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SirGalahad
September 3rd, 2010, 04:46 AM
The Book of Strong Guy

C3G MARVEL WAVE 8
THE MUTANT MENACE

http://c3ggames.com/C3G/released/cards/jpg/C3G_StrongGuy_comic.jpg

Comic PDF (http://c3ggames.com/C3G/released/cards/pdf/C3G_StrongGuy_comic.pdf)

http://c3ggames.com/C3G/released/cards/jpg/C3G_StrongGuy_mini.jpg

Mini PDF (http://c3ggames.com/C3G/released/cards/pdf/C3G_StrongGuy_mini.pdf)

The figure used for this unit is a Heroclix figure from the Mutations and Monsters set.
Its number and name are #005 / Strong Guy.
_________________________________________________________________
Character Bio - Schoolyard bullies and being hit by a bus triggered Guido's mutant abilities, transforming his skinny body into a disproportionately large and over-muscled one. His enlarged frame allows him to absorb kinetic energy, but only for a short time before he must expend it or risk damage to himself. He deals with the physical and emotional pain of his circumstances with humor, playing the part of the comedian at every opportunity.
_________________________________________________________________

-Rulings and Clarifications-
N/A________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received

Classic:
N/AMarvel:
N/AC3G:
As a Mutant, Strong Guy may be activated by Professor X's (http://www.heroscapers.com/community/showthread.php?p=967597) Mutant Mind Link special power.
As a Mutant, Strong Guy may be moved by Cyclops' (http://www.heroscapers.com/community/showthread.php?t=27878) Mutant Field Commander special power.
As a Mutant, Strong Guy may add 1 to his 20-sided die roll with Destiny's (http://www.heroscapers.com/community/showthread.php?p=1417597) Probability Precognition special ability.
As a Mutant, Strong Guy may be turned into an Outcast by Magneto's (http://www.heroscapers.com/community/showthread.php?t=43541) Mutant Recruitment special power.
As a Mutant, Strong Guy may be turned into a Horseman by Apocalypse's (http://www.heroscapers.com/community/showthread.php?t=43541) Horsemen of the Apocalypse special power.
Synergy Benefits Offered

Classic:
N/AMarvel:
N/AC3G:
As a Mutant, Strong Guy may offer an initiative bonus from Sentinel's (http://www.heroscapers.com/community/showthread.php?t=27888) Mutant Detection special power.
As a Mutant, Strong Guy may enable Jubilee (http://www.heroscapers.com/community/showthread.php?t=37861) to take a turn after him as his Mutant Sidekick._____________________________________________________________ ____

-Strategy, Tactics and Tips-
N/A-Heroscapers Community Contributions-
Initial Playtest: Griffin (http://www.heroscapers.com/community/showpost.php?p=1265356&postcount=71)
Second Playtest: Tickle (http://www.heroscapers.com/community/showpost.php?p=1275319&postcount=119)
Third Playtest: Good Pig (http://www.heroscapers.com/community/showpost.php?p=1276166&postcount=126)
Fourth Playtest: scapemage921 (http://www.heroscapers.com/community/showpost.php?p=1279501&postcount=135)
Card Art by A3n

SirGalahad
September 3rd, 2010, 04:54 AM
Design notes:

9/3 Thread started

with all the DO's coming out, wanted to get someone in there who needs to attack them
single ability - channeling kinetic energy for immediate release, enabling more powerful attack, must take damage if unable to redirect energy
decision to be made about whether own team can attack him to boost his attack
higher life and defense to represent superhuman stamina and durability - Life to 5, Defense to 6
superstrength10/22 Updated Kinetic Redirection to correct turn interruption issue (figure rolling defense against its own attack - Angel then moving on teammate's turn)

10/28 Updated roll to 12 for Kinetic Redirection

11/19 Initial playtest by Griff

11/22 sent to ERB (Eclipse and hi1x4)

11/23 ERB responses returned

11/26 Playtesting Phase

12/02 Proposed to move to Final Editing

12/03 Final Editing Phase

12/08 Cards up and proposed to On-Deck

A3n
September 3rd, 2010, 07:09 AM
Looks like a good write up to me. The power text needs more massaging especially the wording where says "must" but then the last sentence says he "can only use it if...".

What about:
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a non-adjacent attack, roll the 20-sided die. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and if there is a destructible object or an opponent’s figure within 4 spaces of Strong Guy, he must be placed adjacent to that object of figure and attack it immediately. Add 1 attack die for each ignored wound, up to a maximum of 2 additional dice for Kinetic Redirection.

Cheers

IAmBatman
September 3rd, 2010, 10:10 AM
The design notes say he has a higher life ... but he only has a life of 4? I wouldn't mind seeing a life of 5 here. Though with the D20 power and the defense of 5, that might make him a tad too tough ... I'm not sure. I'd prefer life of 5 and defense of 4 if that were the case, though.
I really dig the single power and I think it's pretty cool and the write up is fairly tight. :-) A3n has a good suggestion there, though (even if he's got a couple typos ;-) ).

SirGalahad
September 3rd, 2010, 10:40 AM
Looks like a good write up to me. The power text needs more massaging especially the wording where says "must" but then the last sentence says he "can only use it if...".

What about:
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a non-adjacent attack, roll the 20-sided die. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and if there is a destructible object or an opponent’s figure within 4 spaces of Strong Guy, he must be placed adjacent to that object of figure and attack it immediately. Add 1 attack die for each ignored wound, up to a maximum of 2 additional dice for Kinetic Redirection.

Cheers

Maybe I'm reading it wrong, but this seems to imply that he ignores wounds first and then IF he can go and hit something, he must do so. What I'm trying to get at - and this is where the tricky part is - the only way he should be able to use the power at all and ignore the wounds is IF he can go hit something.

So [if 2, then 3]
1. would receive wounds
2. go hit something with increased attack
3. ignore wounds

So maybe something like

KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a non-adjacent attack, and there is a destructible object or an opponent's figure within 4 spaces of Strong Guy, roll the 20-sided die. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and instead must move up to 4 spaces and immediately attack a destructible object or an opponent’s figure, adding 1 attack die for each ignored wound, up to a maximum of 2 additional dice for Kinetic Redirection.

IAmBatman
September 3rd, 2010, 12:12 PM
:thumbsup:

Hahma
September 3rd, 2010, 01:17 PM
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a non-adjacent attack, and there is a destructible object or an opponent's figure within 4 spaces of Strong Guy, roll the 20-sided die. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and instead must move up to 4 spaces and immediately attack a destructible object or an opponent’s figure, adding 1 attack die for each ignored wound, up to a maximum of 2 additional dice for Kinetic Redirection.


I like this change and the rest of the write up, looks good. :D

IAmBatman
September 3rd, 2010, 04:26 PM
Hmm ... chatting with Griff here and a few issues came up.

#1) Turn interruption is a bad idea - right now he's moving and attacking on an enemies turn ... his attack could trigger all sorts of other response powers and it could end up just being a mess.
#2) Just because someone is within 4 clear sight spaces, doesn't mean you can reach him with a move of 4 ... elevation can and will come into play and confuse it.

Here's my suggestion:

KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a non-adjacent attack, and there is a destructible object or an opponent's figure adjacent to Strong Guy, roll the 20-sided die. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and you must choose an adjacent destructible object or opponent's figure to receive the wounds instead.

That said, any chance on making this affect all normal attacks? Otherwise it will just end up playing like Thorian Speed, because everyone will just avoid attacking him. We might have to toggle the D20 roll so he's not overpowered against someone like Superman.

Griffin
September 3rd, 2010, 07:04 PM
Hmm ... chatting with Griff here and a few issues came up.

#1) Turn interruption is a bad idea - right now he's moving and attacking on an enemies turn ... his attack could trigger all sorts of other response powers and it could end up just being a mess.
#2) Just because someone is within 4 clear sight spaces, doesn't mean you can reach him with a move of 4 ... elevation can and will come into play and confuse it.

Here's my our suggestion:

KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a non-adjacent attack, and there is a destructible object or an opponent's figure adjacent to Strong Guy, roll the 20-sided die. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and you must choose an adjacent destructible object or opponent's figure to receive the wounds instead.

That said, any chance on making this affect all normal attacks? Otherwise it will just end up playing like Thorian Speed, because everyone will just avoid attacking him. We might have to toggle the D20 roll so he's not overpowered against someone like Superman.

:word:

SirGalahad
September 4th, 2010, 09:54 AM
Hmm ... chatting with Griff here and a few issues came up.

#1) Turn interruption is a bad idea - right now he's moving and attacking on an enemies turn ... his attack could trigger all sorts of other response powers and it could end up just being a mess.
#2) Just because someone is within 4 clear sight spaces, doesn't mean you can reach him with a move of 4 ... elevation can and will come into play and confuse it.

Here's my suggestion:

KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a non-adjacent attack, and there is a destructible object or an opponent's figure adjacent to Strong Guy, roll the 20-sided die. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and you must choose an adjacent destructible object or opponent's figure to receive the wounds instead.

That said, any chance on making this affect all normal attacks? Otherwise it will just end up playing like Thorian Speed, because everyone will just avoid attacking him. We might have to toggle the D20 roll so he's not overpowered against someone like Superman.

I'm OK with it being against any normal attack (adjacent or otherwise), but he should be able to move to represent looking for something to hit. I don't think it should be a straight transfer though, maybe the other figure just rolls defense against the original attack (so he's not rolling attack dice on opponent's turn). It lacks him "getting stronger" but it avoids the isse you bring up.

Ok with Life of 5 also.

IAmBatman
September 4th, 2010, 02:29 PM
I think the other figure defending and the movement could work, but I'd have to see a write up. There's still the issue of making it a static move but having to account for elevation when it comes to ending up adjacent to the target figure or DO.

SirGalahad
September 4th, 2010, 08:42 PM
With the above taken into consideration, how about

KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and instead may move up to 4 spaces. Strong Guy can use Kinetic Redirection only if he ends his move adjacent to an opponent's figure or destructible object. The opponent's figure or destructible object then defends against the original attack roll. If Strong Guy is engaged when he begins his Kinetic Redirection move, he will take any leaving engagement attacks.


Similar to Ninja of the Northern Wind, where the restriction about when the power can be used comes at the end of the power text.

I put "attack roll" in there because of the following situation:

B = Beast (opponent)
S = Strong Guy (mine)
H = Huntress (opponent)
X = empty space
(assume flat map)

B S X X X X H

Beast attacks Strong Guy, who rolls 12 for Kinetic Redirection. SG moves 4 spaces (taking a leaving engagement attack as he goes) and is adjacent to Huntress. I don't want people to think that because Beast's range is 1, that his original attack can't affect Huntress.

If SG chooses to remain adjacent to Beast, it would mean that Beast is essentially defending against his own attack roll.

IAmBatman
September 4th, 2010, 09:06 PM
But staying put and forcing Beast to defend against it would be an option, right? Under the current wording? Is that the goal?
That's really my only remaining question ... though I think height advantage/disadvantage type things might have to be something we deal with in future FAQs.

Spidey'tilIDie
September 4th, 2010, 09:37 PM
I am not trying to derail you here, SirG, but I always saw Strong Guy as a figure that would basically have Hulk's Rage Smash and call it Kinetic Boost or Kinetic Smash. I mean to my knowledge (which is I would say is fair) he does not need to immediately expel any energy. He can take a beating then return the favor. And I believe it is not a one and doen thing, it just takes awhile for the effect to wear off.

SirGalahad
September 4th, 2010, 10:14 PM
I am not trying to derail you here, SirG, but I always saw Strong Guy as a figure that would basically have Hulk's Rage Smash and call it Kinetic Boost or Kinetic Smash. I mean to my knowledge (which is I would say is fair) he does not need to immediately expel any energy. He can take a beating then return the favor. And I believe it is not a one and doen thing, it just takes awhile for the effect to wear off.

No worries -- here's what I was going off of:

Strong Guy possesses superhuman strength which he can increase by absorbing kinetic energy and use it to enhance his physical strength to an unmeasured limit. However, he cannot store the energy he absorbs for very long; as a rule he must physically expend the energy within 90 seconds to prevent it from permanently distorting his body.

which is why I originally had him temporarily adding attack dice to his own attack number to represent him increasing his strength until he expended the energy, but I understand the gameplay concerns of attacking on your opponent's turn.

If he's at a baseline that strong, then we can up his attack dice to 6, as he's only melee anyway.

so

LIFE 5

MOVE 5
RANGE 1
ATTACK 6
DEFENSE 4

with still plenty of wiggle room on the number needed for KinRed.

And yes to Bats, SG could still choose to stand and redirect Beast's attack back at Beast. I'm always looking for ways to include strategic decision-making.

IAmBatman
September 4th, 2010, 10:54 PM
OK, I think your current wording is solid, then, and I'm cool with the bump to 6. I also think the theme of the character is dead on. Good stuff! :-)
Will you be playtesting this guy?

SirGalahad
September 4th, 2010, 11:12 PM
Why yes I will, but I want to include some DO's on the maps so I can see how this power will actually play out. Any issues with that?

Hahma
September 4th, 2010, 11:28 PM
Why yes I will, but I want to include some DO's on the maps so I can see how this power will actually play out. Any issues with that?

