This card is a tad boring IMO. I do understand your decision that my write up would be too singled noted and not make him very interesting or draftable, and I do agree with it, partially.
I can see why you would say that, but honestly do all the cards we design have to have new fandangled powers. I think the cards we put out should be appropriate to the character, regardless of whether it makes use of new unique powers or all official powers.
I would like his defense to go up to 6 and Tough go away for good. The only reason your mind even went to that power was because of the official Gorilanators, and to me, that is not only boring, but unnecessary to model our card after theirs simply because they are both primates. I think with tough gone, you could easily add my power on here as a sweet end gamer that could really swing things around for your wounded and dying Grodd.
If others agree sure I just think it makes it interesting to have over just a plain defense value.
CONSCIOUSNESS TRANSFER
Instead of taking a turn with Gorilla Grodd, you may choose any Unique Hero figure within 4 clear sight spaces of Gorilla Grodd. Roll the 20-sided die. If you roll a 16 or higher, you may take control of the chosen figure and that figure's card. You now control that card and all figures on it. Remove all Order Markers on that card and this one. Give this card to the player that controlled the chosen figure before the Consciousness Transfer. That opponent now controls Gorilla Grodd, but they may not use any special powers on this card.
As I said in my design notes, in theory it's an interesting power but in game play to me it would be just boring. You draft GG just so you can steal your opponents big hero. :shrug: Why not just draft that hero yourself?
Cheers
IAmBatman
July 24th, 2010, 08:34 PM
As I said in my design notes, in theory it's an interesting power but in game play to me it would be just boring. You draft GG just so you can steal your opponents big hero. :shrug: Why not just draft that hero yourself?
Cheers
I think I understand where you're coming from here, but couldn't you say the same thing about Ne-Gok-Sa and Mindshackle? (Though, maybe you're not a fan of that design?).
Griffin
July 24th, 2010, 08:43 PM
As I said in my design notes, in theory it's an interesting power but in game play to me it would be just boring. You draft GG just so you can steal your opponents big hero. :shrug: Why not just draft that hero yourself?
Cheers
I think I understand where you're coming from here, but couldn't you say the same thing about Ne-Gok-Sa and Mindshackle? (Though, maybe you're not a fan of that design?).
Well at least with NGS you would still keep him, so he does have a benefit there, but the points I think you are missing A3n are these:
1) It IS what he does.
2) Wouldn't you trade a figure you paid less than 300 for for a more expensive unit like Thor?
3) You could also seriously justify the trade with even a cheaper unit if that unit is healthy and Grodd is near death, which brings me back to point number 1, that theme has been soooo consistent through all media of him getting hurt, lost, imprisoned, in trouble, etc, and just trading minds with Luthor, Flash, Superman, etc. And not only temporarily either. It has always been his plan to make the transfer permanent with Flash especially, and at one time it was permanent with one villain for about 1 year and a half.
IAmBatman
July 24th, 2010, 08:46 PM
Would the power be more appealing if it required Grodd to have a certain number of wounds before he could use it?
He'd still be running around before that point trying to Mind Exchange.
Having both ME and CT on the same card would feel a bit odd in a way, though, since they're both kind of variations on the same theme.
Griffin
July 24th, 2010, 08:51 PM
Would the power be more appealing if it required Grodd to have a certain number of wounds before he could use it?
He'd still be running around before that point trying to Mind Exchange.
Having both ME and CT on the same card would feel a bit odd in a way, though, since they're both kind of variations on the same theme.
But they both appropriately fit the character. One is his meat and potatoes and the other is his desperate last meal. :2cents:
Hahma
July 24th, 2010, 09:00 PM
Well I certainly don't know the comic version of Grodd, just the cartoon versions, so I can't speak too much for how thematic this and that is and how true to the character this power is or not.
Would the power be more appealing if it required Grodd to have a certain number of wounds before he could use it?
He'd still be running around before that point trying to Mind Exchange.
Having both ME and CT on the same card would feel a bit odd in a way, though, since they're both kind of variations on the same theme.
If this were the route to go, I can see a # of wound requirement for the Transfer power. Otherwise it would be too easy to lock up opponent's figures with Blob, Mr. Fantastic, Gladiatrons etc. or tie them up with Rats/civilians etc and then just try to Transfer all the time.
Maybe we can hear from some other Heroes with some thoughts or comments.
IAmBatman
July 24th, 2010, 09:06 PM
Yeah - we should probably wait and keep this one in the design phase for a while. :-)
whitestuff
July 24th, 2010, 11:14 PM
I don't mind a Tough power that adds 1 to all attacks.
I'm not a fan of Griff's idea for the card swapping. I'll give it more thought though...
IAmBatman
July 24th, 2010, 11:19 PM
From Wikipedia:
"Grodd's psionic abilities allow him to place other beings under his mental control. Grodd can also project telekinetic force beams, telekinetically transmute matter, and transfer his consciousness into other bodies. He possesses great superhuman strength far exceeding that of an ordinary gorilla. He is a scientific genius who has mastered Gorilla City's advanced technology and who has created many incredible inventions of his own. He also uses guns."
Lots of directions we could go in there for powers if we wanted to.
A3n
July 25th, 2010, 12:47 AM
I fully understand it is completely thematic (I will never argue that) but IMO it's a waste on the card to have that one power, which is a one-shot wonder, & have no other objective -- strategy wise -- but to swap his figure with another. It just doesn't make him an attractive draft in my books.
Cheers
IAmBatman
July 25th, 2010, 12:59 AM
I can completely respect that and due to that sentiment am against the inclusion of that power on this card myself. I think Mind Exchange covers very similar territory and if Tough is not attractive to the group, we could find something else on that whole list of power options that is.
Griffin
July 25th, 2010, 01:43 AM
Can we add one to the Mind Exchange roll for each wound on his card? I ask because I hate that ME doesn't work very often on Doom, and I would want this one to work better without being out of control with a low roll. Also, the theme of him getting more desperate with his attempts to mind control is pretty iconic in the comics.
IAmBatman
July 25th, 2010, 01:50 AM
I like that - it helps differentiate it from the official power by inserting some of the positive aspects of Griff's CT power without bringing in the issues A3n had with it.
It'll need a new name, though ...
A3n
July 25th, 2010, 04:21 AM
Can we add one to the Mind Exchange roll for each wound on his card? I ask because I hate that ME doesn't work very often on Doom, and I would want this one to work better without being out of control with a low roll. Also, the theme of him getting more desperate with his attempts to mind control is pretty iconic in the comics.
:thumbsup: I love that idea. First post updated.
Cheers
Griffin
July 25th, 2010, 05:05 AM
TELEKINETIC DEFENSE
When rolling defense dice, Gorilla Grodd always adds one automatic shield to whatever is rolled.
Could we also make these changes?
PSYCHOKINETIC DEFENSE
When rolling defense dice against a figure that does not have the Mental Shield special power, Gorilla Grodd always adds one automatic shield to whatever is rolled.
