View Full Version : The Book of Kang
IAmBatman
November 21st, 2010, 07:44 PM
The Book of Kang
C3G MARVEL WAVE 5
WORLD'S VILEST
http://c3ggames.com/C3G/released/cards/jpg/C3G_Kang_comic.jpg
Comic PDF (http://c3ggames.com/C3G/released/cards/pdf/C3G_Kang_comic.pdf)
http://c3ggames.com/C3G/released/cards/jpg/C3G_Kang_mini.jpg
Mini PDF (http://c3ggames.com/C3G/released/cards/pdf/C3G_Kang_mini.pdf)
The figure used for this unit is a Heroclix figure from the Supernova set.
Its model number and name are #046-048 / Kang.
NOTE: Each Kang requires 1x Glyph of Temporal Displacement (http://www.heroscapers.com/community/showthread.php?t=32258).
_________________________________________________________________
Character Bio - Nathaniel Richards was a scholar born in the 30th century. Bored with the perfection of his society, Richards became fascinated with history and discovered the time travel technology created by one of his ancestors, Victor Von Doom (http://www.heroscapers.com/community/showthread.php?t=30561). On Kang's first foray into the 20th century, his attempt to conquer this time period is thwarted by the superhero team the Avengers. Kang is furious and swears vengeance, and battles the Avengers to a stalemate. Kang has no superhuman abilities, but is an extraordinary genius, an expert historical scholar, a master physicist (specializing in time-travel), engineer, and technician. Courtesy of 40th century technology, he has mastered combat and tactics, and is thoroughly versed in the principles of time travel. Kang wears highly advanced battle armor that enhances his strength; is capable of energy, hologram and force-field projection, has a 30 day supply of air and food, and the ability to control other forms of technology. Via his "time-ship", Kang has access to technology from any century. He continues to be a thorn in the side of the Avengers and the Fantastic Four to this day.
_________________________________________________________________
-Rulings and Clarifications-
Kang can only place the markers on spaces he "previously" occupied, not currently.
When a figure Flies, it is moving over a space, and therefore not really "occupying" it. However, the official FAQ from Heroscape is that a figure with the Flying or Stealth Flying special power may fly for part of its move and walk for the other part, and switch between the two at any time._________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Received
Classic:
N/AMarvel:
N/AC3G:
As an Uncommon Human Hero, Kang may be healed by Alfred Pennyworth's (http://www.heroscapers.com/community/showthread.php?t=30311) Field Medic special power.Synergy Benefits Offered
Classic:
N/AMarvel:
N/AC3G:
As a Human, Kang allows adjacent friendly Civilians (http://www.heroscapers.com/community/showthread.php?p=967599) to roll an additional attack and defense die due to their Strength in Numbers special power.
_________________________________________________________________
-Strategy, Tactics and Tips-
N/A-Heroscapers Community Contributions-
Initial playtest: Bats (http://www.heroscapers.com/community/showpost.php?p=1276136&postcount=70)
Second playtest: tcglkn (http://www.heroscapers.com/community/showpost.php?p=1283201&postcount=127)
Third playtest: LordEsenweinIV (http://www.heroscapers.com/community/showpost.php?p=1283890&postcount=134)
Fourth playtest: NilfheimPwns (http://www.heroscapers.com/community/showpost.php?p=1284130&postcount=138)
Griffin
November 21st, 2010, 08:11 PM
Old
TIME WARP
After taking a turn with Kang, you may place Kang on any unoccupied Temporal Displacement Glyph on the battlefield and take one additional turn with Kang. Place the Temporal Displacement Glyph on this card. If Kang was engaged when using Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
New
TIME WARP
After taking a turn with Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place Kang on the space the Glyph of Temporal Displacement previously occupied. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
I modeled the order of actions in the power more closely to Time Bandit, this way every thing is directed to the player in the correct order.
Also, the last line needed touching up to accommodate our SirG aesthetic. Now I need to go suggest that wording be updated on Chronos' card as well.
Griffin
November 21st, 2010, 08:12 PM
Oh, and I corrected the term from Temporal Displacement Glyph to Glyph of Temporal Displacement. ;)
IAmBatman
November 21st, 2010, 08:18 PM
Thanks! Updated.
Griffin
November 21st, 2010, 08:26 PM
Are you sure your OK with Kang not taking leaving engagement attacks on his second turn?
IAmBatman
November 21st, 2010, 08:27 PM
Yeah, I mean he's time traveling ... hard to get a hit in on a guy disappearing from time itself.
Griffin
November 21st, 2010, 08:36 PM
OK, cool. I just wanted to make sure you were aware of the results and that they are in fact your intentions. :up:
SirGalahad
November 21st, 2010, 08:44 PM
uncommon Hero?
Griffin
November 21st, 2010, 08:48 PM
uncommon Hero?
Because he is a time traveler, Kang has many versions of himself from different time periods, and occasionally, they will all work together. They even have regularly scheduled meetings where they all meet at a point in time and have like a council among themselves. Weird I know, but cool. 8)
SirGalahad
November 21st, 2010, 09:02 PM
cool - now I know more about the character.
NecroBlade
November 21st, 2010, 09:43 PM
I like Uncommon Hero - very clever for a time traveler!
IAmBatman
November 21st, 2010, 09:58 PM
Yeah, that was Griff's idea, so kudos to him. :-) I really don't know much about the character, but I wanted to make sure the great ideas A3n came up with in Chronos' thread found a home.
Hahma
November 21st, 2010, 10:08 PM
Good stuff Bats. I also like Uncommon Hero for him, very smart. :D
Is the Temporal Defense supposed to be him stepping out of time to avoid the attack?
Here's some more stuff about him from Marvel Comic Database.
He can do a boatload of stuff. But I guess being Uncommon, others can be made and played together. :D
Based on his armor that projects a defense shield from 2-20 around him and can withstand a direct hit from a nuclear strike at point blank range, maybe his base defense could go up to 7.
Abilities
As Kang: Superior-level Intellect: Though it is hard to gauge Kang's intellect given his futuristic origins, his genius is nothing short of super-human by modern standards. He commands technology beyond the most sophisticated designs of Stark Industries (http://marvel.wikia.com/Stark_Industries) and Doctor Doom, and has made breakthroughs in time travel and robotics. Kang is the only known time traveler (other than his counterpart Immortus) who has the ability to travel through time without creating divergences.
Political Savvy Kang is a brilliant military tactician and a peerless general. Using his considerable charisma, Kang was able to raise an army and conqueror his first world within weeks of building his armor. He has conquered everything within 100 light years from Other Earth, including the counterpart Badoon and Shi'ar (http://marvel.wikia.com/Shi%27ar_Empire) empires of his reality. Though he considers it a chore, Kang is also a capable statesman.
http://images1.wikia.nocookie.net/__cb20070725023832/marveldatabase/images/thumb/a/ab/Kang_the_Conqueror_%28Earth-6311%29_003.jpg/250px-Kang_the_Conqueror_%28Earth-6311%29_003.jpg (http://marvel.wikia.com/File:Kang_the_Conqueror_%28Earth-6311%29_003.jpg) http://images1.wikia.nocookie.net/__cb29781/common/skins/common/blank.gif (http://marvel.wikia.com/File:Kang_the_Conqueror_%28Earth-6311%29_003.jpg)
Kang conquers.
http://images4.wikia.nocookie.net/__cb20101103154550/messaging/images/thumb/1/19/Avatar.jpg/16px-Avatar.jpgAdded by FF6LockeCole (http://marvel.wikia.com/User:FF6LockeCole)
Skilled Combatant: Kang is a master of both armed and unarmed combat. He has managed to go toe-to-toe with Captain America, and single handedly held back Immortus's time-tossed army for several minutes during the Destiny War.
Indomitable Will: Through sheer force of will, Kang managed to separate himself from his future counterpart Immortus. Kang is absolutely fearless, and will stop at nothing to accomplish his own goals.