Good stuff Sir G :thumbsup:

Can I convince you to go vote to send Commish Gordan to playtest phase? :D

SirGalahad
September 4th, 2010, 11:33 PM
Missed that one completely, sorry. Keep getting logged out because I'm multitasking with email trying to put out all the fires from the soccer league today.

2 weeks down, 11 more to go.

IAmBatman
September 4th, 2010, 11:41 PM
For destructible objects, there are the castle door, the Marvel destructible wall, and then the stuff we're working on now that's being voted on for playtesting (though a few questions need to be resolved still on a few of them).

SirGalahad
September 5th, 2010, 11:31 AM
though I think height advantage/disadvantage type things might have to be something we deal with in future FAQs.

Would this cover the concern?

KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and instead may move up to 4 spaces. Strong Guy can use Kinetic Redirection only if he ends his move adjacent to an opponent's figure or destructible object. The opponent's figure or destructible object then defends against the original attack roll, plus any attack bonuses. If Strong Guy is engaged when he begins his Kinetic Redirection move, he will take any leaving engagement attacks.

This way, if Strong Guy gains height after his KinRed move, the intial roll would stand and SG would roll one additional attack die for height advantage.

If the defending figure had height advantage on SG, it would roll an additional defense die automatically.

IAmBatman
September 5th, 2010, 04:55 PM
I think it's really confusing for Strong Guy to be applying attack bonuses when he's not attacking ... I was more questioning whether, for instance, a defending figure would get to roll for height advantage if they had it on the original attacker and not on Strong Guy, or something like that ...

SirGalahad
September 5th, 2010, 05:30 PM
I would be OK with SG not receiving any attack bonuses, since he is just redirecting the original attack.


I think what you're asking is this:

Green Arrow, on Level 10, shoots down at Strong Guy on Level 1. Strong Guy successfully rolls for KinRed, and moves adjacent to Hawkgirl, who is on Level 4 (she has height advantage on Strong Guy).

So the question is, does Hawkgirl get an additional defense die for height advantage on Strong Guy, or does she not because she does not have height advantage against Green Arrow?

OR the reverse:

Green Arrow, on Level 1 shoots up at Strong Guy on Level 10. Strong Guy successfully rolls for KinRed, and moves adjacent to Hawkgirl, who is on Level 7 (Strong Guy has height advantage on her).

So the question is, does Hawkgirl get an additional defense die for height advantage on Green Arrow, or does she not because she does not have height advantage against Strong Guy?

IAmBatman
September 5th, 2010, 05:59 PM
That's exactly what I'm asking, yes.

SirGalahad
September 5th, 2010, 06:09 PM
Since it's the kinetic energy of the attack being redirected, I would say that the determining factor for height advantage would be the relative position of Strong Guy and the defender of the redirected attack. That way you only have to worry about the position of those two figures, and not the figure that made the initial attack.

IAmBatman
September 5th, 2010, 06:15 PM
Since Strong Guy is not actually attacking, though, we could use a clarifying line ... something like "Height advantage for the attack is determined based on the relative position of Strong Guy and the defending figure or Destructible Object." ?

SirGalahad
September 5th, 2010, 06:25 PM
Since Strong Guy is not actually attacking, though, we could use a clarifying line ... something like "Height advantage for the attack is determined based on the relative position of Strong Guy and the defending figure or Destructible Object." ?

But we don't want Strong Guy to roll any additional attack dice, so this is only for determining height advantage for the defending figure:

KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and instead may move up to 4 spaces. Strong Guy can use Kinetic Redirection only if he ends his move adjacent to an opponent's figure or destructible object. The opponent's figure or destructible object then defends against the original attack roll. Height advantage for defending against Kinetic Redirection is based on the relative position of Strong Guy and the defending figure or destructible object. If Strong Guy is engaged when he begins his Kinetic Redirection move, he will take any leaving engagement attacks.


Good thing he only has one power.

IAmBatman
September 5th, 2010, 06:40 PM
Seriously ... lol. How about ...

KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and instead may move up to 4 spaces. Strong Guy can use Kinetic Redirection only if he ends his move adjacent to an opponent's figure or destructible object. The opponent's figure or destructible object then defends against the original attack roll. Defending figures or destructible objects determine height advantage based on Strong Guy's placement. If Strong Guy is engaged when he begins his Kinetic Redirection move, he will take any leaving engagement attacks.

SirGalahad
September 5th, 2010, 06:55 PM
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and instead may move up to 4 spaces. Strong Guy can use Kinetic Redirection only if he ends his move adjacent to an opponent's figure or destructible object. The opponent's figure or destructible object then defends against the original attack roll, . Defending figures or destructible objects determine determining height advantage based on Strong Guy's placement position. If Strong Guy is engaged when he begins his Kinetic Redirection move, he will take any leaving engagement attacks.

More conservation of words.


And we may have to bump up the 20-sided die roll or ratchet up his points. In two matches so far against Beast, KinRed has worked 4 of 5 times it was attempted, saving him from being destroyed twice, ignoring a total of 10 wounds, and inflicting a wound each time it was used.

IAmBatman
September 5th, 2010, 07:46 PM
Yeah, given that he can turn the attacks of adjacent figs back on themselves, I'd go with at least 12.

SirGalahad
September 5th, 2010, 08:03 PM
Will try a few more HH tests with 12.

Is there any other character who would have a similar ability that the number should be included in the power title?

IAmBatman
September 5th, 2010, 08:20 PM
Gees ... um ... it seems possible there'd be another character who'd be able to do the same thing. Good question for Spidey.

Hahma
September 5th, 2010, 10:03 PM
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and instead may move up to 4 spaces. Strong Guy can use Kinetic Redirection only if he ends his move adjacent to an opponent's figure or destructible object. The opponent's figure or destructible object then defends against the original attack roll. If Strong Guy is engaged when he begins his Kinetic Redirection move, he will take any leaving engagement attacks.
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, Strong Guy takes no damage and instead may move up to 4 spaces. Strong Guy can use Kinetic Redirection only if he ends his move adjacent to a destructible object or an opponent's figure. The destructible object or opponent's figure then defends against the original attack roll. Destructible objects or defending figure determine height advantage based on Strong Guy's placement position. If Strong Guy is engaged when he begins his Kinetic Redirection move, he will take any leaving engagement attacks.I changed the wording red so that the DOs came first, because before it kind of sounded like they were opponent's DOs. ("Opponent's figures or destructible objects"). I could be wrong of course as you two guys are the resident Teacher/Administrator grammar pros, so ignore me if I'm wrong. :D

SirGalahad
September 6th, 2010, 01:16 AM
Good catch.

Spidey'tilIDie
September 6th, 2010, 03:25 AM
Will try a few more HH tests with 12.

Is there any other character who would have a similar ability that the number should be included in the power title?
I would think mechanically, Bishop would be pretty similar. However he would not need to be adjacent to "redirect". Let me think on if this fits any DC guys.

SirGalahad
September 6th, 2010, 11:34 AM
New wrinkles.

1. Since Strong Guy is just redirecting the original attack, if he redirects a Kryptonian's attack at Supergirl or Superman, should Kryptonian Defense or Man of Steel kick in?

I would say no, since they are defending against the original attack roll, which came from a Kryptonian, but I wanted to see what you all thought.


2. If opponent's each have Strong Guy in their armies, and Strong Guy A attacks Strong Guy B, who redirects the attack back at Strong Guy A, who redirects the attack back at Strong Guy B, who redirects the attack back at . . .

Really fun or really boring, depending on your point of view. Eventually each turn will get resolved because either: one of them will roll enough shields to keep from having to utilize the power, or one of them will miss the D20 roll and take the wounds.

IAmBatman
September 6th, 2010, 11:49 AM
Yeah, good point about the Mirror thing, but I'm not too worried about it for the same reasons you stated. Especially if the roll is upped to at least 12.
I tend to agree with you for #1. He's not attacking, he's simply redirecting another attack. So all the original attack's synergies should remain in play.

SirGalahad
September 6th, 2010, 12:39 PM
CHECK LIST FOR FIGURE UNITS – Strong Guy – 175 points
- THEME TEST – PASS
- MIRROR TEST – PASS, but turns might be lengthy
- BONDING TEST – PASS
- SYNERGIES TEST – Warden 816 gives Strong Guy +1 move
- POWER CHECK – PASS
- FUN TEST – PASS
- FUN COMPETITIVE TEST – PASS
- DRAFTING TEST – PASS
- USAGE TEST – PASS, his one power gets used a lot
- STRATEGY TEST – PASS

PLAY TEST LIST FOR FIGURE UNITS
All tests done on Badru Valley

- HEAVY HITTER TEST - PASS

Test 1 (KinRed = 10) v Beast (170)
Strong Guy wins T5R2 with 3 wounds. KinRed worked 2 of 3 times, saving his life twice and inflicting 1 wound each time. No difference if KinRed bumped to 12.

Test 2 (KinRed = 10) v Beast (170)
Strong Guy wins T5R2 with 0 wounds. KinRed worked both times, inflicting 1 wound each time. KinRed at 12 would have worked one fewer time in this match, but would have had no impact on the outcome.

Test 3 (KinRed = 12) v Black Canary (190)
Strong Guy wins T4R2 with 2 wounds. KinRed never came into play as Black Canary successfully disengaged twice to keep using her special attack, but did no damage after her initial attack.

Test 4 (KinRed = 12) v Black Canary (190)
Black Canary wins T5R1 with 2 wounds from Kinetic Redirection from the middle of her three attacks using Fists of Fury. KinRed worked only that 1 time in 3 tries.

Test 5 (KinRed = 12) v Batman (200)
Strong Guy wins T1R2 with 3 wounds. After the first ‘Rang attack, Batman chose to slug it out. Neither KinRed nor Evasive Strike worked this game. Strong Guy had two 5-skull rolls in this one.

Test 6 (KinRed = 12) v Batman (200)
Batman wins T6R2 with 3 wounds. Batman chose to keep pinging away one ‘Rang at a time, grappling away, and avoiding Kinetic Redirection. Evasive Strike dealt the final wound.

Test 7 (KinRed = 12) v Blob (165)
Strong Guy wins T2R3 with 0 wounds. He engaged Blob on even height early and slugged it out. KinRed was 3 for 3, ignoring 5 wounds and inflicting 2.

Test 8 (KinRed = 12) v Blob (165)
Blob wins T4R2 with 0 wounds. Blob got to height and KinRed was only 1 for 3, ignoring 2 wounds.

Test 9 (KinRed = 12) v Black Mask (100) and Street Thugs (75) {Road = Concrete}
Strong Guy wins T1R2 with 4 wounds. KinRed hit 1 of 4 times, ignoring 1 wound, but killing 2 Thugs (1 from Criminal Motivation).

Test 10 (KinRed = 12) v Superman (400) {Just for grins}
Superman wins T6R2 with 2 wounds. KinRed hit 2 of 4, ignoring 2 wounds, but inflicting none.

He feels like 180-200.

Special attacks or Range > 5 are the way to counter him, as he has nothing more than his 4 defense.

- SQUAD TEST - PASS

Test 1 v Minions of Utgar x2 (220)
Strong Guy wins T1R3 with 1 wound. KinRed hit 4 of 5 times, ignoring 7 wounds and destroying 2 Minions.

Test 2 v Protectors of Ullar x2 (220)
Protectors of Ullar win T1R2 with 5 figures remaining. KinRed hit 3 of 5 times, ignoring 3 wounds and destroying the lone Protector.

Ranged units will try and get him in the middle of a crossfire, but if can hit Kinetic Redirection, he can move out of range of one or more remaining squad figures, possibly taking out one of the figures who hasn’t attacked yet in the process.


- ARMY TEST

IAmBatman
September 6th, 2010, 12:47 PM
I meant to ask on his class ... why Guard? Is there a character reason behind that pick? I'm not that familiar with him.
I'm wondering if Protector would be a better fit?

SirGalahad
September 6th, 2010, 01:12 PM
He was a longtime roadie and bodyguard. Since we had a figure called Bodyguard, I didn't want to go with that, so Guard seemes a logical alternative. But I would be OK with Protector, even though classic has the Protectors of Ullar.

Hahma
September 6th, 2010, 01:42 PM
He was a longtime roadie and bodyguard. Since we had a figure called Bodyguard, I didn't want to go with that, so Guard seemes a logical alternative. But I would be OK with Protector, even though classic has the Protectors of Ullar.

Maybe Guardian or Muscle :shrug:

IAmBatman
September 6th, 2010, 02:00 PM
I could see Guard if he was a Bodyguard in the past. I just wondered what the reasoning was. :-)
I believe Colossus and Angel are both Protectors.

Griffin
September 6th, 2010, 08:03 PM
How about BRUISER or BRUTE as a class?

IAmBatman
September 6th, 2010, 10:16 PM
Bruiser is a great one.

SirGalahad
September 6th, 2010, 11:03 PM
I can go with that.

Front page updated and Classic synergy removed.