1) The name change basically means the exact same thing, though most people wont know that. What they will know is that we have already set the precedent on Jean Grey's card that Telekinetic means to move things and people with your mind, where as Psychokinetic is a bit more of an unknown term, so people can fill in the theme as they see fit. Also, Psychokinetic sounds more villainous. :twisted:
2) I thought that sense this was a psychic defensive power, it shouldn't work on people who have the Mental Shield power, as that power was designed to counter these powerful Psychics.
A3n
July 25th, 2010, 05:52 AM
TELEKINETIC DEFENSE
When rolling defense dice, Gorilla Grodd always adds one automatic shield to whatever is rolled.
Could we also make these changes?
PSYCHOKINETIC DEFENSE
When rolling defense dice against a figure that does not have the Mental Shield special power, Gorilla Grodd always adds one automatic shield to whatever is rolled.
1) The name change basically means the exact same thing, though most people wont know that. What they will know is that we have already set the precedent on Jean Grey's card that Telekinetic means to move things and people with your mind, where as Psychokinetic is a bit more of an unknown term, so people can fill in the theme as they see fit. Also, Psychokinetic sounds more villainous. :twisted:
2) I thought that sense this was a psychic defensive power, it shouldn't work on people who have the Mental Shield power, as that power was designed to counter these powerful Psychics.
Yep I like those changes also :up:. Updated
Griffin
July 25th, 2010, 06:00 AM
Your too easy. I'm telling Lois. :p
Griffin
July 25th, 2010, 06:54 AM
MENTAL CONTROL 16
Because Grodd isn't really "controlling" the minds of others, and he is in fact exchanging minds, I don't like this title much, though I do understand why we would want a different name for it other than Mind Exchange. How do you feel about Mind Swap 16 or Mind Switch 16 instead? Or we could go with Consciousness Transfer 16 if you like that title.
Griffin
July 25th, 2010, 06:56 AM
Cognizant Control 16 has a super nice ring to it. :D
Hahma
July 25th, 2010, 07:28 AM
Great stuff fellas. Way to compromise in creating cool new powers from the official ones. GG retains the initial vibe that A3n came up with but adds more flavor that others were looking for. :D
A3n
July 25th, 2010, 08:10 AM
Your too easy. I'm telling Lois. :p
But I'm not cheap. I do believe we are basically on the same page with this guy (even though I didn't agree with your first power :p). So yeah that's probably why I'm easy here.
Cognizant Control 16 has a super nice ring to it. :D
Another winner. Updated.
IAmBatman
July 25th, 2010, 09:12 AM
Theoryscaping puts him right around 200 for me. His powers are better than Dr. Doom's (official), but lacking flying and range hurts.
P.S. Great collaboration on this one guys - I love this card way more than I would've if we'd stuck with the original version or gone with the original version Griff wanted. This is C3G at its best right here. :-)
Griffin
July 25th, 2010, 12:52 PM
Go team C3G! :D:up:
A3n
July 25th, 2010, 04:40 PM
Theoryscaping puts him right around 200 for me. His powers are better than Dr. Doom's (official), but lacking flying and range hurts.
P.S. Great collaboration on this one guys - I love this card way more than I would've if we'd stuck with the original version or gone with the original version Griff wanted. This is C3G at its best right here. :-)
Go team C3G! :D:up:
Can't agree with you guys more :up:. I think he is ready for an initial playtest. If you guys don't get to him before next weekend, I'll give it a crack.
Cheers
IAmBatman
July 25th, 2010, 04:43 PM
SuperSkrull is next on my list and I don't plan on starting him until Wednesday, so I'm sure you'll beat me to it! :-)
Spidey'tilIDie
July 25th, 2010, 09:38 PM
I am loving some Grodd right now! Great work, kudos to you all!
EDIT: However, I prefer this mini to the one posted, I mean when have you ever seen Grodd wear a cape and loin cloth? http://www.hcrealms.com/units/aa010.jpg
IAmBatman
July 25th, 2010, 09:45 PM
I am loving some Grodd right now! Great work, kudos to you all!
EDIT: However, I prefer this mini to the one posted, I mean when have you ever seen Grodd wear a cape and loin cloth? http://www.hcrealms.com/units/aa010.jpg
You weren't there!
...
It was a different time ...
...
...
Don't judge me!
(Also, I agree with you on the mini thing).
Griffin
July 25th, 2010, 10:02 PM
I also prefer the more monkey like sculpt.
A3n
July 25th, 2010, 10:12 PM
I agree with the mini change, the other was just the one Hahma had taken a pic of so I went with that.
Cheers
Spidey'tilIDie
July 26th, 2010, 02:58 AM
Can everyone click on and see the link I posted to Grodd?
A3n
July 26th, 2010, 03:00 AM
Can everyone click on and see the link I posted to Grodd?
That's why we all have agreed to the change :p.
whitestuff
July 26th, 2010, 03:14 AM
He is looking a little Shakespearean in this new pose...
Griffin
July 27th, 2010, 02:59 AM
:D:up: "Give the unit their best."
SirGalahad
July 27th, 2010, 07:48 PM
The figure used for this unit is a Heroclix figure from the Arkham Asylum set. Its model number and name is #010 / Gorilla Grodd or #104 / Grodd.
Griffin
August 9th, 2010, 08:59 PM
I will be playtesting this guy tonight. :up:
IAmBatman
August 9th, 2010, 09:42 PM
Cool.
A3n
August 10th, 2010, 12:10 AM
The figure used for this unit is a Heroclix figure from the Arkham Asylum set. Its model number and name is #010 / Gorilla Grodd or #104 / Grodd.
SirG I totally missed this, but have updated the first post with that info now. Thank you very muchly. :D
I will be playtesting this guy tonight. :up:
& thank you very muchly sir :D
Cheers
Griffin
August 10th, 2010, 06:06 PM
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT Gorilla Grodd
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
PASS
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS, though you could potentially run a bunch of turns between the two, so that could be highly dangerous.
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
PASS, boosting Jean and Professor X is cool and not too powerful, and the same is said for Martian Manhunter boosting Grodd's movement with the Telepathic Directive.
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
PASS, Doom and Grodd can run a couple of turns together, but they will usually either run out of D20 luck quickly, or quickly find a more valuable Unique Hero to mind control, thus breaking the telepathic chain.
- FUN TEST/ Consider whether or not the design was fun to play.
PASS
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
PASS
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS
- Heavy Hitter or Mid-Level Hero/ Does it pass? YES, So far he looks like he is worth 240 on a lava map, and 220 any other time.
TEST 1
Map: Martian War: The Heat
Units: Grodd VS Black Canary
Grodd wins with 4 out of 5 wounds. He won by rolling for Cognizant Control 16 and forceing her into Molten Lava.
TEST 2
Map: Martian War: The Heat
Units: Grodd VS Batman
Grodd wins with 4 out of 5 wounds. He won by rolling for Cognizant Control 16 and forceing him into Molten Lava.
TEST 3
Map: Martian War: The Heat
Units: Grodd VS Captain America
Grodd wins with full life. He won by rolling for Cognizant Control 16 and forceing him into Molten Lava.
TEST 4
Map: Martian War: The Heat
Units: Grodd VS Captain America
Grodd wins with 4 out of 5 wounds. He won by rolling for Cognizant Control 16 and forceing him into Molten Lava.