ParaphernaliaEdit (http://marvel.wikia.com/index.php?title=Nathaniel_Richards_%28Kang%29_%28Earth-6311%29&action=edit)
Equipment
http://images4.wikia.nocookie.net/__cb20070725034612/marveldatabase/images/thumb/2/28/Kang_005.JPG/250px-Kang_005.JPG (http://marvel.wikia.com/File:Kang_005.JPG) http://images1.wikia.nocookie.net/__cb29781/common/skins/common/blank.gif (http://marvel.wikia.com/File:Kang_005.JPG)
Kang using one of his armor's many abilities.
http://images4.wikia.nocookie.net/__cb20101103154550/messaging/images/thumb/1/19/Avatar.jpg/16px-Avatar.jpgAdded by FF6LockeCole (http://marvel.wikia.com/User:FF6LockeCole)
Battle Armor: Kang's battle armor is produced from a rare synthetic alloy from the 40th century. It is neuro-kinetic, meaning it responds to his subconscious thoughts. Though Kang has no powers, his armor endows him with rough equivalents of super-human abilities.
Enhanced Strength: Gives Kang the ability to lift 5 tons.
Durability: The armor has a built in force-field that extends from 2 feet away from his body, outward to 20 feet in all directions. It can withstand even a nuclear strike at point blank range.
Anti-Gravity Device: Kang has a device in the gauntlets of his armor that allows him to render objects weighing up to 2.2 tons weightless.
Video Communicator: Built into the right wrist is a video (http://marvel.wikia.com/Nathaniel_Richards_%28Kang%29_%28Earth-6311%29#) communicator, which he can use to stay in contact with his bases from any point in the time-stream.
Time Travel: Kang's armor can create temporal divergences, giving him the ability to travel through and manipulate time.
Concussive Bolts: Kang can fire concussive blasts from the finger tips of his gauntlets; these blasts have the force of several tons of dynamite.
Weaponry: By cracking his fingers, Kang can summon any number of weapons which are transported to him through time-stream instantly.
Electric Shock: By flexing his muscles, Kang can activate a powerful electric shock.
Hover Pad: Kang has often made use of a hover-pad in his battles.
Survival Kit: Kang's armor has a self-contained atmosphere, 30 day supply of food, and waste disposal system.
Body Transference: Until recently, Kang employed nano-technology in his helmet's circuitry that enabled him to transfer his mind into a new at the moment of death. TransportationPossesses a large space ship (http://marvel.wikia.com/Time-Ship), capable of travel through both time and space. Weapons
He typically carries various weapons, such as an anti-matter (http://marvel.wikia.com/Glossary:A#Anti-Matter) defense screen generator, a "vibration-ray" projector, an electromagnetic field amplifier (http://marvel.wikia.com/Nathaniel_Richards_%28Kang%29_%28Earth-6311%29#), neutrino-ray warheaded missile launcher (hand-gun size), electrical paralysis generator, nerve gas sprayer and a molecular expander. He commands a vast array of warriors from across all periods of time, including his own future era, armed with advanced weaponry. He used numerous robots, most notably his Growing Man (http://marvel.wikia.com/Growing_Man) stimuloids, packed with the "Growth Pollen" of the world Kosmos, (http://marvel.wikia.com/Kosmosians) which causes them to grow in size and strength by absorbing kinetic energy; this Growth Pollen uses the same energy accessed via the size-changing "Pym Particles (http://marvel.wikia.com/Pym_Particles)" discovered by Dr Hank Pym. (http://marvel.wikia.com/Henry_Pym_%28Earth-616%29)
Spidey'tilIDie
November 21st, 2010, 10:20 PM
It would be awesome if he had a Special Attack, but I can't see him losing any of the current powers. Great write-up, Bats!
Spidey'tilIDie
November 21st, 2010, 10:21 PM
He should probably have Flying too, to represent his Hover Disk. Maybe knock his move down one since he will be flying.
IAmBatman
November 21st, 2010, 10:29 PM
Yeah, I wavered on the Hover Disk, especially since the sculpt looks pretty ground bound, but since he can pull things out of time whenever he wants, it does kind of make sense.
Hahma, I actually bumped his defense from my write up of 4 to 6 today after reading the notes you posted in the brainstorming thread. :-)
What's great about most of the things on that list is that they're covered pretty well by his normal stats.
So ... are people all in support of flying and defense of 7? I'm good either way, but I want at least two people in favor before I change so I don't end up changing it right back. :-P
IAmBatman
November 21st, 2010, 10:30 PM
Oh, and other than the Temporal Defense power, all credit for this write-up really goes to A3n and Griffin and the work they did in the Chronos thread. :thumbsup:
A3n
November 21st, 2010, 10:38 PM
Brilliant Bats, brilliant. I love the uncommon hero aspect, which is funny that a specific character (non-generic) is uncommon but it is soooo perfect. It will be interesting to see a few of these guys on the field at the same time, especially if Chronos was on the field also, that would make strategy a real headache :twisted:.
I was wondering if the Time Warp wouldn't be better to activate before moving. Sort of like how he likes to warp in & then attack people. I think that would help him out to be more of the aggressor that he is.
Cheers
IAmBatman
November 21st, 2010, 10:46 PM
Old
TIME WARP
After taking a turn with Kang, you may place Kang on any unoccupied Temporal Displacement Glyph on the battlefield and take one additional turn with Kang. Place the Temporal Displacement Glyph on this card. If Kang was engaged when using Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
New
TIME WARP
After taking a turn with Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place Kang on the space the Glyph of Temporal Displacement previously occupied. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.I modeled the order of actions in the power more closely to Time Bandit, this way every thing is directed to the player in the correct order.
Also, the last line needed touching up to accommodate our SirG aesthetic. Now I need to go suggest that wording be updated on Chronos' card as well.
Crap, I just realized that Griff's new wording totally deleted the additional turn from the power. Was that intentional, Griff? Because the additional turn is a major part of the appeal here, in my opinion.
Hahma
November 21st, 2010, 10:55 PM
So ... are people all in support of flying and defense of 7? I'm good either way, but I want at least two people in favor before I change so I don't end up changing it right back. :-P
I would be in support of it, but like Spidey said, maybe drop the move by one, kind of like Darkseid not being in such a hurry. (though he can time travel, so he can get places pretty quick if he wants too. :D)
I don't know a ton about him, but he's been a pretty tough opponent for the Avengers over time. Actually, I was just reading the current Avengers stuff and basically Kang had messed with the timeline and the universe was going to be destroyed. So somehow Iron Man and I forget who, travel into the future and meet up with a gray-haired Tony Stark Iron Man and a gray-haired Hulk (funny). Basically, Kang and Ultron had gone to war and messed up the time thing. So Iron Man (younger one) and some other Avengers meet up with Ultron in the future and talk him into losing the war with Kang (it was a tough sell, but ultimately, Ultron was able to tell that the Avengers weren't B.S.ing him about the universe ending if Kang won, so when Kang appeared for the showdown, Kang took a dive. It pissed Kang off as it wasn't a challenge and he went on his way doing whatever. The Avengers went back to their time to meet up with other Avengers that stayed back to fight the crazy monsters unleashed on NY by the timeline deal. The monsters disappeared and all was good. :D
IAmBatman
November 21st, 2010, 10:55 PM
I'm thinking it should be this:
TIME WARP
After taking a turn with Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with Kang. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
Hahma
November 21st, 2010, 10:57 PM
Old
TIME WARP
After taking a turn with Kang, you may place Kang on any unoccupied Temporal Displacement Glyph on the battlefield and take one additional turn with Kang. Place the Temporal Displacement Glyph on this card. If Kang was engaged when using Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
New
TIME WARP
After taking a turn with Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place Kang on the space the Glyph of Temporal Displacement previously occupied. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.I modeled the order of actions in the power more closely to Time Bandit, this way every thing is directed to the player in the correct order.
Also, the last line needed touching up to accommodate our SirG aesthetic. Now I need to go suggest that wording be updated on Chronos' card as well.
Crap, I just realized that Griff's new wording totally deleted the additional turn from the power. Was that intentional, Griff? Because the additional turn is a major part of the appeal here, in my opinion.