IAmBatman
September 6th, 2010, 11:17 PM
Cool. Not about the synergy being removed, but about the better sounding class. :-)

Hahma
September 9th, 2010, 10:18 PM
Here's some pix of Strong Guy:

http://i90.photobucket.com/albums/k273/hahma/C3G%20Deathstroke%20mini/C3Gfigures111.jpg

http://i90.photobucket.com/albums/k273/hahma/C3G%20Deathstroke%20mini/C3Gfigures110.jpg

http://i90.photobucket.com/albums/k273/hahma/C3G%20Deathstroke%20mini/C3Gfigures072.jpg

http://i90.photobucket.com/albums/k273/hahma/C3G%20Deathstroke%20mini/C3Gfigures071.jpg

SirGalahad
September 10th, 2010, 08:59 AM
I like the third one.

A3n
September 10th, 2010, 09:17 AM
I like the third one.

:word:

IAmBatman
October 21st, 2010, 01:36 PM
Sir G - taking a look at this today, Griff and I realized that there's some major turn interruption in play here. Your opponent would be rolling defense dice on your turn, which is a major no-no. If they, for instance, controlled Civilian, Angel, or anyone else that triggers from rolling defense dice against a normal attack, those are all triggering during your turn.
Here's a possible rewrite to avoid this issue:

KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, before placing wound markers, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, immediately move Strong Guy up to 4 spaces. After this move, choose one destructible object or opponent's figure adjacent to Strong Guy, if possible. The chosen figure receives any wounds instead of Strong Guy. If Strong Guy does not end his Kinetic Direction move adjacent to a destructible object or opponent's figure, place Wound Markers normally. If Strong Guy is engaged when he begins his Kinetic Redirection move, he will take any leaving engagement attacks.

Griffin
October 21st, 2010, 01:42 PM
:word:

SirGalahad
October 22nd, 2010, 04:24 AM
Let me go back to my notes, because that change will really affect how many wounds the opponent is taking, and likely bump up his cost.

NecroBlade
October 22nd, 2010, 10:22 AM
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, before placing wound markers, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, immediately move Strong Guy up to 4 spaces. After this move, choose one destructible object or opponent's figure adjacent to Strong Guy, if possible. The chosen destructible object or figure receives any wounds instead of Strong Guy. If Strong Guy does not end his Kinetic Direction move adjacent to a destructible object or opponent's figure, place Wound Markers normally. If Strong Guy is engaged when he begins his Kinetic Redirection move, he will take any leaving engagement attacks.
Fixed.

SirGalahad
October 22nd, 2010, 10:44 AM
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, before placing wound markers, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, immediately move Strong Guy up to 4 spaces. After this move, choose one destructible object or opponent's figure adjacent to Strong Guy, if possible. The chosen destructible object or figure receives any wounds instead of Strong Guy. If Strong Guy does not end his Kinetic Direction move adjacent to a destructible object or opponent's figure, place Wound Markers normally. If When Strong Guy is engaged when he begins his moves using Kinetic Redirection, move he will take any leaving engagement attacks.
Fixed.

More fixed. ;)

In the HH tests, the immediate redirection of wounds (as opposed to figures defending against the original attack), means that Strong Guy is often knocking out opponents like Beast and other normal attackers in one shot.

I'll put up more specifics late tonight (probably early am for you East Coast folks).

Griffin
October 22nd, 2010, 01:43 PM
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, before placing wound markers, roll the 20-sided die for Kinetic Redirection. If you roll 1-9, place Wound Markers normally. If you roll a 10 or higher, immediately move Strong Guy up to 4 spaces. After this move, choose one destructible object or opponent's figure adjacent to Strong Guy, if possible. The chosen destructible object or figure receives any wounds instead of Strong Guy. If Strong Guy does not end his Kinetic Direction move adjacent to a destructible object or opponent's figure, place Wound Markers normally. If When Strong Guy is engaged when he begins his moves using Kinetic Redirection, move he will take any leaving engagement attacks.
Fixed.

More fixed. ;)

In the HH tests, the immediate redirection of wounds (as opposed to figures defending against the original attack), means that Strong Guy is often knocking out opponents like Beast and other normal attackers in one shot.

I'll put up more specifics late tonight (probably early am for you East Coast folks).
I think we could avoid that by bringing his defense up to 6 which will mean that he is likely to block most of the skulls rolled against him meaning that the chosen DO or figure would take fewer wounds. Also, his defense really should be 6 thematically.

SirGalahad
October 22nd, 2010, 02:29 PM
I'll just scrap the original playtest and start over.

Griffin
October 22nd, 2010, 02:32 PM
I'll just scrap the original playtest and start over.I was wanting to ask you about that actually, but I wanted to let you go at your own pace and I didn't want to step on your toes. If you ever need help getting a playtest done, please feel free to ask.

SirGalahad
October 22nd, 2010, 09:52 PM
Seing as how it was my first design as a Hero, I was trying to be heroic and do it myself, but this school year has really been kicking my butt as an administrator (requirements for No Child Left Behind go up this year and they changed our state test for math), so I haven't had much uninterrupted time (even in the evenings and on weekends) to complete his playtest. Even my posts are often a couple here and there as I can snatch a few minutes before having to move on to the next thing. - Like now I have to be an administrator at our high school football game.

I'd be honored if someone would be willing to take on Strong Guy's playtest after I make those changes to the front page.

EDIT: Front page updated.

Griffin
October 22nd, 2010, 10:07 PM
Seing as how it was my first design as a Hero, I was trying to be heroic and do it myself, but this school year has really been kicking my butt as an administrator (requirements for No Child Left Behind go up this year and they changed our state test for math), so I haven't had much uninterrupted time (even in the evenings and on weekends) to complete his playtest. Even my posts are often a couple here and there as I can snatch a few minutes before having to move on to the next thing. - Like now I have to be an administrator at our high school football game.

I'd be honored if someone would be willing to take on Strong Guy's playtest after I make those changes to the front page.

EDIT: Front page updated.

I am sorry
I can help with that towards the end of this weekend

IAmBatman
October 23rd, 2010, 01:23 AM
No Hero left behind is our policy here. :-)
I'm good with the wording changes and the upping of his defense. However, I think the D20 roll should be upped as well to keep his cost down. I'm thinking 13/14?

SirGalahad
October 23rd, 2010, 01:27 AM
No Hero left behind is our policy here. :-)
I'm good with the wording changes and the upping of his defense. However, I think the D20 roll should be upped as well to keep his cost down. I'm thinking 13/14?

It is his signature (and only) special power. I wouldn't mind seeing his cost bumped up a bit so that he could use it with some regularity.

IAmBatman
October 23rd, 2010, 01:36 AM
I still think 10 is a tad low on the roll. Can I sell you on even 12? I think that Evasive Strike, at 15, gets used with a fair amount of regularity ... and a 12 is much lower than that.

SirGalahad
October 23rd, 2010, 04:08 AM
The increased defense will prevent him from receiving more wounds to redirect in the first place, so let's start with 12 and see how he plays out. 12 was where we had him after we moved from 10 when the opponent was rolling defense dice against his teammate's redirected attack.

IAmBatman
October 23rd, 2010, 10:35 AM
Sounds like a plan! :-)

IAmBatman
October 28th, 2010, 01:27 AM
Where are we at on this one? :-)

SirGalahad
October 28th, 2010, 08:31 PM
Seing as how it was my first design as a Hero, I was trying to be heroic and do it myself, but this school year has really been kicking my butt as an administrator (requirements for No Child Left Behind go up this year and they changed our state test for math), so I haven't had much uninterrupted time (even in the evenings and on weekends) to complete his playtest. Even my posts are often a couple here and there as I can snatch a few minutes before having to move on to the next thing. - Like now I have to be an administrator at our high school football game.

I'd be honored if someone would be willing to take on Strong Guy's playtest after I make those changes to the front page.


EDIT: Front page updated.
I am sorry
I can help with that towards the end of this weekend
From the other thread, it sounds like you are as busy at work as I am - AIMS testing this week for me.

I updated the front page with the roll of 12.

Just a quick test before heading out to the next thing on my schedule:

SG def Superman on R1T6 with 0 wounds, redirecting 5 wounds and 2 wounds.

Supes def SG on R3T6 with 1 wound, Kinetic Redirection succeeded once and failed twice.


If a big-attack melee figure attacks, you want to defend poorly and then hit the d20.

Griffin
October 28th, 2010, 11:11 PM
As I gain time Sir G, I will try and fill in some of the tests on this guy if you would put up a Test Sheet and fill out what you have done.

IAmBatman
October 28th, 2010, 11:52 PM
Sounds good! :-) Thanks for the update.

Hahma
October 29th, 2010, 12:47 AM
Looks good Sir G. :thumbsup:

Also, you might want to link Strong Guy Photos (http://www.heroscapers.com/community/showpost.php?p=1200789&postcount=47) to the first page so that A3n can easily find them later. :D

SirGalahad
October 29th, 2010, 01:28 AM
Pics linked to 1st page.

Griffin
November 18th, 2010, 08:33 AM
C3G PLAY TEST FEEDBACK FORM

NAME OF THE TEST UNIT (Insert Name Here)

- 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? Pass, but I feel like his cost could fall from 175 (as is prescribed) to as high as 220, as I feel that he could hang with captain A and the Hawks, but that would depend on his D20 too (even though his stats are Martian Manhunter league. I think 210 would work for this guy, and Huntress got lucky and she happens to be a great counter to him (in melee or at a range).

TEST 1
Map: Negative Zone
Units: Strong Guy VS Punisher
Stong Guy wins with 2 wounds out of 5 life.

TEST 2
Map: Negative Zone
Units: Strong Guy VS Daredevil
Strong Guy wins with 2 wounds out of 5 life.

TEST 3
Map: Negative Zone
Units: Strong Guy VS Huntress
Huntress wins with 2 wounds out of 4 life.

TEST 4
Map: Negative Zone
Units: Strong Guy VS Bullseye
Strong Guy wins with 4 wounds out of 5 life.

TEST 5
Map: Negative Zone
Units: Strong Guy VS Beast
Strong Guy wins with 2 wounds out of 5 life.

_____________________________________________________________


- Squad / Does it pass? YES, 210 still sounds about right.
Map: Negative Zone
Units: Strong Guy VS Street Thugs x3
Street Thugs win with 3 men left. SG continued to plow through them with his Kinetic Power until his rolls weren't so hot and the wounds stacked up. The Thugs also had height which helped tremendously. _____________________________________________________________


- Army Test/ Does it pass? YES, this was a well balanced game that was lots of fun and thematically appropriate. SG was able to pull a trick Kinetic roll off on HULK which was great at making him really angry and killing SG - exactly how it should be.
Map: Negative Zone
Units: Strong Guy, Jean Grey, and Cyclops VS Hulk and Cap A
Cap goes out towards the hideous monster growing out of the water (if you can even call that). Cyclops gets SG to move forward then Jean takes a turn that ends in her throwing herself up on the mountain side next to the Negative Zone monster. Cap takes aim and wounds Jean and SG with his shield. SG moves up again then Jean throws cap for damage and hits him with a normal attack. Cap climbs up and hits Jean with a huge normal attack that she barely blocks. Now one away from death, Jean attempts to throw Cap but fails then fails her attack which Cap counters and kills her. Hulk jumps in there but cant hurt SG. Then SG kills Cap. Hulk pounds SG but SG redirects the kinetic energy of the attack and puts 5 wounds on Hulk, which really makes Hulk mad. So Hulk then hit SG again and crushed him against the side of the Negative Zone monster. Cyclops uses his SA and get Hulk down to one life left, but Hulk was fully enraged and so Super Leaped to Cyclops and hit him for 6 skulls, killing Cyclops.

Hulk wins with 7 wounds.
_____________________________________________________________


- Army Test/ Does it pass? YES, 210 still feels right to me.
Map: Negative Zone
Units: Strong Guy, Professor X, Angel, and Nightcrawler VS Magneto and Sentinels x2
Sentinels move forward as do Nightcrawler and Angel carrying Professor. Sentinel A gets caught up in some Nightcrawler action and the two dance with Nightcrawler coming out on top. Then Magneto shows up and from a great range hits Professor X for a couple of wounds - so Angel flies out of there. Nightcrawler and SG then start to try and take the hill that Magneto and his Sentinel are on, but it is difficult to maintain any ground you get when Magneto keeps throwing you away and for damage. So, because Mags had thrown the heroes so far away, Professor X had to get back into the fight, so he does and gets himself killed when Magneto throws him into engagement with himself and for a wound, then next round, the Sentinel helped give Mags the initiative and so Mags puts his bubble back up and punches Professor X for the kill. Angel then quickly grabbed SG and put him on Professor's previous place. Then SG took Magneto out. Sentinel finally killed Angel, then him and SG went back and forth but SG was his better.

Strong Guy and Nightcrawler win with 3 wounds on SG and 3 wounds on Nightcrawler.

Griffin
November 18th, 2010, 08:34 AM
I will finish this up later today. :)

IAmBatman
November 18th, 2010, 01:08 PM
Cool, thanks for tackling this, Griff! :-) It was number one on my hit list, but I can now shift my focus to public design threads when I get a chance to test next (Saturday, maybe?).

SirGalahad
November 19th, 2010, 12:04 AM
Couple more:

Strong Guy vs. Gorilla Grodd
Strong Guy T5R2 with 3 wounds. Kinetic Redirection was 1 / 2, inflicting 2 wounds.

Strong Guy vs. Blob
Strong Guy wins T6R1 with 0 wounds after Blob whiffed both defense rolls.

Strong Guy vs. Blob
Blob wins T5R3 with 4 wounds. Kinetic Redirection was 2 / 6, inflicting 2 wounds.