TEST 5
Map: Martian War: The Heat
Units: Grodd VS Hawkgirl
Hawkgirl wins with 4 out of 5 wounds. She won by hitting him with a double attack Hawk Swoop, and then a normal attack on height.
TEST 6
Map: Martian War: The Heat
Units: Grodd VS Hawkgirl
Grodd wins with 4 out of 5 wounds. He won by rolling for Cognizant Control 16 and forceing her into Molten Lava.
TEST 7
Map: Martian War: The Heat
Units: Grodd VS Flash
Flash wins with 2 out of 4 wounds. He won by continuously rolling for his SA.
_____________________________________________________________
- Squad / Does it pass? YES, 225 is feeling right at this point.
Map: Martian War: The Heat
Units: Grodd VS Street Thugs x3
Grodd wins with 4 out of 5 wounds. Grodd's defense had them out matched mostly, but he couldn't use his Cognizant Control 16 either, so there was some trade off there. Ultimately though, he felt like he was worth 225 against them. (Random glyphs were Smilex which killed a thug, and Reinforcements which did bring back 3 thugs)
_____________________________________________________________
- Army Test/ Does it pass? YES, 225 still feels right.
Map: Martian War: The Heat
Units: Grodd (225), Sinestro (330), Vertigo (160), and Grundy (290) (Team = 1005) VS Superman (400), Batman (200), Flash (250), Green Arrow (150) (Team = 1000)
Batman catches the Boomtube glyph and uses it to teleport to the Green Kryptonite glyph. Batman equiped it and then threw batarangs missing Grundy and Grodd, but hit Sinestro for 2 wounds. Vertigo flies up on height and destroys Batman with a 5 skull attack, and knocks the Green K towards Grodd in case he may need it later (which he won't). GA moves up and rolls a skill shot of 1 against Vertigo. Sinestro speedily moves up and fires at GA but misses. Superman flies up and hits Sinestro for one wound. Vertigo moves up and springs the Heroic Duty trap forcing Superman to take a wound from Sin and another wound from Vertigo's attack on height. Superman punches Sin but he blocks it. Sinestro circles Superman to land on the Boomtube glyph and safely teleport to engaged height on Flash only to give him two wounds with the Force of Fear, then burns a battery to try again but Flash somehow manages to zip away. Superman punches Sin but Sin blocks the attack with a power shield. Sin puts Superman 2 away from death with his SA by burning another marker. Then Sin is helpless to Kal El's fists and so dies. Vertigo flies over the lava river away from Superman but still in sight and shoots at GA but misses, then Superman runs (not flies) around the river and hits and destroys Vertigo. Grodd moves up and does nothing. Superman hits Grodd but misses, then Grodd takes Superman's mind and throws him in lava for death. Flash punches, punches, punches, and punches Grodd for 2 wounds. Grodd swings back and fails. Flash tries again but fails. Grodd swings and fails while Flash zips away, but then Grodd takes his mind and forces him into lava. GA retreats so as to avoid any lava death, and then rolls a 20 for skill shot! Then rolls 3 skulls killing Grodd and having the rest of the round to take target practice on Grundy. Grundy takes no wounds however, and next round, Grundy slowly menaces GA as GA finally gets one wound off on him. GA uses the Boomtube to get further away, but then Grundy gets initiative and follows through the Boomtube as well and kills GA while GA was on height.
Grundy wins with 1 out of 4 wounds.
_____________________________________________________________
- Army Test/ Does it pass? YES, 225 still feels right.
Map: Martian War: The Heat
Units: Grodd (225), Doctor Doom (245), and Jonah Hex (130) (Team = 600) VS Green Lantern Hal (350) and Flash (250) (Team = 600)
Doom takes the reinforcements glyph and takes a turn with Grodd, who moves up and takes a turn with Doom, who moves up a bit and takes a turn with Grodd, who fails to take a turn with flash. Flash takes the Superspeed glyph and sits on it. Grodd moves up some and fails to take Flash's mind. GL uses the speed boost and gets height on Grodd while engaged and hits his fearless charge 3 times bringing the big ape down to one away from death. Grodd then hits back for 3 wounds on GL. GL attempts to kill Grodd again but fails, and ends up paying the price as Grodd steals his mind and forces him to jump into the lava. Flash then turns up the super charged fists and knocks the mad monkey into oblivion. Doom moves up and attacks but Flash zips away and out of the Mind Exchange zone, so Doom Mind Exchanges with nearby Jonah instead and Jonah takes height on the now engaged Flash and puts 3 wounds on him. Flash then puts 4 wounds on Jonah. Doom fails again. Flash gets height and puts Doom one away from death. Doom makes a bold move and doesn't attack so as to avoid Flash zip dodging away, and instead mind exchanges Flash successfully, and then...... you guessed it..... Hot Lava Death!
Doom and Jonah win with both one away from death.
Hahma
August 10th, 2010, 09:53 PM
Nice job on the testing Griff :) Though I didn't know we are using Glyphs now for playtesting :shrug:
Grodd or his team seemed to win most of the time. He seemed to hit that Cognizant Control a lot. I know it was a lava map, but he could also do the some damage by marching figures off of height or extreme height or Superman into multiple engagements and use Heroic Duty to put a bunch of wounds on him, or send figures into Engagement Strike.
I guess we can start with 225 for him for playtesting, though while he was certainly worth more than that in these tests, there aren't too many lava maps.
A3n
August 11th, 2010, 03:17 AM
[/B][/COLOR] - MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS, though you could potentially run a bunch of turns between the two, so that could be highly dangerous.
Has there been any official word on Dr Doom about this type of happenings?
Cheers
Griffin
August 11th, 2010, 03:01 PM
[/b][/color] - MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS, though you could potentially run a bunch of turns between the two, so that could be highly dangerous.
Has there been any official word on Dr Doom about this type of happenings?
Cheers
No not really, but since no Order Marker is mentioned on his card either, there is a possibility for a perpetual turn.
Griffin
August 11th, 2010, 03:07 PM
Nice job on the testing Griff :) Though I didn't know we are using Glyphs now for playtesting :shrug:
Grodd or his team seemed to win most of the time. He seemed to hit that Cognizant Control a lot. I know it was a lava map, but he could also do the some damage by marching figures off of height or extreme height or Superman into multiple engagements and use Heroic Duty to put a bunch of wounds on him, or send figures into Engagement Strike.
I guess we can start with 225 for him for playtesting, though while he was certainly worth more than that in these tests, there aren't too many lava maps.
Yeah he usually didn't hit that CC until after taking a bunch of wounds (which boosted his D20 roll) so after he did it, it was at least easier to kill him. Good fun all around. I must admit I had a blast throwing people into lava all night long. :twisted: I think that this danger was one of the big reasons why Magneto also got a high cost, but my 225 assessment still feels pretty darn good for him, I mean I could honestly see it going up a bit or down a bit, more testing should bear it out. Also, this was the first time I started playtesting with glyphs, if anyone is against it, I won't do it again, but I thought that it would be fun and somewhat important to start playtesting with them. :reapershrug:
Hahma
August 12th, 2010, 01:34 PM
Also, this was the first time I started playtesting with glyphs, if anyone is against it, I won't do it again, but I thought that it would be fun and somewhat important to start playtesting with them.