Yeah, I saw an earlier discussion between you two and the mention of leaving engagement from the second turn. Then I looked at the original post and I'm like, "what second turn?" So now I know where it went. :D
Hahma
November 21st, 2010, 10:57 PM
I'm thinking it should be this:
TIME WARP
After taking a turn with Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with Kang. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
Groovy. 8)
IAmBatman
November 21st, 2010, 10:58 PM
First post updated with move of 4 and flying.
Any thoughts from anyone about my proposed wording change for Time Warp, or thoughts from anyone else on a defense of 7?
Edit: Hahma :ninja: I'm going to change the wording for Time Warp. :-P
Hahma
November 21st, 2010, 10:59 PM
First post updated with move of 4 and flying.
Any thoughts from anyone about my proposed wording change for Time Warp, or thoughts from anyone else on a defense of 7?
I'm thinking it should be this:
TIME WARP
After taking a turn with Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with Kang. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
Groovy. 8)
A...yep. :)
Griffin
November 21st, 2010, 11:09 PM
I am good with the move of 4, flying, and the additional turn (I accidentally left that out, of course it should be there).
IAmBatman
November 21st, 2010, 11:11 PM
:lol: Good. Making sure you weren't trying to pull one over on me. ;-)
Any thoughts on a bump of defense to 7, Griff?
Griffin
November 21st, 2010, 11:17 PM
I think 6 is plenty. He has an awesome Defense power too (which is compensated with his multiple attacks). I am not in favor of the defense of 7, I think that his overall constitution is perfect as is.
Fyi, I would like to see Kang fall in the 240-270 range if possible. We need more figures in that range level, and I feel that he would be fine there especially since we are making them Uncommon, that way it can be easier for someone to draft multiples.
IAmBatman
November 21st, 2010, 11:21 PM
Yeah, after mentally comparing him to Iron Man, I bumped his theoryscaped cost to 240. I think they're about on par right now, all things considered. I forgot to add extra cost for flying and SS.
Hahma
November 21st, 2010, 11:26 PM
Well considering he has an extra turn now all of a sudden :roll::p maybe a defense of 6 will suffice. Regardless, he should be able to be tough to kill, otherwise it's a theme fail. I mean, anyone that can time travel, not get hurt by a nuke and can snap their fingers to come up with any weapon of choice should be pretty tough.
IAmBatman
November 21st, 2010, 11:29 PM
I think 5 life, 6 defense, flying, super strength, a special power that lets him remove an ordered number marker to ignore an attack, and a teleportation/double turn power should make him pretty tough. :-D
And if that doesn't feel tough enough for you ... just draft like six of him!
Griffin
November 21st, 2010, 11:39 PM
:word:
Hahma
November 21st, 2010, 11:41 PM
Yeah, he's pretty tough, but you lose a turn to save taking wounds and pretty much have to keep OM 3 on him at the least to make use of it a lot of the times. If you only have OM 1 on him, that power is useless after that turn. So while it's nice, it's also got limitations that mess with OM managment.
IAmBatman
November 21st, 2010, 11:44 PM
Oh, definitely. But if you put all three OMs on him, he's still taking four turns a round even if he uses Temporal Defense.
Hahma
November 21st, 2010, 11:46 PM
Oh, definitely. But if you put all three OMs on him, he's still taking four turns a round even if he uses Temporal Defense.
True enough. So he's either your lead off guy until he dies or your clean up guy to get the most of him.
Griffin
November 21st, 2010, 11:49 PM
Oh, definitely. But if you put all three OMs on him, he's still taking four turns a round even if he uses Temporal Defense.
True enough. So he's either your lead off guy until he dies or your clean up guy to get the most of him.
Or he they are your entire army and they do it all. ;)
Hahma
November 21st, 2010, 11:57 PM
Oh, definitely. But if you put all three OMs on him, he's still taking four turns a round even if he uses Temporal Defense.
True enough. So he's either your lead off guy until he dies or your clean up guy to get the most of him.
Or he they are your entire army and they do it all. ;)
I guess that's true. I suppose that is the way they should be tested, with each tester doing one of their army tests with an all Kang Army.
Griffin
November 22nd, 2010, 12:00 AM
Definitely, it should be tested, and I am sure it will be, but I wouldn't force any tester to do that. I think enough will without the request. :reapershrug:
IAmBatman
November 22nd, 2010, 12:00 AM
That sounds like a lot of fun. :-)
Hahma
November 22nd, 2010, 12:19 AM
Definitely, it should be tested, and I am sure it will be, but I wouldn't force any tester to do that. I think enough will without the request. :reapershrug:
As long as they pay attention to the Uncommon Hero status. Heck, I nearly forgot to test the Green Construct in the second army test for you know who. I had to change up the opposing army at the last minute.
IAmBatman
November 22nd, 2010, 12:20 AM
I'll be sure to point it (and its possibilities) out. :-)
whitestuff
November 22nd, 2010, 02:44 AM
I found a cool pic for the calculating conqueror...
http://i204.photobucket.com/albums/bb279/bwhit89/c3g/avfor1varcvr.jpg
IAmBatman
November 22nd, 2010, 02:46 AM
I like that. Just wish he had the gun, though ... I like how the other pic mirrors the sculpt somewhat.
Anyhow, I'll post both and trust A3n to decide which looks best on the card unless the group here has an overwhelming preference. :-)
DEATHWALKER 1970
November 22nd, 2010, 02:56 AM
I like what I´m seeing. since he´s an uncommon hero, how about going for an even 250 points, to make it easy to make an all-Kang army?
4 Kangs = 1000 points
IAmBatman
November 22nd, 2010, 03:02 AM
That's a concept too enticing to resist. :-) Plus I think he's quite likely worth it.
SirGalahad
November 22nd, 2010, 09:21 AM
The Kang Gang - 1000 points
Very nice
Griffin
November 22nd, 2010, 09:43 AM
Comparing Kang to 240 Iron Man with PROS and CONS
- Kang has slightly less range
- Kang has less threat range initially, but the double attack ends up making it more powerful on the back end
- Kang has better Constitution Naturally, and then a power that makes it even better
- Kang has better attack potential
- Kang can circumstantially avoid leaving engagement attacks
- Kang has the ability to manipulate friendly and enemy figures with relative ease several times in a single turn because of his T-glyph control
Overall, I think Kang is better than Iron Man. Now we can correct that in theory now, but only if Bats really wants them at 250, which I would agree with is awesome, and it fills a specific point cost need that C3G currently has.
NecroBlade
November 22nd, 2010, 12:17 PM
Compared to Iron Man, right now I agree 250 doesn't look too bad, but if anything that might be a little low.
Griffin
November 22nd, 2010, 12:21 PM
I agree, it is too low currently. I would price him closer to around 270 or 280 right now.
IAmBatman
November 22nd, 2010, 12:49 PM
250 is pretty tempting. What if we dropped his life to 4? I think it'd still work for him, since he's Uncommon and all.
Griffin
November 22nd, 2010, 12:57 PM
A life of 4 would put him there I think, because I honestly think that he could currently be worth as much as 300. So yeah, a life of 4 would put him much closer to the 250 mark.
IAmBatman
November 22nd, 2010, 01:06 PM
Updated to life of 4. :-)
Spidey'tilIDie
November 23rd, 2010, 04:41 AM
I like the aspect of Uncommon, but I pose this question: Yes, multiple Kang's have popped up multiple times in stories, but can anyone recall them working together or even getting along? Kang by his very nature wants to rule all, but he will share with or answer to no one. Its why he and Doom have never been a successful team, even though one can manipulate time and the other reality through science and magic, they end up stabbing each other in the back at the first opportunity.
In short, the theme of my team having multiple Kangs (at least without a backstab detriment) is not accurate, but my having a Kang and your having a Kang to oppose me is. And the game already allows for that with Unique Heroes.