Hahma
November 19th, 2010, 04:19 PM
He should be interesting against squads and multiple attackers. After the first squaddie attacks him and he hits with KR, he could take out one of the next ones that were going to attack him. Same could be done with a double attacking hero, after the first attack, SG can possibly take out the attacker before he gets the second attack off. Interesting and make for some fun strategy for the opponent.


Look forward to seeing how he turns out.

Great job on taking this one on Griff. :D

IAmBatman
November 19th, 2010, 05:53 PM
These are the types of comments you need to make sure you edit before this gets released, Hambone. :-P

Hahma
November 19th, 2010, 09:51 PM
Done. :D

IAmBatman
November 19th, 2010, 09:53 PM
Thanks! :-)

Hahma
November 19th, 2010, 09:55 PM
no problem

Griffin
November 20th, 2010, 12:42 AM
OK, playtest is done (please update the first page with my test) and I feel very comfortable with 210 as our price range from here.

Preemptive yea for ERB.


ERB next.... yeah that's right.... ERB. I knew that. :lol:

IAmBatman
November 20th, 2010, 12:53 AM
Stop trying to skip the ERB! :-P

Hahma
November 20th, 2010, 07:07 AM
Preemptive Yea to ERB

IAmBatman
November 20th, 2010, 12:03 PM
Preemptive yea for ERB.

GreyOwl
November 20th, 2010, 12:05 PM
yea

SirGalahad
November 20th, 2010, 02:36 PM
Front page updated.

Thanks, Griff

YEA to ERB

Griffin
November 20th, 2010, 02:44 PM
Someone should probably make a proposal though right? :lol:

IAmBatman
November 20th, 2010, 04:36 PM
Someone should probably make a proposal though right? :lol:

Hasn't stopped us in the past. :lol:

Hahma
November 20th, 2010, 08:08 PM
Front page updated.

Thanks, Griff

YEA to ERB

pssst...Sir G. You're the LD on this puppy, you can propose to ERB. :D

SirGalahad
November 20th, 2010, 09:53 PM
Sorry, I'm new at this part. :lol:

I propose that Strong Guy be moved to the ERB Phase.

GreyOwl
November 20th, 2010, 10:11 PM
yea

A3n
November 20th, 2010, 10:42 PM
About Yea time :p

NecroBlade
November 21st, 2010, 01:56 AM
Yea

IAmBatman
November 21st, 2010, 01:58 AM
Down to Spidey and Whitey to vote here!

Spidey'tilIDie
November 21st, 2010, 03:10 AM
Yea.

IAmBatman
November 22nd, 2010, 01:41 PM
Whitey or about 8 hours to go!

SirGalahad
November 22nd, 2010, 10:35 PM
Passing on time to ERB - sent to Eclipse and hi1x4

IAmBatman
November 22nd, 2010, 10:42 PM
Nice. :-)

SirGalahad
November 23rd, 2010, 08:22 AM
First ERB response is from Eclipse:

I like. Neat way to interpret his abilities. Personally, I'd consider doing it based on skulls rolled against him rather than wounds received, with him rolling defense dice normally afterwards. That seems a little truer to the comic. Might be hard to balance though. All in all its neat though; little I would change personally.

Hahma
November 23rd, 2010, 08:51 AM
Cool 8)

Griffin
November 23rd, 2010, 08:59 AM
Good start, and personally I like the wounds aspect better than just the skulls, because the skulls represent the power of the attack sure, but the supposed wounds represent the amount of kinetic energy absorbed. So me likey as is. :D

SirGalahad
November 23rd, 2010, 02:01 PM
Here's hi1x4's ERB response:

I the approach you took with him, very unique and interesting. I do have a few comments/suggestions/clarifications though.

As the ability is worded right now, Strong Guy MUST move if he rolls a 12 or higher. I don't think that should be the case. I would add "you may immediately move..." OR if you do want to make it a necessity that he move (which I don't think should be the case) say "you must immediately move..." Either way that line needs clarification. Also saying "you may" means he can redirect attacks from an adjacent attacking figure back to the adjacent attacking figure.

Actually, the same problem exists in the next line, as worded you MUST inflict your wounds on an adjacent figure if there is one, including those on your own team. I don't think that is thematic. Again you can fix this by adding "you may choose one adjacent..." OR if you intent was that he had to pass on the damage then "you must choose...."

In the first case where choosing a figure to receive the wounds is optional, you can drop "if possible" from the end of that line. Since later on it covers what happens if not possible, it's just repetitive.

"...receives any wounds instead of Strong Guy." is too open to interpretation. Technically that means at any point during the game that figure will take Strong Guy's wounds. That is definitely not what you want. Instead I would say "...receives any wounds Strong Guy would have received from the attack."

This also eliminates another confusing point. If Strong Guy can receive leaving engagement attacks, and he receives a wound from them, so those wounds get transferred as well through Kinetic Redirection? Or is it just the wounds from the attack? In the first case I would reword what I suggested above to "...receives any wounds Strong Guy would have received ______." Actually I don't know how I would word that, you can't say "this turn" or "from the attacking figure" because Strong Guy may have been attacked multiple times in a turn or he may have been attacked by one figure and received a disengagement swipe from another. I would keep it the way I first suggested and he'll just have to take any wounds inflicted by leaving engagement swipes. I would also make this a FAQ question.

I've summarized my suggestions in the ability below.
KINETIC REDIRECTION
If Strong Guy would receive 1 or more wounds from a normal attack, roll the 20-sided die. If you roll 1-11, place Wound Markers normally. If you roll a 12 or higher, you may immediately move Strong Guy up to 4 spaces. After this move, you may choose one destructible object or opponent's figure adjacent to Strong Guy, if possible. The chosen destructible object or figure receives any wounds Strong Guy would have received from the attack instead of Strong Guy. If Strong Guy does not end his Kinetic Redirection move adjacent to a destructible object or opponent's figure, place Wound Markers normally. When Strong Guy moves using Kinetic Redirection, he will take any leaving engagement attacks.

If I see anything else I'll let you know. I really do like the direction you went with this guy. Let me know what you think of my suggestions!

I thought a move of zero was a move. And it was intentional that he should be able to redirect his attack back at the adjacent attacker, but I'm OK with the "you may"s being added and the other edits.

Front page updated and

I propose that Strong Guy be moved to the Playtesting Phase.

IAmBatman
November 23rd, 2010, 02:39 PM
Yeah, it only triggers from a normal attack, so there should be no question about it triggering from a leaving engagement attack.
The wording suggestions look good. :-)
Here's my yea for Playtesting.

SirGalahad
November 23rd, 2010, 03:17 PM
Here's my preemptive yea for Playtesting (got a proposal to go with that title change?)

It's in the post above yours. :p

IAmBatman
November 23rd, 2010, 03:46 PM
No fair editing. :-P

Griffin
November 23rd, 2010, 05:39 PM
I think "instead of Strong Guy" is understandable without spelling it out like you did with "Strong Guy would have received from the attack", but even thought it is longer, this is the only power on the card.

"You may"s are fine, but special powers are always optional unless stated otherwise.

Yea, the edits are fine.

GreyOwl
November 23rd, 2010, 07:36 PM
yea

Hahma
November 23rd, 2010, 07:43 PM
yea

NecroBlade
November 23rd, 2010, 09:03 PM
Yea

SirGalahad
November 24th, 2010, 10:25 AM
Down to Spidey, Whitey, and A3n (who has been furiously updating the PDF links)

Spidey'tilIDie
November 24th, 2010, 10:32 AM
Yea.

A3n
November 24th, 2010, 03:10 PM
Down to Spidey, Whitey, and A3n (who has been furiously updating the PDF links)
:oops: I thought I had already voted of course you get my YEA, & a hallelujah. :D

IAmBatman
November 24th, 2010, 04:50 PM
:lol: seriously. Eventually we'll have Sir G to the point where he does more than one LD a year. :-P

SirGalahad
November 24th, 2010, 07:00 PM
Hey now I just started this summer.

IAmBatman
November 24th, 2010, 09:48 PM
2011 for the win! :-P

SirGalahad
November 26th, 2010, 05:00 AM
This passes on time.

Alert the Playtesters!

I will be at a soccer tournament most of today and tomorrow, not getting back on (if I have service) until tonight. If one of you could pm his info to the lucky winners, I'd appreciate it.

Hahma
November 26th, 2010, 07:37 AM
I'm on it :D

Edit: I sent Scapemage the info this morning.
Edit: I sent Tickle the info this morning.

SirGalahad
November 26th, 2010, 06:01 PM
Hahma's da man!

WiFi at the mall - good for another 30 min or so.

IAmBatman
November 26th, 2010, 09:06 PM
Sweet! :-) Glad to see this moving along!
Now I need to go check on the SHIELD Agents, Elektra, and Echo ...

SirGalahad
November 28th, 2010, 11:48 AM
Tickle's report:

C3G PLAY TEST FEEDBACK FORM

NAME OF THE TEST UNIT (Strong Guy)

- THEME TEST/
PASS

- MIRROR TEST/
PASS

- BONDING TEST/
PASS

- SYNERGIES TEST/
PASS

- POWER CHECK/
PASS

- FUN TEST/
PASS

- FUN COMPETITIVE TEST/
PASS

- DRAFTING TEST/
PASS

- USAGE TEST/
PASS

- STRATEGY TEST/
PASS

- Heavy Hitter or Mid-Level Hero/ Does it pass?

TEST 1
Map: Turret Rocks
Units: Strong Guy (210) VS Batman (Bruce Wayne) (200)
Round 2 Turn 3
Strong Guy won with 1 wound.
Batman couldn't hit an Evasive Strike roll and Stong Guy was on a roll. Batman's SA was not very effective here due to it being a low attack that must target different figures.

TEST 2
Map: Turret Rocks
Units: Strong Guy (210) VS Hawkgirl (225)
Round 3 Turn 1
Hawkgirl won with 3 wounds.
I hadn't used her before, but she was pretty good. The dice were hot for her, Strong Guy couldn't get more than one shield and didn't get any Kinetic Redirection rolls.

TEST 3
Map: Turret Rocks
Units: Strong Guy (210) VS Charos (210)
Round 4 Turn 2
Strong Guy won with 3 wounds.
This was basically a battle of the Titans. The only wounds Strong Guy took were from good Counterstrike rolls. He got to Redirect 3 wounds back to Charos.

TEST 4
Map: Turret Rocks
Units: Strong Guy (210) VS Sharwin Wildborne and Ogre Pulverizer (210)
Round 2 Turn 3
Strong Guy won with 2 wounds.
The Orge moved up first and caused 2 wounds, but he got 3 wounds from Lumbering Bully before Strong Guy finished him off at the start of the second round. Shawin didn't do anything, she died in one hit from Strong Guy who had height.

TEST 5
Map: Turret Rocks
Units: Strong Guy (210) VS Pyro and Toad (215)
Round 4 Turn 1
Toad won with 3 wounds.
Pyro was able to get Strong Guy down to one life by using his Living Flames SA and Engulf to bypass Kinetic Redirection. Toad just had to use his Caustic Acid SA to put the last wound on Strong Guy, this was a close one.

_____________________________________________________________


- Squad / Does it pass?
Map: Turret Rocks
Units: Strong Guy (210) VS 4th Mass Line x3 (210)
Round 4 Turn 3
4th Mass won with 7 remaining
While the 4th Mass had a hard time getting through his defense, Kinetic Redirection was not very effective here. Sure he got to destroy one 4th Mass but there were always more. I think the biggest issue was 4 attacks per turn vs 1 attack per turn.

_____________________________________________________________


- Army Test/ Does it pass?
Map: Turret Rocks
Units: Strong Guy, Cyclops, Wolverine, 5th Precinct Beat Cops x2 (810) VS Flash, Superman and Green Arrow (800)
Round 7 Turn 2
Strong Guy, Wolverine and the Beat Cops won. Strong Guy had 2 wounds, Wolverine had 4 and there were 2 cops left
Strong Guy had a ton of staying power in this matched due to him being paired with the cops. I used him with the Beat Cops to go after Superman and Flash (Both of whom Strong Guy is a good counter for). I mainly slow rolled my army, using Cyclops most 2nd OMs, allowing him to decide if Strong Guy or Wolverine needed the last attack. Just having Strong Guy up there made it difficult for Superman and Flash to cause much damage cause I used Strong Guy as my main meat shield surrounded by Cops. Kinetic Redirection finished off Flash when Superman rolled a good attack against Strong Guy. Thats when he moved out of the way of Superman, who was then able to move up and take out Cyclops, removing my OM flexibility and my strong ranged attack. Once I got Superman tied down with a few cops, Wolverine was able to use his Adamantium Claws to tear through the Man of Steel and killed him in a few attacks. Once Superman went down, Strong Guy went after Green Arrow, who was able to put a couple of wounds on Strong Guy, but couldn't block the attacks from him.

_____________________________________________________________


- Army Test/ Does it pass?
Map: Turret Rocks
Units: Strong Guy, Nightcrawler, and Green Goblin (580) VS Thor and Spider-man (590)
Round _ Turn _
Thor won with 6 wounds
Strong Guy was supposed to be my counter to Thor and/or, but I only got one Kinetic Redirection roll and that gave Thor 1 wound, then Strong Man fell fast. Green Goblin took out Spider-man and put 1 wound on Thor before he was taken out by Thor. Then Nightcrawler put 4 wounds on Thor before the God of Thunder could smite him as well.