Well I had just thought that it was your rule to begin with to not use them for testing.
It's fine to use them I guess, but like anything else, I think that any kind of positive or adverse results attributed to the use of glyphs needs to be documented in the test sheet so that we have a better way of judging the test and the usefulness of the tested figure. Just like if a tested unit got auto-killed by a Recchet in the first round before the tested unit even got activated, that would kind of be important to know, as the results to that test had no influence by the tested character other than it's initial cost contributing to the total army cost.
Griffin
August 12th, 2010, 07:33 PM
Also, this was the first time I started playtesting with glyphs, if anyone is against it, I won't do it again, but I thought that it would be fun and somewhat important to start playtesting with them.Well I had just thought that it was your rule to begin with to not use them for testing.
It's fine to use them I guess, but like anything else, I think that any kind of positive or adverse results attributed to the use of glyphs needs to be documented in the test sheet so that we have a better way of judging the test and the usefulness of the tested figure. Just like if a tested unit got auto-killed by a Recchet in the first round before the tested unit even got activated, that would kind of be important to know, as the results to that test had no influence by the tested character other than it's initial cost contributing to the total army cost.I agree, which is why anytime they had a significant impact on my game, I explained what happened.
A3n
August 14th, 2010, 07:46 PM
So if there aren't any concerns here I propose Gorilla Grodd move to the ERB phase.
whitestuff
August 14th, 2010, 11:34 PM
If no-one else is worried about the perpetual chaining of turns, then Yea.
SirGalahad
August 15th, 2010, 12:26 AM
If no-one else is worried about the perpetual chaining of turns, then Yea.
But we should worry about that. You all created Catwoman & Two-Face with turn caps so as to avoid an incredible run of luck enabling a hero to take more than a squad worth's of turns. Shouldn't there be some restriction on this as well to address the same potentiality?
Spidey'tilIDie
August 15th, 2010, 02:28 AM
I have to agree a chain of turns is a bad thing. Is this concern just from mirror test or is it bigger than that?
SirGalahad
August 15th, 2010, 10:11 AM
COGNIZANT CONTROL 16
After revealing an Order Marker on this card and taking a turn with Gorilla Grodd, you may choose any Unique Hero figure in clear sight of Gorilla Grodd. Roll the 20-sided die. Add one to your roll for each Wound Marker on this card. If you roll a 16 or higher, take temporary control of that hero and immediately take a turn with the chosen Hero. At the end of the turn, control of the chosen Hero returns to the player who contolled the Hero before the Cognizant Control. All Order Markers that were on the chosen Hero's card will stay on the card.
Does that fix the issue?
whitestuff
August 15th, 2010, 10:21 AM
It would for me...
NecroBlade
August 15th, 2010, 12:08 PM
We have such a great history of adding OM restrictions to prevent "chains" I don't see why we should stop now. Add one here and I'll give a yea.
SirGalahad
August 15th, 2010, 01:20 PM
:word:
I've always wanted to use that.
Spidey'tilIDie
August 15th, 2010, 03:46 PM
We have such a great history of adding OM restrictions to prevent "chains" I don't see why we should stop now. Add one here and I'll give a yea.
Ditto.
A3n
August 15th, 2010, 04:22 PM
Update made, so I assume that means I now have Yeas from:
Me (& GreyOwl)
Whitestuff
Necoblade
SirGalahad
Spidey (& Bats)
So that leaves Hahma & Griffin.
Cheers
Spidey'tilIDie
August 15th, 2010, 04:32 PM
You are correct here, sir! :thumbsup:
Hahma
August 15th, 2010, 07:46 PM
yea
IAmBatman
August 15th, 2010, 10:31 PM
yea (but I'm in favor of the Order Marker addition)
A3n
August 15th, 2010, 11:02 PM
yea (but I'm in favor of the Order Marker addition)
:screwy:yeah that was done already :p
IAmBatman
August 15th, 2010, 11:02 PM
lol - yeah, so I see. :-) Good stuff!
IAmBatman
August 16th, 2010, 05:49 PM
So, waiting on Griff or Father Time for the ERB phase!
A3n
August 16th, 2010, 06:14 PM
So, waiting on Griff or Father Time for the ERB phase!
And the bookies would normally give you no odds on Griff but I think your money might be safer on Father Time on this occassion ;)
Cheers
IAmBatman
August 16th, 2010, 06:15 PM
How close is Father Time? Because I'm pretty sure Griff'll have a vote up within the hour. :-P
A3n
August 16th, 2010, 06:40 PM
How close is Father Time? Because I'm pretty sure Griff'll have a vote up within the hour. :-P
It's gonna be close then cause Father Time logs in in 1 hour and 7 minutes.
Cheers
IAmBatman
August 16th, 2010, 07:38 PM
Hmm ... well he shot me a pm right before I posted that, but it looks like he hasn't posted at all. I do think he might've said something about staying off the boards today ... so it'll likely expire. :-) Guess you got the odds after all!
Griffin
August 16th, 2010, 07:51 PM
Sorry, my comp battery died on me. Yea
IAmBatman
August 16th, 2010, 07:57 PM
Sorry, my comp battery died on me. Yea
Ooooh, I'm sorry ... this one expired 4 minutes ago. :-P lol
(Nice seeing ya, though!)
This one passes to the ERB Phase!
A3n
August 16th, 2010, 11:43 PM
First ERB response from Matt Helm:
Wow, I've got next to nothing to add to this design. I think you guys have captured a pretty classic example of Grodd here.
One thing you could consider is a MOVE of 6. I always picture big gorillas as deceptively fast and Grodd seems to go from cool and collected to raging pretty fast and seems to get the surprise or extra step on an opponent. Besides, Gorillanators move at a 7.
And for playability reasons, it will allow him to take that extra step up steady elevation climbs (3 spaces forward) that should be easy for gorillas.
Cheers
IAmBatman
August 16th, 2010, 11:47 PM
Griff's playtests seem to support a bump in his move to 6 as well. :-) I'm in favor.
By the way, that response wasn't credited ... who sent it?
A3n
August 17th, 2010, 12:11 AM
Griff's playtests seem to support a bump in his move to 6 as well. :-) I'm in favor.
By the way, that response wasn't credited ... who sent it?
Sorry that was from the Helmster.
IAmBatman
August 17th, 2010, 12:28 AM
Ah, should've known. He's always been in your back pocket. :-P lol
A3n
August 17th, 2010, 12:51 AM
Ah, should've known. He's always been in your back pocket. :-P lol
Yeah, membership has it's privileges. :p
Hahma
August 17th, 2010, 06:36 AM
The stats look good, but should he have a move of 6, being a gorilla and all I figured he could be a little quicker, and it would help him climb terrain better like a gorilla could. It would be a subtle way of letting him climb better without a specific climb or leap type power.Considering it was something I said way back on the first page, I can get on board with his move being bumped up to 6. :D
IAmBatman
August 17th, 2010, 03:27 PM
That makes three Heroes and an ERB member at least in favor of 6 move. :-)
Spidey'tilIDie
August 17th, 2010, 03:51 PM
I think a move to 6 makes perfect sense.
whitestuff
August 18th, 2010, 03:07 AM
I'd prefer a move of 7 like the G'nators, but a 6 like Laglor will do...