Griffin
November 23rd, 2010, 04:48 AM
I have a pic in my encyclopedia where it shows all the Kangs meeting in a point in time to discuss THEIR plans to rule all times. :reapershrug:
Spidey'tilIDie
November 23rd, 2010, 04:59 AM
I have a pic in my encyclopedia where it shows all the Kangs meeting in a point in time to discuss THEIR plans to rule all times. :reapershrug:
See, that is just the sort of evidence I was asking for. I know quite a bit about Kang, but I would not consider myself really a fan, let alone an expert so I bow to your Encyclopedic info. Carry on.
Griffin
November 23rd, 2010, 05:01 AM
I have a pic in my encyclopedia where it shows all the Kangs meeting in a point in time to discuss THEIR plans to rule all times. :reapershrug:
See, that is just the sort of evidence I was asking for. I know quite a bit about Kang, but I would not consider myself really a fan, let alone an expert so I bow to your Encyclopedic info. Carry on.
Cool. I know only a limited bit about him too, but really, I think it is cool that you could have several of the same guy because he/they are time travelers. 8)
Spidey'tilIDie
November 23rd, 2010, 05:38 AM
I have a pic in my encyclopedia where it shows all the Kangs meeting in a point in time to discuss THEIR plans to rule all times. :reapershrug:
See, that is just the sort of evidence I was asking for. I know quite a bit about Kang, but I would not consider myself really a fan, let alone an expert so I bow to your Encyclopedic info. Carry on.
Cool. I know only a limited bit about him too, but really, I think it is cool that you could have several of the same guy because he/they are time travelers. 8)I was always down with the coolness, I was questioning the themeness.
IAmBatman
November 23rd, 2010, 02:06 PM
I think this is ready for an initial playtest if anyone is bored enough to do it. :-) No rush at all, though. I'd jump on it myself, but I've got to clean for Thanksgiving! (Parents coming to town).
DEATHWALKER 1970
November 23rd, 2010, 05:44 PM
I have a pic in my encyclopedia where it shows all the Kangs meeting in a point in time to discuss THEIR plans to rule all times. :reapershrug:
They even have a name for it, "the Council of Kangs".
I´ve always thought that one of the coolest possibilities with Kang, from a HS gaming perspective, was how he collects armies of soldiers and warriors from all across time. So I was initially a bit disappointed not to see that aspect of him on the card, maybe just as some form of squad bonding power, but I can see why you wouldn´t want to go that way...
With his powers as they are now, he could still use squads of historical units to guard his glyphs, and while there wont be many times where you´ll want to sacrifice an order marker to save one squad figure, it can be used to stop multiple attack figures from wiping out entire squads. So even without any bonding powers it´s still perfectly possible to play a thematic Kang army full of historical units, and get some form of synergy effects, or at least mutual benefits, going. I like that!
IAmBatman
November 23rd, 2010, 08:21 PM
I think Spidey's interested in exploring that angle more with Immortus as well. :-)
IAmBatman
November 27th, 2010, 04:14 AM
I think we need to change the Temporal Marker power here to Temporal Marker 1 and only allow him to place 1 Temporal Marker at a time. Otherwise, if you have a bunch of him drafted, it might just get too crazy out of control.
What do you guys think?
Griffin
November 27th, 2010, 04:19 AM
I am a little worried about how long the turns may last with multiple Kangs each with 2 T-glyphs that can keep moving figures around the battlefield and on other T-glyphs that can continue to move even more figures around. I think the Uncommon aspect, as cool as it is, may be a bad idea, also, perhaps Kang should only have 1 T-glyph. He isn't as dependent on them as Chronos is.
Griffin
November 27th, 2010, 04:20 AM
Oh OK, glad to see you like your idea I had. :p
:ninja:
IAmBatman
November 27th, 2010, 04:23 PM
I think we can wait and see how he looks with the initial playtest before getting too worried about the uncommon thing. I'm going to change the title and text here in anticipation of A3n changing the title over on Chronos.
Spidey'tilIDie
November 28th, 2010, 05:07 AM
Bats, did you ever get your pics of this guy?
Griffin
November 28th, 2010, 05:20 AM
No, we still need pics here.
Hahma
November 28th, 2010, 11:15 PM
Looks good fellas, nice work. :thumbsup:
IAmBatman
November 28th, 2010, 11:44 PM
I'm done with the initial playtest other than Army Test #2. I hope to finish that and write it up before bed. :-)
Hahma
November 28th, 2010, 11:51 PM
Sweet. :D
IAmBatman
November 29th, 2010, 12:44 AM
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT (KANG)
- 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 - though a bump in cost is needed for sure!
- 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 - but definitely a challenge!
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS
- Heavy Hitter or Mid-Level Hero/ Does it pass?
TEST 1
Map: Ravaged Road
Units: Kang vs. Iron Man (240)
Kang wins on Turn 3 of Round 1. This one did feel like it could've gone either way, but Kang's superior rolls and stats made up for Iron Man getting better positioning.
TEST 2
Map: Ravaged Road
Units: Kang vs. Flash (250)
Kang wins on Turn 3 of Round 1 (he had initiative) with 1 life left. Whiffs abounded, with Flash taking 2 wounds on 2 of 3 attacks and Kang taking 3 wounds the only time he was attacked. This map definitely favors fliers a tad, but this still felt really close.
TEST 3
Map: Ravaged Road
Units: Kang vs. Sub-Mariner (250)
Kang wins on Turn 2 of Round 2 with 1 life left (his OM 3 was burned for Temporal Defense). Another close one, but Kang had more trickiness than Namor. There was enough water on the battlefield for Namor to use it once or twice, but Kang rolled better.
TEST 4
Map: Ravaged Road
Units: Kang vs. Colossus (260)
Kang was just too tricky on this map without Colossus being able to fly, and with the Glyph of Temporal Displacement capable of tossing Colossus back on to the ground. Kang won on Turn 1 of Round 3 with no wounds.
TEST 5
Map: Ravaged Road
Units: Kang x2 vs. Thor (430)
The second Kang wins with 2 life left on Turn 1 of Round 4. Temporal Defense was really nice for wiping out Thor's strongest attacks and a couple of Thor whiffs got it done for Kang. Thor killed off the first Kang by the end of Round 2 with only with only 2 wounds on Thor's card. But the second Kang had better luck and used the Glyph of Temporal Displacement to get height advantage rather than taking a second turn a few times. Considering the 70 point difference in cost, this felt just about right.
After the heavy hitter tests so far, I'd say Kang is at least 250 and possibly up as far as 270. We'll see, though.
_____________________________________________________________
- Squad / Does it pass?
Map: Ravaged Road
Units: Kang vs. Hand Ninja x3 (255 - though probably less without bonding partners)
Kang wins on Turn 2 of Round 3 (with his 3rd OM burned for Temporal Defense) with 1 life left. The Ninja, without flying, were easy for Kang to abuse on this map, and Temporal Defense and Time Warp really let him control the flow of any match.
_____________________________________________________________
- Army Test/ Does it pass?
Map: Ravaged Road
Units: Kang, Red Skull, Absorbing Man, Madame HYDRA, HYDRA Agents x2 vs. Hulk, Iron Man, Captain America, Beast (1,000)
Kang survives for the win with no wounds on Turn 1 of Round 7 with his 3rd Order Marker burned for Temporal Defense. Hulk came in and took out Red Skull and put 5 wounds on Absorbing Man before falling. Iron Man and Captain America, both badly wounded, survived after tearing through the HYDRA Agents, Madame HYDRA, and finishing Absorbing Man. Kang took them both out, thanks to constant height advantage, before they could do anything to him. That left full life Beast versus Kang, and Beast didn't stand a chance.
I think Kang needs to go up to at least 260, maybe 270.
_____________________________________________________________
- Army Test/ Does it pass?
Map: Ravaged Road
Units: Kang x4 vs. Mr. Fantastic, Invisible Woman, Thing, and Human Torch (1,000)
OK, Kangs played in multiples really start to shine! Glyphs of Temporal Displacement are all over the battlefield and while I didn't use them to move other Kangs very often (not wanting to end movement on them and block them off for future turns, I did have plenty of ability to zip around the map and get in that second attack. Invisible Woman couldn't compete against that type of mobility and I only got to use Flame On 4 twice. With Mr. Fantastic and the group together, they did all right and took out the first Kang without too much trouble. Still, two full life Kangs survived to win after a full 7 rounds! Their cost needs to go up to at least 270 - but they were tons of fun to play together!