I really like Strong Guy. He is a good unit that is powerful, but not broken. Good job :thumbsup:

Need anything else?

SirGalahad
November 28th, 2010, 11:49 AM
Good Pig's playtest report. I pm'd him about answers in red.

As my first play test I have to say this took a lot longer than I thought it would to complete. Maybe there are some shortcuts or ways to speed up the process. Let me know if I'm missing anything. Thanks.


- 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. Scary to attack with heavy hitters at times.

- 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. Didn't get a ton of OM's in the army games and was more or less treated like a front line defender unit like Blob.

Squad Test / Does it pass?*Pass
Played on Grundy's Grave

Minions of Utgar x2 (220 points) Vs.*Strong Guy (210 points)
R1- Minions win initiative and 3 of them move towards Strong Guy. Strong Guy get on to the road staying out of Minions reach for their next turn. Other set of Minions moves up to stay close by for back ups. Strong Guy gets first strike and takes out a Minion with his attack. Two Minions engage Strong Guy first one whiffs on the attack, second one gets through. Strong Guys gets roll for Kinetic Redirect and kills the Minion. Minion that is left retreats to regroup with other two. Strong Guy moves in striking distance for the next round.

R2- Strong Guy wins initiative engages 3 Minions and fails to kill one with his attack. 3 remaining Minions attack, first one gets blocked, second whiffs, third on height rolls 3 skulls for 6 hits. Strong Guy rolls 2 shield and misses Kinetic Redirect taking 4 wounds. Strong Guy attacks and kills a minion. First Minion's attack is blocked, second rolls no skulls. Strong Guys kills second to last Minion. Last Minion gets on height and rolls 3 skulls. Strong Guy gets 2 shields and misses Kinetic Redirect taking 4 wounds.

1 Minion survives to win on Round 2 Turn 3

It was a pretty close game. Minions aren't a very good match up for him obviously because of the their Deadly Strike and 3 chances to put some serious hurt on him. His points felt about right for what he did. I have the feeling that he is a very swingy unit, that will have huge wins on occasion for his moderate point cost. Their isn't a ton of strategy in using this guy you just want to run at an engage the biggest hero you can find, but he is still fun. You just have to pray to get that roll for Kinetic Redirect when he soaks up a huge attack.

Heavy Hitter Test 1/ Does it pass?*Pass
Played on Grundy's Grave

Captain America (220 points) Vs.*Strong Guy (210 points)
R1 – Strong Guy gets initiative and moves towards Captain. Captain moves up. Strong Guy moves again to close in, but keeps out of range of first strike. Captain gets on height and tries to Shield Throw at Strong Guy, but it gets blocked. Strong Guy gets on level ground and attacks Captain, and the attack is blocked. Captain attacks Strong Guy and the attack is blocked.

R2 – Captain wins initiative and attacks Strong Guy giving him 1 wound he missed the roll for Kinetic Redirect. Strong Guy attacks Captain and gives him 1 wound. Captain attacks Strong Guy and gives him 2 more wounds, he misses again for Kinetic Redirect. Strong Guy attacks Captain giving him 1 wound. Captain biffs on his attack. Strong Guy attacks Captain, but he rolls 4 shields and Strong Guy takes 1 wound from Counterstrike.

R3 – Captain wins initiative and attacks Strong Guy landing 4 wounds, Strong Guy misses Kinetic Redirect yet again and goes down.

Captain America wins with 2 wounds on his card in Round 3 Turn 1
This one could have gone either way with good rolls for Kinetic Redirect. The d20 was just not on his side this game.

Heavy Hitter Test 2/ Does it pass?*Pass
Played on Grundy's Grave

Jotun (225 points) Vs. Strong Guy (210 points)

R1 – Strong Guy wins initiative and moves up. Jotun moves up. Strong Guy moves on to height. Jotun moves up and engages Strong Guy. He manages to get a Throw in with Throwing Damage putting a wound on Strong Guy and also switch up the height advantage. Jotun attacks with his regular attack +1 for height. Strong Guy gets Kinetic Redirect moves back up on height and puts 3 wounds back in Jotun's face. Strong Guy's turn now and he attacks putting 2 wounds on Jotun. Jotun takes his last turn and misses the roll for Throw and his attack is blocked.

R2 – Jotun wins initiative tries to throw but misses it. He attacks and rolls a whopping 7 skulls. Strong Guy blocks 3 with shields, gets Kinetic Redirect roll and gives 4 of them back to Jotun. That's the game.

Strong Guy wins in Round 2 Turn 1 with 1 wound.

Jotun is the kind of unit Strong Guy excels at taking out if he can get the right roll. Huge offense potential that turns into a liability with Kinetic Redirect.

Heavy Hitter Test 3/ Does it pass?*Pass

Played on Grundy's Grave
Charos (210 points) Vs. Strong Guy (210 points)

R1 – Charos wins initiative and moves up. Strong Guy moves up. Charos engages Strong Guy and gets first strike, but his attack is blocked. Strong Guy attacks Charos and lands 1 wound. Charos attacks Strong Guy for 3 wounds, but they are sent back with Kinetic Redirect. Strong Guy Attacks Charos and lands another wound.

R2 – Strong Guy wins initiative and attacks Charos. Charos rolls 1 more shield and Strong Guy takes a wound for Counterstrike. Charos attacks and lands 2 wounds, Kinetic Redirect roll misses. Strong Guy lands 4 wounds and kills Charos.
Strong Guy wins in Round 2 Turn 2 with 3 wounds.
Not much to say about this match. Pretty average dice throughout the game. Standard slug fest.

Heavy Hitter Test 4/ Does it pass?*Pass
Played on Grundy's Grave

Batman (200 points) Vs. Strong Guy (210 points)

R1 – Batman wins initiative and moves up. Strong Guy moves up. Batman moves on to height and tries a Batarang at Strong Guy, but it is blocked. Strong Guy moves up engages Batman and attacks him rolling 6 skulls vs. Batman's 1 shield. Game over!
Strong Guy wins in Round 1 Turn 2 with 0 wounds.

It was one good dice roll, but still Batman is not a good match up for this guy on a flattish map.

Heavy Hitter Test 5/ Does it pass?*Pass
Played on Grundy's Grave

Cyclops (190 points) Vs. Strong Guy (210 points)

R1 – Cyclops wins initiative and moves within range shooting Strong Guy. 3 wounds get through, but he gets the roll for Kinetic Redirect and shares it with a nearby tree (treated as destructible objects for this and all other matches). Strong Guy moves up. Cyclops moves and attacks again trying to stay as far away from this Bruiser as possible. He gets 1 wound through. Strong Guy gets the roll for Kinetic Redirect, but can't get rid of it anywhere. Strong Guy uses the opportunity to move closer to Cyclops anyhow and takes the wound. Strong Guy moves in and engages Cyclops rolling 6 skulls. That's the game.

Strong Guy wins in Round 1 Turn 2 with 1 wound.

I think Cyclops would have had a chance to beat Strong Guy if it wasn't for the successful Kinetic Redirects. It gave him the ability to chase down Cyclops quickly and corner him. In hind sight I should have thought of trying to keep Cyclops from using his normal attack and only use the Optic Blast special to prevent Kinetic Redirect. Keeping in a straight line wasn't always ideal on the map though.

Army Test 1/ Does it pass?*Pass
Played on Grundy's Grave

Team 1: Captain America, Blob, Woverine (665 points)
vs.
Team 2: Prof X, Nightcrawler, Angel, Strong Guy (660 points)

R1 – Team 1 wins initiative. Blob moves up to block off the road. Prof X has Angel carry Strong Guy on to the road and then uses Strong Guy to engage and attack Blob. The attack is blocked. Blob attacks Strong Guy and gets 1 wound through. Prof X has Nightcrawler move up. Then Strong Guy attacks Blob, but Blubber blocks it again. Captain America tries Shield Throw, but whiffs on the roll. Professor X moves up to stay in range for the next round.

R2 – Team 1 wins initiative. Captain America moves up uses Shield Throw, rolls 3 skulls but is stopped with Psychic Defense X. Prof X uses Nightcrawler to Teleport Barrage Captain, but is blocked. Prof X uses Strong Guy to attack Blob, blocked again. Captain disengages Nightcrawler gets on height and attacks Prof X landing 3 wounds. Angel uses Guardian Angel and carries him to safety. Prof X uses Nightcrawler to attack Captain again landing 1 wound. Then uses Angel to carry him away even farther. Wolverine moves up and engages a Strong Guy on height. He attacks him, but it's blocked.

R3 - Team 1 wins initiative. Captain dishes out 6 wounds to Nightcrawler killing him. Prof X has Angel engage Captain and attack him, but it's blocked. Then he has Strong Guy attack Wolverine and it's blocked. Captain attacks Angel and it's blocked. Prof X uses Angel to attack Captain and he gets a wound through. Then he has Strong Guy attack Wolverine and he puts 1 wound on him. Wolverine disengages to chase after Prof X. Prof X uses a Psychic Blast and kills Captain America.

R4 - Team 2 wins initiative. Prof X has Angel move him away. Wolverine attacks Angel and lands 2 wounds. Prof X has Angel carry him farther and then has Strong Guy attack the Blob and it's blocked. Wolverine pursues Angel and Professor and engages, but Prof uses Psychic Defense X.

R5 - Team 1 wins initiative. Wolverine tries to attack again, but Prof uses Psychic Defense X. Prof has Angel move him out of there. Then he has Strong Guy attack Blob and finally he puts 3 wounds on him with a good roll. Wolverine pursues Prof X. Prof X has Angel move him and Strong Guy attack the Blob and it's blocked (are we sensing a pattern yet? ;) Wolverine pursues again. Prof X has Angel move him and then Strong Guy attack Blob and kill him with another good roll.

R6 - Team 2 wins initiative. Angel moves with Prof and Strong Guy moves to intercept Wolverine. Wolverine moves up. Angel moves Prof and Strong Guy holds his ground. Wolverine moves on to height. Prof X moves into line of sight between back trees to use Mind Link next round. Wolverine attacks and kills Angel.

R7 - Team 2 wins initiative. Prof uses Strong Guy to engage and attack Wolverine. He puts 4 wounds on Wolverine. Wolverine attacks Strong Guy 3 times and it's blocked 3 times. Strong Guy puts 1 wound on Wolverine. Wolverine attacks it's blocked, Kinetic Redirect of 1 wound and the third attack puts 3 wounds on Strong Guy. Strong Guy puts a wound on Wolverine. Wolverine attacks Strong Guy and he misses Kinetic Redirect and dies.

R8 - Team 1 wins initiative. Wolverine engages Prof and he uses Psychic Defense X. Prof puts 1 wound on Wolverine with Psychic Blast. Wolverine puts 2 wounds on Prof X to win the game.
Team 1 wins with Wolverine having 2 wounds in Round 8 Turn 2.

Strong Guy really got the shaft in this game with Blob blocking absolutely everything and not attacking him so as to have a chance at Kinetic Redirect. Once he finally killed Blob he had a shot at taking out Wolverine, but healing and 3 attacks makes him a nasty clean up unit. This was a really close game. The dice were fairly average, except for Blob who was rolling like 3-4 shields (x2) against Strong Guy's attacks.

Army Test 2/ Does it pass?*Pass
Played on Grundy's Grave

Team 1: Superman and Batman (600 points)
vs.
Team 2: Strong Guy, Wolverine and Pyro (610 points)

R1 – Team 2 gets initiative and Wolverine moves up. Batman moves up and tosses Batarang at Wolverine and it's blocked. Strong Guy moves up. Superman engages Strong Guy lands 1 wound that is Kinetic Redirected back. Wolverine engages Batman and lands 2 wounds. Superman attacks Strong Guy and gives him 3 wounds, misses Redirect.

R2 – Team 2 gets initiative again. Strong Guy attacks Superman and it's blocked. Superman attacks Strong Guy and gives him 3 wounds killing him after he misses Redirect. Wolverine puts 4 wounds on Batman and kills him. Superman flies out of Wolverines range and pounds on a sleeping Pyro landing 2 wounds. Wolverine pursues him. Superman disengages Pyro successfully and gets on height to attack Wolverine giving him 4 wounds. Wolverine heals one with Healing Factor X.

R3 – Team 1 gets initiative. Superman attacks Wolverine and gives him 4 wounds killing him. All order markers were on Wolverine (crap!). Superman flies over finishes off Pyro. Game over.

Team 1 wins with Superman having 1 wound in Round 3 Turn 2

Strong Guy didn't really have a chance in this game. Superman would be a good target for him with being able to place unblockable wounds, but he didn't get the rolls he needed. Superman won this game without even trying.

Griffin
November 28th, 2010, 11:49 AM
Yeah, GP sucked on the template and tickle did a great job, but each Test has a summary question that needs to be answered. Welcome back and you should have a new badge soon. 8)

Griffin
November 28th, 2010, 11:51 AM
I am curious who your next design choice will be. :)

IAmBatman
November 28th, 2010, 01:10 PM
Welcome back, Sir G! Did you pm Good Pig and try to coach him about the template at all? That's rough to look at. :-P

SirGalahad
November 28th, 2010, 02:15 PM
I will do that.