IAmBatman
August 18th, 2010, 12:24 PM
Good stuff! So, are we still waiting on a second ERB response here?
A3n
August 18th, 2010, 04:08 PM
2nd ERB response from The BIV:
Nice. No real complaints. You might want to lower his defense to 4, though, since his auto shield is pretty tough...
Also a misspelling: "...the chosen Hero returns to the player who controlled the Hero before the Cognizant Control."
Brandon
IAmBatman
August 18th, 2010, 04:32 PM
Good stuff! If the initial playtester was happy with his defensive level, I'm happy with it. Grodd should be a beast.
200 points may end up feeling low, though, with 5 defense, an auto shield, and 5 life. But with there being so many special attacks to get around the auto shield, I'm not that worried.
I think we're good to go on Mr. Grodd.
Spidey'tilIDie
August 18th, 2010, 07:40 PM
I would give him two thumbs up if the spelling were fixed and it were proposed. ;) (hint,hint)
A3n
August 18th, 2010, 09:18 PM
I propose Gorilla Grodd move to the playtesting phase.
IAmBatman
August 19th, 2010, 12:19 AM
yea for me.
yea for GreyOwl.
SirGalahad
August 19th, 2010, 03:22 AM
yea
whitestuff
August 19th, 2010, 03:44 AM
Yea
Hahma
August 19th, 2010, 06:33 AM
YEA for me and YEA for Griff. I believe I'm still proxying for him and his isn't here to vote.
IAmBatman
August 19th, 2010, 12:52 PM
Yeah - I'd say go ahead and keep proxying for him until he's around to say differently. I know he got a new modem but his Internet is out for some reason now. :-P
IAmBatman
August 19th, 2010, 12:53 PM
I think it's safe to take Spidey's earlier post as a double vote and call this one passed to playtesting!
Spidey'tilIDie
August 19th, 2010, 12:57 PM
Thats good thinking, Batsy.
BTW, is that our fastest vote ever?
IAmBatman
August 19th, 2010, 01:29 PM
Might be!
Hahma
August 19th, 2010, 03:30 PM
BTW, is that our fastest vote ever?
Well it helps when three Heroes are being proxied for, it makes for some right quick voting. :D
Griffin
August 19th, 2010, 04:38 PM
Thanks Hambone. I am back, and I have a new modem, but I have to wait for a service rep to reconnect my service. So I am still around, but not full swing, though I think I may never go back to that type of involvement that I had in the past.... probably :p
A3n
August 22nd, 2010, 07:07 AM
Playtest from Hidicul:
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT GORILLA GRODD
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
PASS
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
PASS
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
PASS
- FUN TEST/ Consider whether or not the design was fun to play.
PASS
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
PASS
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS
- Heavy Hitter or Mid-Level Hero/ Does it pass?
TEST 1
Map:TURRET ROCKS
Units: IRON MAN
Iron Man wins round 2 turn 2 with 2 wounds. Iron Man won both initative rolls and had hieght for 6 of 7 attacks.
TEST 2
Map: TURRET ROCKS
Units:Dr. Doom
Gorilla Grodd wins round 2 turn 1 with no wounds. Niether Doom or Gorilla hit thier Mind Shackle rolls and Doom had 2 attacks from hieght and couldn't crack Gorilla's defense.
TEST 3
Map: TURRET ROCKS
Units: Captian America
Gorilla Grodd wins round 3 turn 1 with 3 wounds, 1 from Counter Strike. Gorilla hit his Cognazent Control twice. The 3rd turn of round 2 Gorilla moved Cap. down to a water space, then won the initative, engaged Cap from hieght and won.
TEST 4
Map: TURRET ROCKS
Units: Batman
Batman wins round 2 turn 2 with 2 wounds. Gorilla took 1 wound from Evasive Strike. Gorilla hit his C.C. twice, both times moving Batman down a few levels, forcing him to use his Batline to rengage from 1 level lower. Then Batman rolled 5 skulls and Gorilla Wiffed. Without the Wiff, I think Gorilla would have won barring to many Evasive Strike activations.
TEST 5
Map: TURRET ROCKS
Units: Deadpool
Deadpool wins round 2 turn 3 with 3 wounds. Gorilla got C.C. twice, but couldn't move Deadpool far enough to make him waste a turn to get close again, so it didn't matter much.
_____________________________________________________________
- Squad / Does it pass?
Map: TURRET ROCKS
Units: 4x Marro Stingers
Gorilla Grodd wins round 4 turn 1 with no wounds. 4 Stingers were lost to Drain. Gorilla was able to keep hieght on the Stingers until he pushed them back to the water space by their start zone making it so only 1 or 2 could come at him at a time. Gorilla also won every initative roll, but with the Stinger's poor showing I don't think they would of done anything more if they had won all the initatives.
_____________________________________________________________
- Army Test/ Does it pass?
Map: TURRET ROCKS
Units: Gorilla Grodd, Batman, Superman, Martian Manhunter, Thor, and Green Arrow 1680 vs Professor X, Jean Gray, Cyclops, Iceman, Colussos, Wolverine, Nightcrawler, Angel, and Beast 1680
Martian Manhunter advances, rolls 3 blanks and moves Gorilla, Thor, and Superman. Proffesor X activates Colussos and Wolverine, both of which advance side by side. Superman advances and Professor X sends Cyclops and Jean to intercept. Thor flys to high ground and Professor X activates Colussos who throws Wolvie up to deal 1 wound to Thor. Then the Professor activates Cyclops who attacks Superman but is blocked. Martian Manhunter engages Wolverine and deals 2 wounds, then rolls 1 blank and moves Batman. Angel moves to help Cyclops and Jean. Superman engages Cyclops and deals 2 wounds, Angel swoops in, grabs Cyke and moves them to higher ground. The Professor activates Colussos who advances and Nightcrawler who engages Superman and uses his Teleporting Barrage Special Attack. All of the attacks are blocked and Nightcrawler Bamfs behind Cyke and Angel. Thor moves to higher ground and slams Mjolnir home for 5 skulls that Wolverine wiffs against and falls. Cyke attacks Superman again but still doesn't do any damage. Thor advances and uses his Mjolnir Special Attack on the Porfessor, but the X OM is revealed. Nightcrawler goes after Superman with his TBSA again and deals 1 wound before Bamfing back to saftey. Superman engages Jean but is blocked. Cyke attacks again but still can't penetrate Superman's defenses. Thor engages Professor X and Beast and uses Mjolnir SA again with Iceman being the ranged target. Beast and Iceman block but the Professor takes 2 wounds. Thor uses his Mjolnir SA again this time dealing 1 wound to both Professor X and Iceman and 2 wounds to Beast. Angel grabs Nightcrawler and goes to help Jean, but his attack on Superman is easily blocked. Superman attacks Jean dealing 3 wounds and Angel flys her off to the Professor's side. Nightcrawler TBSAs Superman again, all of which are blocked then he Bamfs back to Cykes side. Gorilla advances and rolls a 20 for Cognizant Control on Nightcrawler. Nightcrawler then uses his TBSA to deadly