Hahma
November 29th, 2010, 06:56 AM
Great job on the testing. :thumbsup:He definitely is more than 250, he owned in every regard.
Griffin
November 29th, 2010, 08:35 AM
I was really thinking 280.
IAmBatman
November 29th, 2010, 01:31 PM
I think we can start him at 270 or 275 for playtesting. There are no C3G units currently at either cost.
Spidey'tilIDie
November 29th, 2010, 08:44 PM
I will try to get your pic tomorrow, Bats.
IAmBatman
November 29th, 2010, 08:50 PM
Thanks, Spidey! :-) How are those journal articles coming for the Fan Four set?
Spidey'tilIDie
November 29th, 2010, 09:04 PM
I have two done at home. I will post them tonight. My aunt/godmother was in town for Thanksgiving so I spent alot of time with the 'rents and fam. Didn't get to do any work on it like I'd hoped.
IAmBatman
November 29th, 2010, 09:15 PM
I'm just looking for signs of progress. I was starting to get really worried I was going to have to take over this part of the project. ;-) Other than the booklet and a single playtest, I believe, it's the main thing we've got left! I suppose we should discuss this in the Fan Four thread, though ...
IAmBatman
November 30th, 2010, 04:22 PM
I propose we move Kang to ERB!
Spidey'tilIDie
November 30th, 2010, 04:38 PM
Yea. Crappy day here, so putting off pics until tomorrow. No rain, but overcast, cold, and windy.
IAmBatman
November 30th, 2010, 04:49 PM
No worries. Final Editing is still a long way off. :-)
Spidey'tilIDie
November 30th, 2010, 04:55 PM
If its a Bats or Griff design, its never far off from Final Editing! :lol:
IAmBatman
November 30th, 2010, 05:15 PM
Heh. I actually waited a bit longer than usual to propose this one for ERB. I've been distracted with lots of projects. :-P
Hahma
November 30th, 2010, 05:34 PM
yea
GreyOwl
November 30th, 2010, 06:22 PM
yea
NecroBlade
November 30th, 2010, 08:04 PM
Yea
A3n
November 30th, 2010, 08:19 PM
Yea
Griffin
November 30th, 2010, 08:59 PM
Yea
SirGalahad
November 30th, 2010, 10:14 PM
yea
IAmBatman
November 30th, 2010, 10:21 PM
Wow, down to just Whitey already, I'm surprised and delighted. :-D
SirGalahad
November 30th, 2010, 10:34 PM
Before we get there I have a suggestion:
TIME WARP
After taking a turn with this Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place this Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with this Kang. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
To avoid a similar issue to Sentinel.
Spidey'tilIDie
November 30th, 2010, 10:37 PM
Very Nice, Meesta SirGalahad!
http://blog.fitnessfootwear.com/wp-content/uploads/2008/11/borat1.jpg
IAmBatman
November 30th, 2010, 10:45 PM
Before we get there I have a suggestion:
TIME WARP
After taking a turn with this Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place this Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with this Kang. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.To avoid a similar issue to Sentinel.
Good stuff. :-) Darn uncommons throw a wrench into everything.
whitestuff
December 1st, 2010, 02:42 AM
Yea
IAmBatman
December 1st, 2010, 02:43 AM
Sweet! This passes to the ERB. I was about to go to bed, but now I'm going to send this out. :-)
IAmBatman
December 1st, 2010, 08:57 PM
First ERB response is in!
Uncommon hero was a nifty way to represent Kang ('course not many people have an extra 270 points lying around).
The whole Temporal Marker/Time warp thing seemed too complex on first reading but the secon time through it makes perfect sense. He basically gets an extra turn every other turn...I like it!
No real critiques. He's very thematic and very cool and not overpowered. Nice job!
Brandon
IAmBatman
December 3rd, 2010, 02:41 AM
I'm dead tired, so hopefully you'll all forgive me for doing this 2 minutes early. It's pretty clear that Mr. Helm won't be making the 48 hour deadline, so I'm declaring this ERB session expired and proposing we move Kang to playtesting.
Spidey'tilIDie
December 3rd, 2010, 04:32 AM
Yea. "They" are a fantastic design, IMO.
Hahma
December 3rd, 2010, 06:04 AM
Yea
GreyOwl
December 3rd, 2010, 08:15 AM
Yea, and I just ordered 4 of these guys. :)
SirGalahad
December 3rd, 2010, 08:18 AM
yea
Griffin
December 3rd, 2010, 09:27 AM
Yea
NecroBlade
December 3rd, 2010, 12:12 PM
Yea. I bet we get questions about "what's stopping him from taking infinite turns" because "ONE additional turn" might not be clear language to some. Will need a FAQ entry for sure.
Come to think of it, though, he gets TWO turns with every OM: Move, drop glyph. At end of turn, pick up glyph, take an extra turn. There's nothing stopping him from picking up the glyph after the same turn in which he dropped it...
Hahma
December 3rd, 2010, 12:20 PM
Yea. I bet we get questions about "what's stopping him from taking infinite turns" because "ONE additional turn" might not be clear language to some. Will need a FAQ entry for sure.
Come to think of it, though, he gets TWO turns with every OM: Move, drop glyph. At end of turn, pick up glyph, take an extra turn. There's nothing stopping him from picking up the glyph after the same turn in which he dropped it...
Would this help in that regard?
TEMPORAL MARKER 1
Start the game with a Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during his movement, Kang may place a Glyph of Temporal Displacement from this card power-side up onto a space he previously occupied this turn.
TIME WARP
If this Kang had revealed an Order Marker on this card, after taking a turn with this Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place this Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with this Kang. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
IAmBatman
December 3rd, 2010, 02:05 PM
Hmm, it's closer, but I'm not sure we're quite there yet ...
IAmBatman
December 3rd, 2010, 02:09 PM
How's this look?
TEMPORAL MARKER 1
Start the game with a Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during Kang's movement, you may place a Glyph of Temporal Displacement from this card power-side up onto a space Kang previously occupied this turn.
TIME WARP
After taking a turn with this Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place this Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with this Kang. During this additional turn, Kang may not place any Glyphs of Temporal Displacement. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
A clever player could still use other the Glyphs of Temporal Displacement from other Kangs to set up a mega turn, but individual Kangs could only set up for double turns at once, and the other Kangs would have to sacrifice their own double activations to set up the mega turns.
Thoughts?
SirGalahad
December 3rd, 2010, 02:19 PM
So if I run the Council of Kangs (say 4 of them), if my opponent didn't occupy any of the Glyphs of Temporal Displacement, I could reveal an OM on Kang A, drop his GoTD, take his turn, put his GoTD back on his card, take a second turn with with Kang A, put Kang B's GoTD on Kang A's card and take a third turn with Kang A, then put Kang C's GoTD on Kang A's card, take a fourth turn, and repeat for Kang D, taking a total of 5 turns of at least 5 dice with range 5 on a single OM.
I'd end my turn with all 4 glyphs on my card.
If that is what you want. If not, you could limit the number of glyphs allowed on the card.
Hahma
December 3rd, 2010, 02:24 PM
So basically you could sacrifice several single turns for a mega-turn. @270 points, if you had 3 of them at 810 points, one of them could get a 4 turn turn right? But after the other 2 got single turns and left the Temp Marker out. So if after the other Kangs take their single turn and leave their marker in hopes of the third Kang getting a 4 turn turn, couldn't the opponent land on the Temp Marker and take it for themselves? If so, then it can be a risky move for the Kangs, but it would depend on the map and the circumstances I suppose.
Do I have that right?
NecroBlade
December 3rd, 2010, 02:31 PM
TIME WARP
After taking a turn with this Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place this Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with this Kang. During this additional turn, Kang may not place any Glyphs of Temporal Displacement. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
A clever player could still use other the Glyphs of Temporal Displacement from other Kangs to set up a mega turn, but individual Kangs could only set up for double turns at once, and the other Kangs would have to sacrifice their own double activations to set up the mega turns.