IAmBatman
November 28th, 2010, 05:07 PM
Thanks! Pm looked good. :-)

SirGalahad
November 29th, 2010, 02:08 AM
Good Pig resubmitted his playtest sheet:

NAME OF THE TEST UNIT Strong Guy

- 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. Scary to attack with heavy hitters at times.

- 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. Didn't get a ton of OM's in the army games and was more or less treated like a front line defender unit like Blob.

- Heavy Hitter or Mid-Level Hero/ Does it pass? PASS

TEST 1
Map: Grundy's Grave
Units: Captain America VS Strong Guy

R1 – Strong Guy gets initiative and moves towards Captain. Captain moves up. Strong Guy moves again to close in, but keeps out of range of first strike. Captain gets on height and tries to Shield Throw at Strong Guy, but it gets blocked. Strong Guy gets on level ground and attacks Captain, and the attack is blocked. Captain attacks Strong Guy and the attack is blocked.

R2 – Captain wins initiative and attacks Strong Guy giving him 1 wound he missed the roll for Kinetic Redirect. Strong Guy attacks Captain and gives him 1 wound. Captain attacks Strong Guy and gives him 2 more wounds, he misses again for Kinetic Redirect. Strong Guy attacks Captain giving him 1 wound. Captain biffs on his attack. Strong Guy attacks Captain, but he rolls 4 shields and Strong Guy takes 1 wound from Counterstrike.

R3 – Captain wins initiative and attacks Strong Guy landing 4 wounds, Strong Guy misses Kinetic Redirect yet again and goes down.

Captain America wins with 2 wounds on his card in Round 3 Turn 1

This one could have gone either way with good rolls for Kinetic Redirect. The d20 was just not on his side this game.

TEST 2
Map: Grundy's Grave
Units: Jotun VS Strong Guy

R1 – Strong Guy wins initiative and moves up. Jotun moves up. Strong Guy moves on to height. Jotun moves up and engages Strong Guy. He manages to get a Throw in with Throwing Damage putting a wound on Strong Guy and also switch up the height advantage. Jotun attacks with his regular attack +1 for height. Strong Guy gets Kinetic Redirect moves back up on height and puts 3 wounds back in Jotun's face. Strong Guy's turn now and he attacks putting 2 wounds on Jotun. Jotun takes his last turn and misses the roll for Throw and his attack is blocked.

R2 – Jotun wins initiative tries to throw but misses it. He attacks and rolls a whopping 7 skulls. Strong Guy blocks 3 with shields, gets Kinetic Redirect roll and gives 4 of them back to Jotun. That's the game.

Strong Guy wins in Round 2 Turn 1 with 1 wound.

Jotun is the kind of unit Strong Guy excels at taking out if he can get the right roll. Huge offense potential that turns into a liability with Kinetic Redirect.

TEST 3

Map: Grundy's Grave
Units: Charos VS Strong Guy

R1 – Charos wins initiative and moves up. Strong Guy moves up. Charos engages Strong Guy and gets first strike, but his attack is blocked. Strong Guy attacks Charos and lands 1 wound. Charos attacks Strong Guy for 3 wounds, but they are sent back with Kinetic Redirect. Strong Guy Attacks Charos and lands another wound.

R2 – Strong Guy wins initiative and attacks Charos. Charos rolls 1 more shield and Strong Guy takes a wound for Counterstrike. Charos attacks and lands 2 wounds, Kinetic Redirect roll misses. Strong Guy lands 4 wounds and kills Charos.

Strong Guy wins in Round 2 Turn 2 with 3 wounds.

Not much to say about this match. Pretty average dice throughout the game. Standard slug fest.

TEST 4

Map: Grundy's Grave
Units: Batman VS Strong Guy

R1 – Batman wins initiative and moves up. Strong Guy moves up. Batman moves on to height and tries a Batarang at Strong Guy, but it is blocked. Strong Guy moves up engages Batman and attacks him rolling 6 skulls vs. Batman's 1 shield. Game over!

Strong Guy wins in Round 1 Turn 2 with 0 wounds.

It was one good dice roll, but still Batman is not a good match up for this guy on a flattish map.

TEST 5

Map: Grundy's Grave
Units: Cyclops VS Strong Guy

R1 – Cyclops wins initiative and moves within range shooting Strong Guy. 3 wounds get through, but he gets the roll for Kinetic Redirect and shares it with a nearby tree (treated as destructible objects for this and all other matches). Strong Guy moves up. Cyclops moves and attacks again trying to stay as far away from this Bruiser as possible. He gets 1 wound through. Strong Guy gets the roll for Kinetic Redirect, but can't get rid of it anywhere. Strong Guy uses the opportunity to move closer to Cyclops anyhow and takes the wound. Strong Guy moves in and engages Cyclops rolling 6 skulls. That's the game.

Strong Guy wins in Round 1 Turn 2 with 1 wound.

I think Cyclops would have had a chance to beat Strong Guy if it wasn't for the successful Kinetic Redirects. It gave him the ability to chase down Cyclops quickly and corner him. In hind sight I should have thought of trying to keep Cyclops from using his normal attack and only use the Optic Blast special to prevent Kinetic Redirect. Keeping in a straight line wasn't always ideal on the map though.

- Squad / Does it pass? PASS
Map: Grundy's Grave
Units: Minions of Utgar x2 VS*Strong Guy
R1- Minions win initiative and 3 of them move towards Strong Guy. Strong Guy get on to the road staying out of Minions reach for their next turn. Other set of Minions moves up to stay close by for back ups. Strong Guy gets first strike and takes out a Minion with his attack. Two Minions engage Strong Guy first one whiffs on the attack, second one gets through. Strong Guys gets roll for Kinetic Redirect and kills the Minion. Minion that is left retreats to regroup with other two. Strong Guy moves in striking distance for the next round.

R2- Strong Guy wins initiative engages 3 Minions and fails to kill one with his attack. 3 remaining Minions attack, first one gets blocked, second whiffs, third on height rolls 3 skulls for 6 hits. Strong Guy rolls 2 shield and misses Kinetic Redirect taking 4 wounds. Strong Guy attacks and kills a minion. First Minion's attack is blocked, second rolls no skulls. Strong Guys kills second to last Minion. Last Minion gets on height and rolls 3 skulls. Strong Guy gets 2 shields and misses Kinetic Redirect taking 4 wounds.

1 Minion survives to win on Round 2 Turn 3

It was a pretty close game. Minions aren't a very good match up for him obviously because of the their Deadly Strike and 3 chances to put some serious hurt on him. His points felt about right for what he did. I have the feeling that he is a very swingy unit, that will have huge wins on occasion for his moderate point cost. Their isn't a ton of strategy in using this guy you just want to run at an engage the biggest hero you can find, but he is still fun. You just have to pray to get that roll for Kinetic Redirect when he soaks up a huge attack.

Army Test / Does it pass? PASS

ARMY TEST 1
Map: Grundy's Grave
Team 1: Captain America, Blob, Woverine (665 points)
VS
Team 2: Prof X, Nightcrawler, Angel, Strong Guy (660 points)

R1 – Team 1 wins initiative. Blob moves up to block off the road. Prof X has Angel carry Strong Guy on to the road and then uses Strong Guy to engage and attack Blob. The attack is blocked. Blob attacks Strong Guy and gets 1 wound through. Prof X has Nightcrawler move up. Then Strong Guy attacks Blob, but Blubber blocks it again. Captain America tries Shield Throw, but whiffs on the roll. Professor X moves up to stay in range for the next round.

R2 – Team 1 wins initiative. Captain America moves up uses Shield Throw, rolls 3 skulls but is stopped with Psychic Defense X. Prof X uses Nightcrawler to Teleport Barrage Captain, but is blocked. Prof X uses Strong Guy to attack Blob, blocked again. Captain disengages Nightcrawler gets on height and attacks Prof X landing 3 wounds. Angel uses Guardian Angel and carries him to safety. Prof X uses Nightcrawler to attack Captain again landing 1 wound. Then uses Angel to carry him away even farther. Wolverine moves up and engages a Strong Guy on height. He attacks him, but it's blocked.

R3 - Team 1 wins initiative. Captain dishes out 6 wounds to Nightcrawler killing him. Prof X has Angel engage Captain and attack him, but it's blocked. Then he has Strong Guy attack Wolverine and it's blocked. Captain attacks Angel and it's blocked. Prof X uses Angel to attack Captain and he gets a wound through. Then he has Strong Guy attack Wolverine and he puts 1 wound on him. Wolverine disengages to chase after Prof X. Prof X uses a Psychic Blast and kills Captain America.

R4 - Team 2 wins initiative. Prof X has Angel move him away. Wolverine attacks Angel and lands 2 wounds. Prof X has Angel carry him farther and then has Strong Guy attack the Blob and it's blocked. Wolverine pursues Angel and Professor and engages, but Prof uses Psychic Defense X.

R5 - Team 1 wins initiative. Wolverine tries to attack again, but Prof uses Psychic Defense X. Prof has Angel move him out of there. Then he has Strong Guy attack Blob and finally he puts 3 wounds on him with a good roll. Wolverine pursues Prof X. Prof X has Angel move him and Strong Guy attack the Blob and it's blocked (are we sensing a pattern yet? ;) Wolverine pursues again. Prof X has Angel move him and then Strong Guy attack Blob and kill him with another good roll.

R6 - Team 2 wins initiative. Angel moves with Prof and Strong Guy moves to intercept Wolverine. Wolverine moves up. Angel moves Prof and Strong Guy holds his ground. Wolverine moves on to height. Prof X moves into line of sight between back trees to use Mind Link next round. Wolverine attacks and kills Angel.

R7 - Team 2 wins initiative. Prof uses Strong Guy to engage and attack Wolverine. He puts 4 wounds on Wolverine. Wolverine attacks Strong Guy 3 times and it's blocked 3 times. Strong Guy puts 1 wound on Wolverine. Wolverine attacks it's blocked, Kinetic Redirect of 1 wound and the third attack puts 3 wounds on Strong Guy. Strong Guy puts a wound on Wolverine. Wolverine attacks Strong Guy and he misses Kinetic Redirect and dies.

R8 - Team 1 wins initiative. Wolverine engages Prof and he uses Psychic Defense X. Prof puts 1 wound on Wolverine with Psychic Blast. Wolverine puts 2 wounds on Prof X to win the game.

Team 1 wins with Wolverine having 2 wounds in Round 8 Turn 2.

Strong Guy really got the shaft in this game with Blob blocking absolutely everything and not attacking him so as to have a chance at Kinetic Redirect. Once he finally killed Blob he had a shot at taking out Wolverine, but healing and 3 attacks makes him a nasty clean up unit. This was a really close game. The dice were fairly average, except for Blob who was rolling like 3-4 shields (x2) against Strong Guy's attacks.

ARMY TEST 2
Map: Grundy's Grave
Team 1: Superman and Batman (600 points)
VS
Team 2: Strong Guy, Wolverine and Pyro (610 points)

R1 – Team 2 gets initiative and Wolverine moves up. Batman moves up and tosses Batarang at Wolverine and it's blocked. Strong Guy moves up. Superman engages Strong Guy lands 1 wound that is Kinetic Redirected back. Wolverine engages Batman and lands 2 wounds. Superman attacks Strong Guy and gives him 3 wounds, misses Redirect.

R2 – Team 2 gets initiative again. Strong Guy attacks Superman and it's blocked. Superman attacks Strong Guy and gives him 3 wounds killing him after he misses Redirect. Wolverine puts 4 wounds on Batman and kills him. Superman flies out of Wolverines range and pounds on a sleeping Pyro landing 2 wounds. Wolverine pursues him. Superman disengages Pyro successfully and gets on height to attack Wolverine giving him 4 wounds. Wolverine heals one with Healing Factor X.

R3 – Team 1 gets initiative. Superman attacks Wolverine and gives him 4 wounds killing him. All order markers were on Wolverine (crap!). Superman flies over finishes off Pyro. Game over.

Team 1 wins with Superman having 1 wound in Round 3 Turn 2

Strong Guy didn't really have a chance in this game. Superman would be a good target for him with being able to place unblockable wounds, but he didn't get the rolls he needed. Superman won this game without even trying.

IAmBatman
November 29th, 2010, 02:18 AM
Hey Sir G - could you link all the finished playtests to the first post? :-) I'd love to read them all.
It's looking like 210-220 from Good Pig's test.
Griff felt 210.

SirGalahad
November 29th, 2010, 12:29 PM
Front page updated with playtest links.

IAmBatman
November 29th, 2010, 12:34 PM
Thanks!

IAmBatman
November 29th, 2010, 12:35 PM
Hmm ... I'm glad there's one more test coming in, because I'm still split between 210-220 after reading Tickle's report.

SirGalahad
November 30th, 2010, 10:53 PM
SM921 pm'd me to say he should have the full sheet up sometime tomorrow.

IAmBatman
November 30th, 2010, 10:55 PM
Looking forward to it ... ! What are your current thoughts on cost, Sir G?

Hahma
November 30th, 2010, 11:18 PM
How about 215? Pair him with Deadpool for a nice round 500. :D

He could be swingy for sure. But he has a pretty big attack and defense that can certainly help him get into the mix. Playtests had him on both the winning and losing end of the game. He can get streaky good and really be nasty, but he has high enough defense and attack to not always have to rely on his special power.