effect on Cyke dealing the last 2 wounds to Cyke taking him out then Bamfs off to be adjacent to Superman. Gorilla advances tryying to get within range but falls just short. The Professor activates Iceman who tries to Deep Freeze Thor to no avail, then Uses Beast to remove Thor's only OM. Nightcrawler uses his TBSA on Superman but is blocked before Bamfing to saftey. Superman engages Nightcrawler, Professor X and Angel. He attacks Angel dealing 2 wounds and watches as Angel flys off with the Professor. Colussos engages Martian Manhunter from hieght and deals 1 wound. Professor X activates Beast who moves around Thor to also engage Superman, he attacks Thor dealing 1 wound. Nightcrawler is then activated and uses his TBSA on Thor twice to no avail and once on Superman still to no avail, then Bamfs once more to saftey. Gorilla advances and rolls a 16 for C.C. on Nightcrawler who uses his TBSA on Iceman to no avail, then is left engaged to Thor and Superman. Professor X sends Angel back in to attack Superman, but is blocked. Then has Nightcrawler try his TBSA on Thor, all of which are blocked, and Nightcrawler Bamfs away again. Gorilla engages Iceman who managed to block the 4 skull attack. Gorilla then rolls a 17 for C.C. on Superman who slams into Angel with 3 skulls vs a wiff and Angel falls. Colussos attacks Martian Manhunter but is blocked and Superman deals 2 wounds to Beast. Professor X has Iceman Deep Freeze Gorilla but is blockedthen has Beast remove the 3 OM from Thor and attack Superman which is blocked. Gorilla deals 1 wound to Iceman then rolls a 18 for C.C. on beast who attacks Jean but gets blocked. Professor X has Beast remove Thor's last OM (2) and attacks Superman, blocked again. Nightcrawler tries another round of TBSA and deals 2 wounds on Thor thanks to a wiff and Gorilla and Superman both block. Colussos deals 2 wounds to Martian Manhunter. Gorilla takes Iceman out with a 3 wound attack then rolls a 8 for C.C. Professor X activates Beast who removes the 3 OM from Thor and launchs another pathetic attack at Superman, blocked. Then the Professor activates Jean who rolls a 8 trying to throw Thor then launches an attack the Gorilla blocks. Gorilla engages Jean, who rolled a 8 for Psionic Grip and deals 2 wounds taking her out, then misses his C.C. roll. Beast is activated by the Professor and engages Gorilla as well as Superman. Beast removes Gorilla's last OM and attacks Superman which is of course blocked. Nightcrawler is then activated but he fails to land any blows on Gorilla with his TBSA. This went on for along time with Gorilla's army slowly taking out the X-men and the X-men unable to deal much if any damage. I called the game after round 12. Colussos was the only X-men left, suprisingly without any wounds also. Thor wound up with 6 wounds, Superman had 2 wounds Martian Manhunter had 5 wounds, Gorilla was taken out, and Batman and Green Arrow never saw any action. If you really want it I have 6 pages of notes I can scan or type up (as is) and send to you.
_____________________________________________________________
- Army Test/ Does it pass?
Map: TURRET ROCKS
Units: Martian Manhunter, Jean Grey, Professor X, and Gorilla Grodd 900 vs Superman, Batman, Huntress, and Robin 890
Martian Manhunter advances and rolls 3 blanks letting him move the rest of his army. Superman flys to hieght. Professor X activates Gorilla who advances and rolls 16 for C.C. on Superman, who then flys back to engage Batman and Robin and deals 2 wounds to the Dark Knight who rolled an 11 for Evasive Strike. Batman and Robin then advance side by side. Gorilla advances and rolls an 8 for C.C. Huntress advances and fires her crossbow at Gorilla but both shots are blocked. Robin Batlines up to engage Gorilla from hieght but wiffs his attack roll. Gorilla moves up to level ground and attacks Robin but the Boy Wonder manages to block. Gorilla then rolls a 18 for C.C. on Superman who attacks Robin from hieght dealing 3 wounds. Batman Batlines up to Robins side and throws a Bat-a-Rang at Gorilla but is blocked. Robin however deals 1 wound to Gorilla. Gorilla attacks Superman but is blocked, then rolls an 11 for C.C. Batman Batlines down 2 levels to engage Gorilla while staying adjacent to Robin, but both of the Dynamic Duos attacks are blocked. Superman lands 1 wound on Gorilla, then Martian Manhunter engages Batman and deals 2 wounds. Batman's E.S. roll was a 12. Gorilla attacks Robin and his 4 skull attack is met by a wiff and Robin falls next to Batman. Gorilla rolls a 18 and his 2 wounds make it a 20 for C.C. on Superman who flys down to engage Huntress who is on a water space and deals 3 wounds. Gorilla then climbs down to engage Huntress and gets 3 skulls vs 1 shield, Huntress falls. Gorilla rolls a 3 for C.C. Martian Manhunter advances and rolls 1 blank, then moves Professor X. Superman engages Martian Manhunter from hieght and deals 2 wounds. Gorilla advances and rolls a 16 and moves Superman away. Next turn Superman re-engages Martian Manhunter and his 8 skulls meat 2 shields as the Martian Manhunter falls. Professor X moves up bringing Jean within LOS and Superman takes Gorilla out with 5 skulls vs wiff. It doesn't last much longer and Superman wins with no wounds on turn 3 of round 6.
I also just pm'ed him requesting some comments on what he thought of the unit.
Cheers
IAmBatman
August 22nd, 2010, 10:41 AM
You should also (after reading the pm I cut you in on from ShermanDavies) ask if he tested Gorilla Grodd's range 1 as letting him attack figures from two spaces away ...
A3n
August 22nd, 2010, 04:20 PM
You should also (after reading the pm I cut you in on from ShermanDavies) ask if he tested Gorilla Grodd's range 1 as letting him attack figures from two spaces away ...
Will do. This is his response for my request of comments:
He was pretty fun to play, and when he hit his C.C. roll and took over Superman was great. For some reason he didn't last long once he was targeted, but I think I just had a bunch of poor defense rolls. Also he almost made a Telepath Army threatning.
Cheers
A3n
August 22nd, 2010, 04:25 PM
Scapemage's playtest:
CHECK LIST FOR FIGURE UNITS
- THEME TEST/ Pass, right on target.
- MIRROR TEST/ No problem here, pass.
- BONDING TEST/ What bonding? Oh wait... Pass.
- SYNERGIES TEST/ A tough update for my synergy chart. Pass.
- POWER CHECK/ More reasonable than Puppet Master's. Pass.
- FUN TEST/ If you remember someone saying "YOU GOT NOTHING ON ME KING KONG!" That can easilybe edited. Pass.
- FUN COMPETITIVE TEST/ Sure! Not nearly as annoying as Puppet Master.
- DRAFTING TEST/ Definately! Pass.
- USAGE TEST/ By far. Pass.
- STRATEGY TEST/ Yes, I figured out some strategy related with him. Pass.
PLAY TEST LIST FOR FIGURE UNITS
All tests done on Swamp Thing.
- HEAVY HITTER TEST/ Vs. Batman win: Grodd w/ 1 wound, got lucky on a roll.