Thoughts?
Aye, that's the fix.
I like the idea of still using four Kangs to set up a Kang mega-turn (after all, isn't the whole idea of him being an uncommon hero the ability to work with himself?)!
Yea then.
IAmBatman
December 3rd, 2010, 02:45 PM
Sir G, Hahma, and Necro - you're all reading this correctly. :-) I like keeping the mega-turn a possibility for a clever enough player (with an opponent not clever enough to actually go an occupy all those unoccupied glyphs!).
IAmBatman
December 3rd, 2010, 02:45 PM
Plus, this way, during your mega-turn, you can keep singing "let's do the time warp agaaaaain." :-D
Edit: First post updated. We're down to Team Aussie for votes!
whitestuff
December 3rd, 2010, 06:31 PM
Yea
I'm a fan of self-team-up-shenanigans.
IAmBatman
December 3rd, 2010, 08:05 PM
Sweet - anybody have an A3n signal? :-D
Hahma
December 3rd, 2010, 08:36 PM
Sweet - anybody have an A3n signal? :-D
:drunk:
IAmBatman
December 3rd, 2010, 08:56 PM
Heh. You're calling him a drunk. :-P
Hahma
December 3rd, 2010, 09:03 PM
No, just that he likes to have some fun once in awhile. I guess. I was going to use the :moon: as the A3n signal but I thought that one was reserved for either you or Matt Helm. I get confused at who's the Lead Mooner between the two of you :p
IAmBatman
December 3rd, 2010, 09:10 PM
Hmm ... good question. Though our titles would seem to indicate that he's the king on that side of things.
I suddenly am reminded of that one night when we all got you on Skype ... :lol:
Hahma
December 3rd, 2010, 09:20 PM
Hmm ... good question. Though our titles would seem to indicate that he's the king on that side of things.
I suddenly am reminded of that one night when we all got you on Skype ... :lol:
:drunk:
IAmBatman
December 3rd, 2010, 09:24 PM
:toast:
Hahma
December 3rd, 2010, 09:30 PM
:D :D
IAmBatman
December 3rd, 2010, 11:01 PM
Well, in the meantime, Mr. Helm has chimed in! His pm and my response below:
I'm assuming that the "uncommon" status is so that different versions of Kang can be on the battlefield at the same time as if he traveled to the same place and time more than once. That kind of time travel hurts my head in TV shows... because in my day, Charlie Chaplin didn't do those things...
Just kidding. Not sure I see the need to go the uncommon route but maybe you guys have scenarios with multiple Kangs so who am I to judge. I can't really do so without knowing the full plan.
The one nitpick I have is with the Time Warp. I know it says "take one additional turn with this Kang..." and that should probably be interpreted like Double Attack (...one additional... emphasis on the "one"). But when placed in the middle of such a chain-of-events type paragraph, it almost sounds like you can have an endless loop... move... drop the glyph.... attack... finish the turn... move to glyph space and put glyph back on card... start one turn with Kang... move... drop glyph... attack... finish the turn... move to glyph space and put glyph back on card... start one turn with Kang... OK I think you get the point.
Isn't this one of the cases where you want an OM to ensure that it only happens once?
Yeah, we actually identified the same loop issue as you did just today! We've definitely altered the wording to account for it now.
Thanks for the feedback! :-) Personally, I'll draft just one Kang plenty of times, but it'll be cool to draft more if I want.
Cheers,
Bats
A3n
December 4th, 2010, 08:25 AM
Yea, sorry for the delay (read Dr Light's thread for full story).
Cheers
Hahma
December 4th, 2010, 08:45 AM
That real-life mess was enough headache for you to worry about A3n.
IAmBatman
December 4th, 2010, 12:16 PM
Heh. No worries. You're not usually one I ever have to wait on, so I have no reason to complain at all. :-) Plus it gave us time to get Mr. Helms' comments in. Thanks for chiming in!
This passes to playtesting!
IAmBatman
December 5th, 2010, 02:53 PM
Looks like we still have some wording issues!
Great stuff all around, but I do have one question about the part I bolded and underlined below:
- POWER CHECK/
PASS I broke him:
What if I draft multiple Kang's and Chronos in the same army? The I can have Chronos and all the other Kang's drop their Glyphs around the battle field. I would then be able to take several turns in a row with Kang by just picking up all the Glyphs. The next turn I could place 3 Glyphs in a row and take 3 turns, ect, ect, ect. (I played where he could only use Time Warp once per turn.)
How could you place 3 Glyphs in a row in a single turn?
TEMPORAL MARKER 1
Start the game with a Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during Kang's movement, you may place a Glyph of Temporal Displacement from this card power-side up onto a space Kang previously occupied this turn.
TIME WARP
After taking a turn with this Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place this Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with this Kang. During this additional turn, Kang may not place any Glyphs of Temporal Displacement. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
So I take my turn with Chronos, put down a glyph, and take my turn with Kang and put down a second glyph, sacrificing the use of those glyphs during those turns for all of them (including even using the glyphs for their glyph powers, since then I'd be occupying the glyphs). Then I take a turn with Kang, lay down a third glyph, and decide to start paying off all these laid down glyphs and after his turn I take three additional turns with all these unoccupied glyphs (including the one I just laid down). However, I cannot lay down any glyphs during these additional turns, so I'd have to start all over in the next round, right?
I'm not seeing the whole placing 3 glyphs in a row thing you're talking about there.
Clarification, please?
Thanks,
Bats
Well it doesn't restrict you to placing one Glyphs per turn, so if Kang picked up 2-3 Glyphs, he could place them on 3 adjacent spaces. Then his next turn he could pick them all up and take more turns. Then the next turn he could place them again next turn. Ect, ect, ect....
That's my reading at least.
OK, so it's an issue with the Temporal Marker power, then?
Would this change your reading at all?
TEMPORAL MARKER 1
Start the game with a Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during Kang's movement, you may place one Glyph of Temporal Displacement from this card power-side up onto a space Kang previously occupied this turn.
That's the wording we're planning on changing to both for Kang and Chronos.
You can only place one Glyph per turn anyways. Why not: Once per turn, after revealing an Order Marker on this card, ...
You're contradicting yourself now and confusing me ...
Well it doesn't restrict you to placing one Glyphs per turnand then
You can only place one Glyph per turn anyways.So ... what exactly are you saying here?
I meant one Glyph per space. Sorry.
OK ... but are you reading this wording:
TEMPORAL MARKER 1
Start the game with a Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during Kang's movement, you may place one Glyph of Temporal Displacement from this card power-side up onto a space Kang previously occupied this turn. to say that you may place as many Glyphs as you have on your card during your movement? Because I read it to say you can place one Glyph of Temporal Displacement during your movement.
I'm reading it that as long as he has a Glyph left on his card, he can place one on any space he passed over this turn. With no limit to the number he can place per turn. Don't know if that's correct.
Well the intent is definitely that it's only one placement per turn. We'll have to see if we can't refine the wording to make this more clear. Thanks for bringing the issue to my attention!
Cheers,
Bats
IAmBatman
December 5th, 2010, 03:59 PM
Here's Tickle's proposed wording to clarify the power - thoughts?
Here's my attempt. fwiw
TEMPORAL MARKER 1
Start the game with a Glyph of Temporal Displacement on this card. Once per turn, after revealing an Order Marker on this card, at any point during Kang's movement, you may place one Glyph of Temporal Displacement from this card power-side up onto a space Kang previously occupied this turn.
Hahma
December 5th, 2010, 05:28 PM
Looks pretty good to me.
IAmBatman
December 5th, 2010, 05:38 PM
Cool - I'll make that adjustment, then.
Meanwhile, here's Tickle's test (I'll add an extra army test I asked him to do with multiple Kangs when he finishes it).