IAmBatman
November 30th, 2010, 11:36 PM
215 is kinda feeling right ... I guess it'd give Deadpool and Scarlet Witch more of a chance for play in Mutant armies.

SirGalahad
December 2nd, 2010, 05:06 AM
scapemage921's playtest:

CHECK LIST FOR FIGURE UNITS
- THEME TEST/ Pass.
- MIRROR TEST/ Pass.
- BONDING TEST/ Pass.
- SYNERGIES TEST/ Pass.
- POWER CHECK/ Pass.
- FUN TEST/ Pass.
- FUN COMPETITIVE TEST/ Pass.
- DRAFTING TEST/ Pass.
- USAGE TEST/ Pass.
- STRATEGY TEST/ Pass.
PLAY TEST LIST FOR FIGURE UNITS
All tests done on Embattled Fen.
- HEAVY HITTER TEST/ Vs. Batman win: Strong Guy w/ 2 wounds, Kinetic Redirection helped once he engaged.
Vs. Capt. America win: Strong guy w/ 2 wounds, constant 4-skull attacks were bounced between the fighters.
Vs. Hawkgirl win: Strong Guy w/ 0 wounds, short fight, Strong Guy got his first two attacks in for a lot of damage.
Vs. Green Goblin win: Strong Guy w/ 1 wound, a 6-skull attack won the battle mid-fight.
Vs. Cyclops win: Strong Guy w/ 3 wounds, Optic Blast avoided Kinetic Redirection, but Strong Guy still won.
- SQUAD TEST/ Vs. 3x Mohicans win: 6 Mohicans in round 2 Turn 3, Kinetic redirection almost never succeeded, and the Mohicans thrived when engaged.
- ARMY TEST/ ARMY TEST 1
Team M (Mutant Mayhem): Strong Guy, Cyclops, Colossus, Wolverine, and Ice Troll Berserker (1025).

Team V (Vigilantes and Lawmen): Comm. Gordon, Black Canary, Venom, Batman, Huntress, Robin, James Murphy, and Guilty McCreech (1025).

Venom becomes Gordon’s chosen Vigilante. Team V wins initiative, and Venom is signaled out into the field. Gordon moves, with James and Guilty following. Strong Guy moves up the road and hides behind some battlements. Huntress also moves onto the road, followed by Robin, attacking Strong Guy. But the sole wound is redirected back to Robin as Strong guy engages the Sidekick. Cyclops moves up onto the road and attacks robin for a wound. Venom, not liking all the commotion around him, moves up to Cyclops and whacks him for 2 wounds. Colossus moves behind some battlements, throwing Wolverine adjacent to Venom, dealing him a wound. Cyclops chooses not to move, instead rearranging some Order Markers (because Venom wasn’t Bat-Signaled) and moving Colossus up over the battlement. Cyclops then attacks Venom, who Senses it and Swing Lines to the top of the field. Huntress misses her Crossbow, and Robin misses his attack, leaving the two in possible trouble. Wolverine retreats back towards Colossus, ready to be thrown. Venom Swings down to save the duo, dealing 3 wounds to Strong Guy, which he fails to redirect. Colossus throws Wolverine, who lands by dealing a wound to Venom. Since it’s a Special Attack, it only takes Huntress one shot with her Crossbow to finish Strong Guy. The fight was close, as both teams had very strategic armies.

ARMY TEST 2
Team M [again] (Mutants and Metahumans): Strong Guy, Nightcrawler, Creeper, Plastic Man, and Greater Ice Elemental.

Team F (Force of Fear): Arkillo and 4 Sinestro Corps Soldiers.

Plastic Man Bounce-n-Stretches onto the road. Arkillo kills off a Soldier, moves onto the road, attacks Plastic Man for 3 wounds, allows a Soldier to move, and lets that Soldier kill Plastic Man (complicated turn, geesh!). Nightcrawler Bamf!s over to Arkillo, using his extra move, in return sacrificing his attack. Arkillo swings out at the Mutant for 3 wounds, and thankfully Nightcrawler stays alive by Evading the Soldiers follow-up attack, Bamf!ing onto high ground. Nightcrawler then works wonders by dealing a wound to Arkillo from height. Arkillo, about to turn into a Red Lantern with all his rage, Eviscerates Nightcrawler to death. The adjacent Soldier, seeing the opening, swoops over and wounds Creeper 3 times over. A Soldier wounds Creeper, but he heals himself, transferring the wound over to Arkillo. But Creeper just can’t hang on, and falls to Arkillo’s fearful might. Filling Creeper’s void, Arkillo Eviscerates the GIE for 3 wounds, allowing the nearby Soldier to finish him off. Strong Guy manages to wound Arkillo twice, and in return takes a wound from the closest Soldier. Strong Guy kills Arkillo and a Soldier. Both Strong Guy and the Soldiers move, but the Soldiers get the first attacks. They both miss, and Strong Guy retaliates by wounding a Soldier twice. One Soldier gets a wound on Strong Guy, but then is killed by Strong Guy’s short and sweet normal attack. Strong Guy takes a wounds and fights back hard, but a simple Power Shield prevents any damage. Strong Guy attacks again, this time wounding the Soldier once, and then again through Kinetic redirection of the Soldiers attack attempt. Strong Guy finishes off the Soldier, and victory goes to Team M.

Analysis: Strong Guy was very fun. That one power goes a long ways. He performs a lot better one-on-one, but with the right teammates, he can be good in games. I’d say 210 is spot on perfect for him.


Since none of them know that we have DOs coming, they weren't used, so I think the additional 5 points is justified.

I propose that Strong Guy be moved to Final Editing Phase at 215.

Griffin
December 2nd, 2010, 07:03 AM
Yea

GreyOwl
December 2nd, 2010, 08:19 AM
yea

Hahma
December 2nd, 2010, 08:27 AM
YEA

Geez, Scapemage needs to have a better breakdown for army tests. It would be nice to see who was left alive with how many wounds without having to sift through the battle report to figure it out.

A short line (separate from the body of the report) saying "X with 3 wounds, Y with 1 wound and Z with 0 wounds survived for the victory."

Griffin
December 2nd, 2010, 08:31 AM
What Hahma said. I usually start or end with "XXX wins with x amount of wound."

Hahma
December 2nd, 2010, 08:42 AM
Yeah, it really helps to see if the game was lopsided or close or what. Then you can find out the circumstances that led to the the results in the body of the report.

whitestuff
December 2nd, 2010, 09:07 AM
Yea

SirGalahad
December 2nd, 2010, 09:18 AM
YEA

Geez, Scapemage needs to have a better breakdown for army tests. It would be nice to see who was left alive with how many wounds without having to sift through the battle report to figure it out.

A short line (separate from the body of the report) saying "X with 3 wounds, Y with 1 wound and Z with 0 wounds survived for the victory."

pm sent to scapemage

Hahma
December 2nd, 2010, 12:15 PM
Thanks Sir G. :D

Not so much necessary at this point for Strong Guy as I think we're pretty solid with him, but for future test sheets it would be a nice reminder for him. I like to cut to the chase and see who's left and then see how it happened to base an opinion on.

IAmBatman
December 2nd, 2010, 12:22 PM
Cool. :-) Way to train 'em up, guys.
Oh, and yea. I think 215 is perfect here.

NecroBlade
December 2nd, 2010, 12:48 PM
215 looks perfect to me. Yea.

A3n
December 2nd, 2010, 03:23 PM
Yea

SirGalahad
December 2nd, 2010, 05:49 PM
Thanks for the support. Spidey left to vote.

Spidey'tilIDie
December 2nd, 2010, 09:38 PM
Yea. Sorry, busy day at work.

IAmBatman
December 2nd, 2010, 11:15 PM
This passes to Final Editing at 215 points!

SirGalahad
December 3rd, 2010, 08:07 AM
Yea. Sorry, busy day at work.

No worries.

Any editing issues from anyone?

IAmBatman
December 3rd, 2010, 02:30 PM
I feel like we can do better than Comedic for his personality ... but I'm drawing a blank. :?

SirGalahad
December 4th, 2010, 02:16 AM
Comic
Humorous
Amusing
Farcical
Jocular
Whimsical
Light-hearted

GreyOwl
December 4th, 2010, 07:36 AM
Out of those, I think I like Amusing the best. Though I would definitely be open to alternatives.

Hahma
December 4th, 2010, 07:41 AM
I don't know the character at all, but Amusing would be fine out of those.

IAmBatman
December 4th, 2010, 12:13 PM
Amusing is how you describe a joke or even a person, but not really a person's personality ... it's the same issue I have with comedic, really. It just doesn't feel like a personality.
Jocular is the best one there for actually describing a personality, in my opinion.
Whimsical would work too, but I don't think it's as appropriate for the actual character, given its shade of meaning.

Hahma
December 4th, 2010, 12:23 PM
Adj. 1. jocular - characterized by jokes and good humor
jesting, jocose, joking
humorous, humourous - full of or characterized by humor; "humorous stories"; "humorous cartoons"; "in a humorous vein"
Adv. 1. jocular - with humor; "they tried to deal with this painful subject jocularly"
jocosely
Based on WordNet 3.0, Farlex clipart collection. © 2003-2008 Princeton University, Farlex Inc.
jocular
adjective humorous, joking, funny, amusing, teasing, jolly, witty, playful, whimsical, comical, jesting, jovial, droll, facetious, roguish, frolicsome, ludic (literary), waggish, sportive, jocund, jocose He was in a less jocular mood than usual.
serious, earnest, solemn, humourless


Sure, Jocular works too. Reminds me of Father Mulcahey on MASH. "Jocularity....Jocularity!" :D

Griffin
December 4th, 2010, 12:36 PM
How about Humorous or Friendly?

IAmBatman
December 4th, 2010, 12:54 PM
I could live with those. I'm not sure if Humorous is really that different from Comedic, though.

Spidey'tilIDie
December 4th, 2010, 02:35 PM
Unless I am mistaken, his particular brand of humor is sarcasm. So what about Sarcastic?

Griffin
December 4th, 2010, 03:25 PM
Does CYNICAL work?

IAmBatman
December 4th, 2010, 03:55 PM
Sarcastic could work. I don't think "Cynical" brings the "funny" we're looking for.

GreyOwl
December 4th, 2010, 05:20 PM
I like "sarcastic", as long as it fits the character.

SirGalahad
December 4th, 2010, 05:35 PM
Jocular sounds good - and it's just a neat word.

C3G - expanding the general community's vocabulary in the 21st century.

IAmBatman
December 4th, 2010, 05:51 PM
I love it. :-D

GreyOwl
December 4th, 2010, 06:10 PM
I'm good with Jocular, as well.

Griffin
December 4th, 2010, 06:21 PM
Game on. :D:up:

SirGalahad
December 5th, 2010, 01:09 PM
With that change, we just need a card.

GreyOwl
December 5th, 2010, 09:37 PM
SirG, I can make this card for you, but we need to find a new comic image. That one in the first post is way too small. It won't look good if I blow it up to the size we need.

IAmBatman
December 5th, 2010, 09:55 PM
This one's pretty good if we can do something about the dialogue ...

#1)
http://media.comicvine.com/uploads/5/53216/1415347-xf_508_strongguy.jpg

This one too:

#2)
http://media.comicvine.com/uploads/5/53216/1237383-x_factor_205_strongguy2.jpg

This one might be a winner:

#3)
http://media.comicvine.com/uploads/0/5344/1222247-strong_guy_01.jpg

This is a pretty good one too:

#4) http://media.comicvine.com/uploads/1/11352/1064884-x_factor__200_025.jpg

GreyOwl
December 5th, 2010, 11:25 PM
Here you go!

whitestuff
December 6th, 2010, 02:52 AM
Here you go!
He doesn't seem too jocular... :|

SirGalahad
December 6th, 2010, 08:17 AM
Here you go!

http://www.hiddendragon.com/hs_customs/C3G/staging_7519384571/cards/JPG/C3G_StrongGuy_comic.jpg
He doesn't seem too jocular... :|

What about this one?
http://www.heroscapers.com/community/gallery/files/4/5/5/9/81488_7301_strong_guy.jpg

A3n
December 6th, 2010, 08:49 AM
Yeah, I don't think the comic used in the card suits our Guy very well. IMO.

Cheers

Griffin
December 6th, 2010, 09:28 AM
That is an awesome comic pic Sir G, that is at least his iconic look.

GreyOwl
December 6th, 2010, 09:39 AM
I can redo it with that picture, unless you want to leave it for A3n due to the text issue I responded to over in Electro's thread.

SirGalahad
December 6th, 2010, 10:04 PM
What do each of your timetables look like?

GreyOwl
December 6th, 2010, 10:20 PM
Do you mean me making the new InDesign templates? Not sure, it's kind of an ongoing thing. I have the proof of concept working except for one thing, and I think I need to write some code to make that part work.

SirGalahad
December 6th, 2010, 10:26 PM
I haven't seen that much difference between the cards, so I'd be happy to have you do him up with your existing templates. I just didn't want to add more work down the road.