Vs. Joker win: Grodd w/ 1 wound, again got lucky on 1 or 2 rolls.
Vs. Black Canary win: Grodd w/ 1 wound, had one incredible roll.
Vs. Red Skull win: Grodd w/ 0 wounds, constantly rolling good.
Vs. Capt. America win: Capt. America 4 wounds, counter strike did it, otherwise Grodd would have won.
- SQUAD TEST/ Vs. Shades x2 Win: 4 Shades in Round 1 Turn 3, they Devoured Grodd's Soul.
- ARMY TEST/ Army 1: Grodd, Martian Manhunter, and Flash Vs. Hulk, Catwoman, Jotun, and Isamu.
Hulk leaps forward, and Manhunter meets him, dealing 2 wounds whilst dispatching Grodd and Flash. Hulk reataliated with 3 wounds on the Manhunter, who deals 1 wound right back, dispatching Flash and Grodd once more. Hulk finishes off Manhunter with ease, but Gorilla Grodd comes in with a 6 skull to 1 shield attack to kill Hulk! Grodd moves again, and Jotun engages, but throws Grodd without dealing any wounds. Grodd returns to engage the giant, who wounds Grodd. The Gorilla fights back, dealing 2 wounds to Jotun, then controlling him, forcing him to attack Catwoman, dealing 4 wounds. Jotun engages again, and throws Grodd once more wthout dealing any damage. Grodd returns again, this time dealing 3 wounds to the giant. Flash takes the opportunity of Jotun's missed swing to move from the other side of the field and kill the giant. Catwoman Whips Flash for 2 wounds, and Grodd attacks Catwoman for 4 wounds. The ape does his thing, causing Catwoman to disengage and die. Flash pursues Isamu, and repetitively Isamu Vanishes and returns for missed attacks. After a while Isamu wounds Flash, who finihes him off the next turn.
Win: Grodd w/ 1 wound and Flash w/ 3 wounds.
Army 2: Grodd, Huntress, Tagawa Samurai, and Silver Surfer Vs. Hal Jordan, Arkillo, Airborne Elite, and Guilty McCreech.
Grodd makes the first move, Arkillo coming from hte other end of the field. Grodd engages quickly for 2 wounds to the Insurgent. Arkillo fights back, Eviscerating Grodd for 2 wounds. Grodds retaliation is only 1 wound to Arkillo, but he controls the distant Hal Jordan who comes in forcefully and kills Arkillo. Now engaged with the ape, Hal willingly deals 2 wounds to Grodd. An equal retaliation of 2 wounds from Grodd ends up getting him killed by Green Lantern. Although tough Hal and Guilty couldn't stand up to Grodd's reinforcements.
Analysis: Grodd performed extremely well in these tests. He easily kills his points worth every game. Another fun test, maybe the ape will appear in the Flash enemy booster/expansion. However, not without raising his cost to 240-250, which I do believe is reasonable based on his performance.
Cheers
IAmBatman
August 22nd, 2010, 04:31 PM
All playtests considered, I'd say his cost is coming in around 230-235.
A3n
August 22nd, 2010, 07:47 PM
Hidicul's response about confirming how he played the range of 1:
Thankfully that problem never came up in any of my C3G playtests. Thanks to my detalied notes I was able to go back through them and make sure, and I never had a unit with a range of 1 attack from to much hieght. The problem only came up when I was testing some armys for NHSD. I'll also post this in the playtest section.
Cheers
IAmBatman
August 22nd, 2010, 07:49 PM
Good stuff. Thoughts on his cost from anywhere else? Griff liked him at 225, but the allies seem to have gotten more out of him.
Griffin
August 22nd, 2010, 09:07 PM
Good stuff. Thoughts on his cost from anywhere else? Griff liked him at 225, but the allies seem to have gotten more out of him.
Which is crazy cause I played him on lava! :lol: Hidicul got a lot less out of Grodd if you look at his army tests.
IAmBatman
August 22nd, 2010, 09:10 PM
No, you're absolutely right, I misread those. I'm starting to think 225 (after reading comments from the guys in the playtesting thread) is the way to go. :-)
Griffin
August 22nd, 2010, 09:40 PM
No, you're absolutely right, I misread those. I'm starting to think 225 (after reading comments from the guys in the playtesting thread) is the way to go. :-)
Now that you agree with me, I can also agree with you. :p 225 is spot on IMO.
IAmBatman
August 25th, 2010, 12:39 AM
Sooo ... any thoughts on moving this bad boy to Final Editing?
A3n
August 25th, 2010, 02:05 AM
I propose Gorilla Grodd move to Final Editing phase at a cost of 225.
Spidey'tilIDie
August 25th, 2010, 02:57 AM
Absolutely (x2).
whitestuff
August 25th, 2010, 03:13 AM
Yea
Hahma
August 25th, 2010, 06:18 AM
yea
IAmBatman
August 25th, 2010, 11:29 AM
yea
followed immediately by
yea
SirGalahad
August 26th, 2010, 09:04 AM
yea
IAmBatman
August 26th, 2010, 12:31 PM
Just a Griffin vote away here!
IAmBatman
August 26th, 2010, 04:34 PM
Or, about 10 more hours ... :-)
Griffin
August 26th, 2010, 06:01 PM
Yea
IAmBatman
August 26th, 2010, 06:02 PM
Gorilla Grodd passes to Final Editing!
A3n
August 28th, 2010, 12:35 AM
Some cards to look at:
Mini (http://i891.photobucket.com/albums/ac111/Amas73/Private/C3G/C3G_GorillaGrodd_mini.jpg)
Comic (http://i891.photobucket.com/albums/ac111/Amas73/Private/C3G/C3G_GorillaGrodd_comic.jpg)
Cheers
Hahma
August 28th, 2010, 12:39 AM
Awesome. :D
IAmBatman
August 28th, 2010, 01:16 AM
Those cards look awesome! I see no issues. Two preemptive yeas for release!
whitestuff
August 28th, 2010, 03:40 AM
Another preemptive Yea
A3n
August 28th, 2010, 03:44 AM
Well, with 3 preemptive yeas I might as well propose Gorilla Grodd be moved to the on deck thread awaiting release.
Hahma
August 28th, 2010, 06:55 AM
yea
Griffin
August 28th, 2010, 03:32 PM
Yea
NecroBlade
August 28th, 2010, 07:57 PM
Read the cards. Yea.
Spidey'tilIDie
August 28th, 2010, 09:35 PM
Yea from webhead.
SirGalahad
August 28th, 2010, 09:58 PM
yea
IAmBatman
August 28th, 2010, 11:15 PM
Gorilla Grodd passes to On Deck! Go team! :-)
Griffin
September 6th, 2010, 08:40 PM
PDFs still needed.
Griffin
September 22nd, 2010, 09:04 PM
PDFs still needed.
:bump: .....
A3n
September 23rd, 2010, 01:49 AM
On the way to GO now.
Cheers
A3n
September 23rd, 2010, 07:40 AM
PDF links added.