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT (Kang)
- THEME TEST/
PASS Love how you made him uncommon to represent his time travelling. (I guess thats why you did it)
- MIRROR TEST/
PASS
- BONDING TEST/
PASS
- SYNERGIES TEST/
PASS
- POWER CHECK/
PASS I broke him:
What if I draft multiple Kang's and Chronos in the same army? The I can have Chronos and all the other Kang's drop their Glyphs around the battle field. I would then be able to take several turns in a row with Kang by just picking up all the Glyphs. The next turn I could place 3 Glyphs in a row and take 3 turns, ect, ect, ect. (I played where he could only use Time Warp once per turn.)
- 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: X Marks the Spot
Units: Kang (270) VS Flash (250)
Round 2 Turn 2
Flash won with no wounds.
Flash was able to consistanly get through Kang's defense with his 5 attack, even when Kang blocked him with Temporal Defense once. Kang just couldn't get Flash to not roll blanks.
TEST 2
Map: X Marks the Spot
Units: Kang (270) VS Colossus (260)
Round 2 Turn 2
Kang won with no wounds.
Being able to fly to the heights and shoot at Colossus was a huge advantage. Colossus also missed every defensive roll.
TEST 3
Map: X Marks the Spot
Units: Kang (270) VS Deathstroke (280)
Round 2 Turn 1
Kang won with no wounds.
Kang was able to gain height, and take two turns in a row with good attack rolls and take Deathstroke out.
TEST 4
Map: X Marks the Spot
Units: Kang (270) VS Wolverine (280)
Round 2 Turn 3
Wolverine won with 5 wounds.
He took Kang's Glyph and used it to gain height advantage every turn. Kang got 5 wounds on Wolverine in 1 attack, but then Wolverine got 3 attacks of 5 on Kang and Kang had no OMs left.
TEST 5
Map: X Marks the Spot
Units: Kang (270) VS Sabertooth (290)
Round 3 Turn 1
Kang won with 2 wounds.
Sabertooth could not roll defense this round and Kang was rolling hot.
_____________________________________________________________
- Squad / Does it pass?
Map: X Marks the Spot
Units: Kang (270) VS Beat Cops x4 (260)
Round _ Turn _
Beat Cops won with 3 Cops left.
One cop was able to take Kang's Glyph, and then he was able to keep Kang on the low ground. When Kang had two wounds, he disengaged and went for the Glyph, he took a wound from disengaging but he got his Glyph back. It wasn't enough, the cops we able to finish him off.
_____________________________________________________________
- Army Test/ Does it pass?
Map: X Marks the Spot
Units: Kang x2 and Cronos (615) VS SHIELD Agents x4, SHIELD Sniper x4, and Shield Spotter x3 (635)
Round 5 Turn 1
SHIELD Army won with 7 Agents, 4 Snipers and 3 Spotters remaining.
R1- Cronos and Kang 1 moved out, Chronos dropped one Glyph down. Kang 1 took the Team Up Glyph. Spotter took two moves, then a Sniper moved and shot Kang 1. Kang 1 took 1 wound.
R2 - Kang 1 activated Kang 2 with the Glyph of Team Up. Agents set up for Kill Box SA on Kang 1 and rolled 4 skulls, which forced Kang 1 to remove his OM 2. Agents Roll for Kill Box SA on Kang 1 again, 3 Skulls VS 2 Shields, Kang 1 gets second wound. Kang 2 gets turn 3, he engaged one of the Agents and takes him out. Then a Sniper got on height and with the Spotter's Improved Aim bonus, the Sniper rolled 3 skulls and took out Kang 1 (who still had his Glyph on his card.
R3 - Chronos dropped his other Glyph and attacked a SHIELD Agent who blocked the attack. Spotter, in order to better spot for the Snipers, moved up the ladder but is unable to attack. Chronos attacked the same Agent who died this time. Spotter moved one more time and in now in great position on top of the castle wall, Spotter then put 3 wounds on Chronos with one attack. Kang 2 flew up to the castle wall and took out one Agent. Sniper took out Chronos.
R4 - Agents moved and only one was in range of Kang, so he attacked, Kang thought he could block the one skull, but he didn't so I got to move another Agent into range. That Agent rolled one skull which Kang also failed to block, so I got to move the 3rd Agent into range. Kang blocked this attack. Now Kang moves off the wall but leaves his Glyph up there. He attacks one Agent with height and takes him down, I then placed Kang back on the wall where he left his Glyph and attacked again, killing another Agent. More Agents move up and only one is in range of Kang but Kang blocked his attack. Kang then drops his Glyph on the wall and remains up there to attack the lone Agent in range and the Agent lives. Agents take their third turn and 2 get to attack Kang, neither caused any wounds. Kang killed two Agents on his next turn by using his Time Warp power.
R5 - Sniper took the first turn and took out Kang in one well rolled attack. (I was saving his Temporal Defense use for the attack I thought was coming from the Agents on one of the next turns)
_____________________________________________________________
- Army Test/ Does it pass?
Map: X Marks the Spot
Units: Kang, Chronos, Deadpool, and Darksied (1000) VS the Fantastic Four (1000)
Round 4 Turn 1
Fantastic 4 won with: Thing w/ 3 wounds and Invisible Woman with 3 wounds.
R1 - Mr.F got a 10 so he let Thing take a turn before him. Then Kang moved forward. Mr.F rolled a 13 so IW and HT took a turn before him. HT caused 1 wound on Kang. Deadpool then moved up and landed 3 wounds on Human Torch. Mr.F then got a 15 so HT went first and used his Supernova attack on Kang, Darkseid, Deadpool and Chronos at once, HT rolled 6 skulls killing Chronos and Kang (who had no numbered OMs left), and put 3 wounds on both Darksied and Deadpool, then Thing and Mr. F went (nothing happened there). Deadpool then put 3 wounds on Mr. F. Deadpool healed 2 wounds.
R2 - Deadpool won initiative and finished off Mr.F from height. OM 1 for the Fan4 was lost. Deadpool took his turn and couldn't wound Thing. OM 2 lost for the Fan4. Deadpool put one more wound on HT and 3 on IW. Thing used the 4 wounds on HT to boost his attack to 10 and take down Deadpool.
R3 - Darkseid hits HT with Omega Effect SA and takes him out of the game. Thing uses the 3 wounds on IW to boost his attack to 9 and put 2 more wounds on Darksied. Darkseid cannot break through Things 10 defense + Rock Wall Defense. Darksied blocks Thing's boosted attack. Darksied put 3 wounds on Thing when Thing only rolled 2 shields with 10 defense. Thing's attack put 1 wound on Darkseid.
R4 - Inititive switch in favor of the Fan4 lets Thing finish off Darkseid.
-Army Test/ Does it pass? PASS (and pretty dang fun as well.)
Map: X Marks the Spot
Units: Kang x2 and Cronos (615) VS Dr. Doom C3G, Doombot, and Puppet Master (610) (Told you that you would see these guys.)
Round 4 Turn 3
Doom and Doombot won. Doom had 2 wounds.
R1 - Puppet Master went first and got to take 2 turns with Kang 1 and put 3 wounds on Kang 2. Chronos moved and dropped his 1st Glyph on the concrete next to his start zone. Dr. Doom then moved forward. Chronos moved forward and dropped his second Glyph on the Warehouse Ruin. Dr. Doom moved onto the Glyph of Team Up and took a shot at Chronos (no damage). Kang 1 moved forward, dropped his Glyph, then picked up the Glyph that Chronos dropped on the Ruin to take another turn and attack Doom (2 wounds).
R2 - Puppet Master fails his first String Pull and uses the second one to take a turn with Kang 1 and put 3 wounds on Chronos. Chronos went to his card. Doom took the next turn and used the bonding to move Puppet Master to a better spot, Doom then attacked Kang 1 and Kang 1 revealed OM 2 to block the 5 skull attack. Puppet Master had the next turn. He used String Pull to control Kang 1, made him drop his Glyph then used his extra turn to attack Kang 2 (no damage). Kang 1 was next and he moved towards the ruin and dropped his Glyph on the road.