GreyOwl
December 6th, 2010, 11:05 PM
I see the difference on the screen, but when I print them out they look almost identical. But if Griffin notices a difference even in the printed version, I'm okay with letting A3n do the cards until we get the InDesign stuff figured out (as long as he doesn't mind).

A3n
December 6th, 2010, 11:28 PM
The only difference is when there is a lot of text. We use the same font I just go down smaller increments then the autofit of publisher & I adjust the leading variably also where as Publisher's leading when on autofit is always set to be proportionate to the text size.

BTW the funny thing here is that I already had Strong Guy 90% carded I just had to find a background for the mini, I had the comic pic you had in the OP though.

Cheers

GreyOwl
December 6th, 2010, 11:37 PM
I think another difference is Photoshop lets you antialias the text, which looks nicer on smaller sizes, whereas Publisher doesn't have that option.

Spidey'tilIDie
December 7th, 2010, 03:35 AM
Man, when you two chat like this, it makes me realize just how much I don't know about computers and the things they are capable of! :shock:

GreyOwl
December 7th, 2010, 09:43 AM
Man, when you two chat like this, it makes me realize just how much I don't know about computers and the things they are capable of! :shock:

Kind of like how we feel when you talk about comic books! ;)

A3n
December 7th, 2010, 04:43 PM
Man, when you two chat like this, it makes me realize just how much I don't know about computers and the things they are capable of! :shock:

Kind of like how we feel when you talk about comic books! ;)

:word:

GreyOwl
December 7th, 2010, 05:58 PM
I'll try redoing this card using A3n's method, maybe later tonight. Same with Electro.

Griffin
December 7th, 2010, 06:10 PM
Sweet. :D

I think with those changes to not using the auto-resizing doohickey, you should be open for business.

GreyOwl
December 7th, 2010, 06:17 PM
Yeah, it will just be a pain for me because now I have to maintain two different ways to make cards...hopefully these new guys will take over soon.

Griffin
December 7th, 2010, 06:48 PM
Yeah, it will just be a pain for me because now I have to maintain two different ways to make cards...hopefully these new guys will take over soon.
Why would you maintain the old way though? Why not just embrace the new? :D

I don't want the new guys to take over or replace, just help out. Is it your intention to actually retire from art?

GreyOwl
December 7th, 2010, 07:09 PM
Because my other is way is faster, easier, takes up MUCH less hard drive space, and is easier to maintain and make mass changes when needed.

SirGalahad
December 7th, 2010, 07:24 PM
Couldn't this just be one of the areas where we pattern ourselves after classic and just be consistently inconsistent?

GreyOwl
December 7th, 2010, 08:00 PM
Updated card. Also whitestuff, could you please delete the image and url from your post on the previous page? Let's try to keep all unreleased links out of the posts except for the first post.

I'll delete this one once the first post is updated, assuming everyone is okay with the card.

Griffin
December 7th, 2010, 08:14 PM
I LOVE the new card! :D:up:

Spidey'tilIDie
December 7th, 2010, 08:55 PM
Me too. Very Strong, Guy.

Griffin
December 7th, 2010, 09:15 PM
I also love the design here too. Another single powered card that nails the theme of the character. :D:up:

IAmBatman
December 7th, 2010, 10:35 PM
Looking good!

SirGalahad
December 8th, 2010, 01:13 AM
Front page updated. Waiting for mini card.

A3n
December 8th, 2010, 03:23 AM
Front page updated. Waiting for mini card.

It shouldn't be too far away, I put the mini & background on the server so GO can pick it up & put into the card for you.

Cheers

GreyOwl
December 8th, 2010, 08:11 AM
I will try to work on the mini card for this, and Electro, later tonight.

SirGalahad
December 8th, 2010, 09:41 AM
You guys are the best. -- I don't care what anyone else says.;)

GreyOwl
December 8th, 2010, 11:08 PM
Mini card and PDFs:

Griffin
December 8th, 2010, 11:39 PM
Awesome!!!!

Hahma
December 9th, 2010, 12:12 AM
Looks great GO! The PDF link has the card centered for printing. Usually they are already at the top of the page when you go to print.

GreyOwl
December 9th, 2010, 12:25 AM
Yep, see my response in Electro's thread.

IAmBatman
December 9th, 2010, 12:30 AM
Love it - read it over - preemptive yea for On Deck.

GreyOwl
December 9th, 2010, 12:31 AM
yea

A3n
December 9th, 2010, 12:39 AM
You guys are the best. -- I don't care what anyone else says.;)

Who's been saying what??? :evil: :p

IAmBatman
December 9th, 2010, 12:44 AM
:unsure:

SirGalahad
December 9th, 2010, 12:46 AM
Thanks everybody. Front page updated.

I propose that Strong Guy be moved to On-Deck.

A3n
December 9th, 2010, 01:00 AM
Yea

whitestuff
December 9th, 2010, 04:44 AM
Yea

Hahma
December 9th, 2010, 06:42 AM
yea

SirGalahad
December 9th, 2010, 08:13 AM
Necro, Spidey and Griffin to go

Hahma
December 9th, 2010, 08:39 AM
Necro, Spidey and Griffin to go

I believe GO is proxy for Spidey until Sunday, so just Necro and Griffin to go. :)

Griffin
December 9th, 2010, 09:53 AM
I am not sure if it is just a JPEG issue, but when I do the "flippy floppy" the text doesn't line up perfectly and the miniature text is slightly thinner.

Griffin
December 9th, 2010, 09:58 AM
OK, so I just compared the PDFs and the colors are not the same. :confused:

Griffin
December 9th, 2010, 10:01 AM
Nay.

Hahma
December 9th, 2010, 10:30 AM
I am not sure if it is just a JPEG issue, but when I do the "flippy floppy" the text doesn't line up perfectly and the miniature text is slightly thinner.

Yeah, now looking closer, the text is different. I especially notice "points" being the most immediately noticable.

OK, so I just compared the PDFs and the colors are not the same. :confused:

I guess the red in the mini PDF looks a tad darker.

NecroBlade
December 9th, 2010, 11:44 AM
Looking at "points" it might be the aliasing?

GreyOwl
December 9th, 2010, 11:51 AM
I am not sure if it is just a JPEG issue, but when I do the "flippy floppy" the text doesn't line up perfectly and the miniature text is slightly thinner.

Yeah, now looking closer, the text is different. I especially notice "points" being the most immediately noticable.

Not sure what you mean about the text being thinner. It's from the same Photoshop image - I didn't even make two different versions, I have one file where I swapped out the background picture only. Everything else should be identical. :confused:

The word "POINTS" is identical to every card we've made for a while. I didn't change the template at all.


OK, so I just compared the PDFs and the colors are not the same. :confused:

I guess the red in the mini PDF looks a tad darker.

I just loaded both PDFs into Photoshop and sampled the red panel color on both, and they have the exact same color values.

Looking at "points" it might be the aliasing?


Yes it is, but that's been there for a long time. We had some trouble getting rid of that artifact.

Hahma
December 9th, 2010, 11:58 AM
The word "POINTS" is identical to every card we've made for a while. I didn't change the template at all.

Looking at "points" it might be the aliasing?


Yes it is, but that's been there for a long time. We had some trouble getting rid of that artifact.

I don't know what aliasing is in this reference. But when I clicked on the JPEG and enlarge them the "Points" on one looks different. I don't know the technical why or how, but that's just what I'm seeing :shrug:

Regarding anything else, perhaps it's just my eyes being goofy. :D

GreyOwl
December 9th, 2010, 12:01 PM
Not sure why that would be. I'll try saving them with different compression settings to see if it makes a difference, but it won't be until late tonight.

Hahma
December 9th, 2010, 12:04 PM
Not sure why that would be. I'll try saving them with different compression settings to see if it makes a difference, but it won't be until late tonight.

Cool. 8)

Griffin
December 9th, 2010, 12:31 PM
OK, the JEGS only have one issue, and that is that all the text are very subtly different from card to card, but that is likely just a JPEG thing. However, the PDFs ABSOLUTELY have a different color of red on the panels. Maybe the photoshop color is the same, but maybe there is a layer over one that you are not aware of. I don't know why there is a difference, I just know that there DEFINITELY is one. I mean just look people. Download both cards and then click back and forth between the two and you can see the shades of red on the panels do not match. :shock:

IAmBatman
December 9th, 2010, 01:45 PM
OK, the JEGS only have one issue, and that is that all the text are very subtly different from card to card, but that is likely just a JPEG thing. However, the PDFs ABSOLUTELY have a different color of red on the panels. Maybe the photoshop color is the same, but maybe there is a layer over one that you are not aware of. I don't know why there is a difference, I just know that there DEFINITELY is one. I mean just look people. Download both cards and then click back and forth between the two and you can see the shades of red on the panels do not match. :shock:

Did it. Don't see it.

Griffin
December 9th, 2010, 01:59 PM
The cards are perfect now. :reapershrug:

Griffin
December 9th, 2010, 02:09 PM
I can vote yea now that it all looks tight. :up:

A3n
December 9th, 2010, 04:10 PM
I to can see very slight difference in text of the JPGs, but the colour is the same & the PDFs are the same, so I assume it's just a JPG compression anomaly. :shrug: When viewed on their one you wouldn't notice a difference, so I'm not worried.

Cheers

GreyOwl
December 9th, 2010, 07:04 PM
OK, the JEGS only have one issue, and that is that all the text are very subtly different from card to card, but that is likely just a JPEG thing. However, the PDFs ABSOLUTELY have a different color of red on the panels. Maybe the photoshop color is the same, but maybe there is a layer over one that you are not aware of. I don't know why there is a difference, I just know that there DEFINITELY is one. I mean just look people. Download both cards and then click back and forth between the two and you can see the shades of red on the panels do not match. :shock:

There can't be something on one that isn't on the other, because I only have one file. I just toggle the image layer from comic to mini, that's it.

The cards are perfect now. :reapershrug:

I didn't change anything. Could it be your monitor maybe?

GreyOwl
December 9th, 2010, 07:24 PM
All 4 links updated.

A3n
December 9th, 2010, 07:27 PM
All 4 links updated.

Perfect :up:

SirGalahad
December 9th, 2010, 10:47 PM
The cards are perfect now. :reapershrug:

So is that a yea?

Hahma
December 9th, 2010, 10:59 PM
The cards are perfect now. :reapershrug:

So is that a yea?


Here's your YEA from Griff :D (http://www.heroscapers.com/community/showpost.php?p=1286698&postcount=226)

GreyOwl
December 9th, 2010, 11:04 PM
That's still weird that between the time he said they looked off and perfect, I hadn't done anything. I hadn't even made it home from work yet.:confused:

SirGalahad
December 10th, 2010, 12:18 AM
Just need Necro

Hahma
December 10th, 2010, 12:20 AM
Just need Necro

:shock: Really? :whistle:

SirGalahad
December 10th, 2010, 12:21 AM
The cards are perfect now. :reapershrug:

So is that a yea?


Here's your YEA from Griff :D (http://www.heroscapers.com/community/showpost.php?p=1286698&postcount=226)

Must have scrolled right by it. :D

Hahma
December 10th, 2010, 12:24 AM
The cards are perfect now. :reapershrug:

So is that a yea?


Here's your YEA from Griff :D (http://www.heroscapers.com/community/showpost.php?p=1286698&postcount=226)

Must have scrolled right by it. :D

Happens :)

Mr. Fancypants Moderator :p Congrats. :D

Griffin
December 10th, 2010, 01:05 AM
That's still weird that between the time he said they looked off and perfect, I hadn't done anything. I hadn't even made it home from work yet.:confused:
Yeah it is weird. I know I am not crazy though because I refreshed several times and checked, checked, checked, and checked again... there was definitely a difference in the color on the panel. :reapershrug: It wasn't even all that subtle, it was quite noticeable actually, then it was all fine. :confused:

whitestuff
December 10th, 2010, 01:18 AM
Griff, I've told you before you can't be taking those pills...

;)

GreyOwl
December 10th, 2010, 08:14 AM
Or maybe, the rest of us should be taking those pills...

Hahma
December 10th, 2010, 08:27 AM
I'm alright in that department, I'm not that old yet. Though I can't speak for anyone else's situation. Though people should consult their physician first. :D

Griffin
December 10th, 2010, 10:14 AM
Pillz here

IAmBatman
December 10th, 2010, 02:13 PM
I'm alright in that department, I'm not that old yet. Though I can't speak for anyone else's situation. Though people should consult their physician first. :D

As usual, my title speaks for itself. :-P

Hahma
December 10th, 2010, 02:25 PM
I'm alright in that department, I'm not that old yet. Though I can't speak for anyone else's situation. Though people should consult their physician first. :D

As usual, my title speaks for itself. :-P

But your title doesn't include "and it works properly too.":D

Griffin
December 10th, 2010, 02:44 PM
Or where it is.... I mean in your face is an option right?

Griffin
December 10th, 2010, 02:44 PM
Oooooh too much? lol

IAmBatman
December 10th, 2010, 03:01 PM
I hate you all. :-|

Griffin
December 10th, 2010, 03:03 PM
:rofl: You love it.

Hahma
December 10th, 2010, 04:13 PM
Well if you didn't always throw that title around.........:)

IAmBatman
December 10th, 2010, 04:22 PM
Well if you didn't always throw that title around.........:)

I should start throwing yours around more, if you know what I mean, girl. :-P