Cheers
IAmBatman
September 23rd, 2010, 11:10 AM
Thanks for all the hard work, A3n! :-)
Griffin
November 24th, 2010, 06:10 AM
The PDFs are broken here. :confused:
A3n
November 24th, 2010, 07:18 AM
Cheers
Griffin
November 24th, 2010, 07:31 AM
I went ahead and updated this.
IAmBatman
November 24th, 2010, 12:41 PM
Thanks! :-)
SirGalahad
December 26th, 2010, 10:28 AM
Gorilla Grodd standardized!
IAmBatman
December 26th, 2010, 10:39 AM
Wave Five: The World's Vilest is the set you want at the top.
Looks great otherwise! :-)
NecroBlade
February 19th, 2011, 09:31 PM
Flipping through some threads, and it looks like the image links in the first post are broken.
IAmBatman
February 19th, 2011, 09:38 PM
Yeah, and there's a photobucket message, which is curious. I thought these were all on GO's server now?
tcglkn
February 19th, 2011, 09:42 PM
A3n must have deleted those from his Photobucket and forgot to update the links. Here are the cards from the server:
(These aren't the cards your looking for)
IAmBatman
February 19th, 2011, 09:43 PM
Thanks! I got 'em. Please delete from your post (or I will when I'm done). :-)
Edit: Thanks! We should be all set here. :-)
SirGalahad
April 16th, 2011, 12:49 PM
Grodd standardized!
johnny139
August 21st, 2011, 12:45 AM
I finally got a game in with Grodd, and I have to say, he's fantastic! I found his card to be pretty boring on read, but the lack of a range restriction on Cognizant Control slipped right past me. He really has an answer for everything - you keep him afar and mess with the opponent, and when they get close, he has the stats to fight them off with ease.
I find he makes a good pair with Doctor Doom - keep Doom on the front-lines, and if things start to get too hot, send in Grodd to bash some heads and pull opponents away. All for an even 600!
Margloth
August 21st, 2011, 07:05 AM
Cool! This is one I've been wanting to try (gotta love monkeys!), so it's good to hear good things about him!
Good Pig
August 21st, 2011, 08:09 AM
After watching Rise of Planet Of The Apes you can stage your own coup on the battlefield.
IAmBatman
August 21st, 2011, 09:28 AM
Once I have some more Titans, I can't wait to get him, Deathstroke, and Zoom together to fight them.
johnny139
October 11th, 2011, 11:34 PM
A bit early since the Warriors haven't technically passed, but, may as well get it over with now.
-Combinations and Synergies-
Synergy Benefits Received
Classic:
N/AMarvel:
N/AC3G:
As a Telepath, Gorilla Grodd may be activated by Cyclops' (http://www.heroscapers.com/community/showthread.php?t=27878) Telepathic Rapport special power.
As a Telepath, Gorilla Grodd may be moved farther by Martian Manhunter's (http://www.heroscapers.com/community/showthread.php?t=29812) Telepathic Directive special power.
As a Simian, Gorilla Grodd may take a turn after the Gorilla City Warriors (http://www.heroscapers.com/community/showthread.php?t=37705) due to their Simian Hero Bonding.Synergy Benefits Offered
Classic:
N/AMarvel:
N/AC3G:
As a Telepath, Gorilla Grodd may add 1 to Jean Grey's (http://www.heroscapers.com/community/showthread.php?t=27880) rolls for her Telekinesis 12 and Psionic Grip 12 special powers.
As a Telepath, Gorilla Grodd may add 1 attack die to Professor X's (http://www.heroscapers.com/community/showthread.php?p=967597#post967597) Telepathic Blast Special Attack.
As a Telepath, Gorilla Grodd may add an additional die to a Gorilla City Warrior (http://www.heroscapers.com/community/showthread.php?t=37705)'s normal attack due to their Telepathic Troop special power if he is engaged to the same figure.
IAmBatman
October 12th, 2011, 02:03 PM
Updating now, thanks! :-)
johnny139
February 26th, 2012, 05:57 PM
The more monkeys the merrier!
-Combinations and Synergies-
Synergy Benefits Received
Classic:
N/AMarvel:
N/AC3G:
As a Telepath, Gorilla Grodd may be activated by Cyclops' (http://www.heroscapers.com/community/showthread.php?t=27878) Telepathic Rapport special power.
As a Telepath, Gorilla Grodd may be moved farther by Martian Manhunter's (http://www.heroscapers.com/community/showthread.php?t=29812) Telepathic Directive special power.
As a Simian, Gorilla Grodd may take a turn after the Gorilla City Warriors (http://www.heroscapers.com/community/showthread.php?t=37705) due to their Simian Hero Bonding.
As a Simian, Gorilla Grodd may be inspired by Solovar's (http://www.heroscapers.com/community/showthread.php?t=38991) Simian Inspiration.Synergy Benefits Offered
Classic:
N/AMarvel:
N/AC3G:
As a Telepath, Gorilla Grodd may add 1 to Jean Grey's (http://www.heroscapers.com/community/showthread.php?t=27880) rolls for her Telekinesis 12 and Psionic Grip 12 special powers.
As a Telepath, Gorilla Grodd may add 1 attack die to Professor X's (http://www.heroscapers.com/community/showthread.php?p=967597#post967597) Telepathic Blast Special Attack.
As a Telepath, Gorilla Grodd may add an additional die to a Gorilla City Warrior (http://www.heroscapers.com/community/showthread.php?t=37705)'s normal attack due to their Telepathic Troop special power if he is engaged with the same figure.
tcglkn
February 26th, 2012, 06:43 PM
Updating.
johnny139
April 14th, 2012, 01:59 PM
Mo' monkeys mo' problems.
-Combinations and Synergies-
Synergy Benefits Received
Classic:
N/AMarvel:
N/AC3G:
As a Telepath, Gorilla Grodd may be activated by Cyclops' (http://www.heroscapers.com/community/showthread.php?t=27878) Telepathic Rapport special power.
As a Telepath, Gorilla Grodd may be moved farther by Martian Manhunter's (http://www.heroscapers.com/community/showthread.php?t=29812) Telepathic Directive special power.
As a Simian, Gorilla Grodd may take a turn after the Gorilla City Warriors (http://www.heroscapers.com/community/showthread.php?t=37705) due to their Simian Hero Bonding.
As a Simian, Gorilla Grodd may be inspired by Solovar's (http://www.heroscapers.com/community/showthread.php?t=38991) Simian Inspiration.Synergy Benefits Offered
Classic:
N/AMarvel:
N/AC3G:
As a Telepath, Gorilla Grodd may add 1 to Jean Grey's (http://www.heroscapers.com/community/showthread.php?t=27880) rolls for her Telekinesis 12 and Psionic Grip 12 special powers.
As a Telepath, Gorilla Grodd may add 1 attack die to Professor X's (http://www.heroscapers.com/community/showthread.php?p=967597) Telepathic Blast Special Attack.
As a Telepath, Gorilla Grodd may add an additional die to a Gorilla City Warrior (http://www.heroscapers.com/community/showthread.php?t=37705)'s normal attack due to their Telepathic Troop special power if he is engaged with the same figure.
As a Telepath, Gorilla Grodd may be used by Emma Frost (http://www.heroscapers.com/community/showthread.php?t=39477) to attack with her Psychic Proxy Special Attack.
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