R3 - Doom had the first turn and used the Glyph to move Puppet Master up the ladder part way, then Doom left the Glyph and took out Kang 2 from height. (Turn one lost on Kang 2) Puppet Master moved to the top of the Castle wall and took a turn with Kang 1 (didn't do anything good). Kang took his turn and then picked up the glyph on the Street and took out Puppet Master (who failed his defense power roll). Doom moved to the Castle wall and shot down on Kang who removed his OM3 to block the attack.
R4 - Doom got initiative, attacked and it was blocked. Kang moved and Doom got his Pit Trap roll and places Kang adjacent to him so Doom can use his Mystic Drain. Doom attacked and Kang blocked it. Kang got 3 wounds on Doom. Then Doom finished him off.
This was a fun match. Doom's army just much better.
- Army Test/ Does it pass? PASS (and pretty dang fun as well.)
Map: X Marks the Spot
Units: Kang x2 and Cronos (615) VS Dr. Doom C3G, Doombot, and Puppet Master (610) (Told you that you would see these guys.)
Round 4 Turn 3
Doom won with 4 wounds
R1 - Cronos moved out and dropped a Glyph in the road. Puppet Master failed both String Pull rolls. Chronos moved on top of the castle wall and dropped his second Glyph. He then went to his card (To avoid getting String Pulled). Puppet Master gets to take a turn with Kang 2 and puts him on height to attack Kang 1, 5 skulls cause Kang 1 to reveal his OM3. Puppet Master failed both of his String Pull rolls.
R2 - Kang 2 moved towards the Warehouse ruin. Puppet Master failed both his String Pull rolls. Kang moved to the castle wall and dropped his Glyph up there. Doom moved forward and attack Kang 2, Doom rolled 5 skulls and Kang rolled 4 skulls and 3 blanks (no OM on his card to reveal.) Kang 2 is dead. OM3 on Kang 1 brought Chronos back before Kang 1 died, Chronos picked up the Glyph on the road. Kang moved, droped his Glyph, picked it up, moved again, Doom used his pit trap on him, Kang picked up another glyph, attacked Doom without moving. Doom blocked the attack. Doom put one wound on Kang, and got his power drain roll, and Kang blocked the second attack.
R3 - Puppet Master failed both his String Pull rolls again. Kang moved one space, dropped his glyph, then got pit trapped by Doom, Kang removed his Glyph and attacked. Doom took 2 wounds. Kang then picked up the last Glyph on the map on the other castle wall and moved to attack Puppet Master. Puppet Master moved Kang to the low ground. Doom then attacked Kang from the Ruin, Kang blocked the attack. Kang decided to ignore Doom and go after Puppet Master, after dropping a Glyph, Kang put one wound on Puppet Master and picked up his Glyph and attacked again. Puppet Master died. Doom attacked Chronos, and caused one wound. Chronos moved, dropped his Glyph on the castle wall and went to his card.
R4 - Kang dropped a glyph, took out the Doombot, picked up Chronos' Glyph and attacked Doom from the castle wall (no damage). Doom attacked Kang and it was blocked. Kang revealed his OM and brought Chronos back near Doom's start zone. Kang moved, dropped a Glyph on the wall and attacked Doom. Doom took 2 more wounds. Doom flew up, landed on Kang's Glyph and moved him off the wall. Doom then attacked Kang and 4 skulls was enough to persuade Kang to remove his OM3. Doom attacked again and Kang took 2 wounds.
R5 - Doom won initiative, and Kang blocked the attack. Kang moved away from Doom to lure him off the Glyph and dropped another Glyph. Kang was still in range so he attacked Doom (no damage). Kang was still in range so Doom attacked, Kang revealed his OM3 to block the 3 skulls. Chronos was next and he dropped his Glyph for Kang. Doom went next and killed Kang.
R6 - Doom killed Chronos in 2 turns.
Played this test better due to not being so tired. It's hard to set Kang up for multiple turns after the first round. You can easily put 2 OMs on Chronos and 1 on Kang in round 1 to place the Glyphs then make them come to you. After that it's hard to not take the extra turns when you can. :cool:
IAmBatman
December 5th, 2010, 05:39 PM
Oh, we'll need to adjust Chronos' wording to match as well!
IAmBatman
December 5th, 2010, 10:22 PM
The third army test I requested from Tickle has been added.
Just waiting on Nilfy to reformat his test now, or Lord Essenwein to complete his.
Hahma
December 5th, 2010, 10:55 PM
Fun looking tests, that Kang/Chronos vs. Doom/Puppet Master was pretty funny. Good stuff. :D
Griffin
December 5th, 2010, 11:43 PM
Looking good, but we need to run that wording past Sir G IMO.
SirGalahad
December 6th, 2010, 08:22 AM
I can look at it in detail later this morning.
IAmBatman
December 6th, 2010, 12:47 PM
Sweet. I look forward to it, Sir G. :-)
I also added yet one more army test from Tickle. He wanted to make sure he really tried the Kang/Chronos exploitation when he was fully awake. I told him to go ahead and give himself an extra point for all the testing.
Now I'm just waiting on nilfy to reformat his test properly or Lord Essenwein to turn his in.
IAmBatman
December 6th, 2010, 04:50 PM
Here's public playtest #2.
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT Kang
- 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/ Pass
TEST 1
Map: Embattled Fen
Units: Colossus vs. Kang
2 Rounds
Kang wins with 3 wounds
TEST 2
Map: Embattled Fen
Units:Silver Surfer vs. Kang
3 Rounds
Kang wins with 1 wound
TEST 3
Map: Embattled Fen
Units: Kang vs. Abomination
1 Round
Abomination wins with 7 wounds
TEST 4
Map: Embattled Fen
Units: Kang Vs. Frost Giant of Morh x2
2 Rounds
Kang wins with 3 wounds
TEST 5
Map: Embattled Fen
Units: Kang Vs. Black Wyrmling x9
2 Rounds
Black Wyrmlings win with 2 left
_____________________________________________________________
- Squad / Pass
Map: Embattled Fen
Units: Kang Vs. Einar Imperium x2
1 Round
Einar Imperium win with 2 left
_____________________________________________________________
- Army Test/ Pass
Map: Embattled Fen
Units: Kang x2 vs. Spiderman, Venom and Iron man
Round 1
Kang Initiative
Kang advances, Iron Man advances but can't wound Kang, Kang gets 2 luck rolls and down goes Tony Stark, Loss of turn, Kang heads toward the enemy start zone and inflicts 3 wounds to Spiderman and 4 wounds to Venom, Loss of turn
Round 2
Kang Initiative
Kang can't wound the symbiote or it's counterpart, Venom engages Kang and then rolls all skulls but Kang uses Temporal Defense and loses turn three, Kang goes on a rampage and takes down both Venom and Spiderman
_____________________________________________________________
- Army Test/ Pass
Map: Embattled Fen
Units: Kang x2 vs. Frost Giant of Morh x4
Round 1
Frost Giant Initiative
A Frost Giant moves up, as does Kang but Kang takes down the giant in two rolls, Another Frosty advances, only to be given 5 wounds from Kang, The giant engages Kang and gives him a wound, Kang successfully disengages and is rewarded by a KO
Round 2
Frost Giant Initiative
A giant advances, but then just like round 1 Kang takes down him in one turn, the last Snowman advances, and is met by Kang and given a wound, the giant retaliates by giving one more wound to Kang, Kang gets mad and kills the giant but falls to dying swipe.
TEMPORAL MARKER 1
Start the game with a Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during Kang's movement, you may place a Glyph of Temporal Displacement from this card power-side up onto a space Kang previously occupied this turn. This ability really was just a helper for the game. I think I used this ability ever turn.
TIME WARP
After taking a turn with this Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place this Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with this Kang. During this additional turn, Kang may not place any Glyphs of Temporal Displacement. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power. This was the ability that I used every single turn and was easily the game changer.
TEMPORAL DEFENSE
Once per round, if this Kang or any friendly figure within 3 spaces of this Kang is attacked by a figure that does not have the Temporal Defense special power, and at least 1 skull is rolled, you may reveal and remove any numbered Order Marker on this card. After removing the numbered Order Marker, the opposing player's turn immediately ends and the attacked figure receives no wounds. I used this ability once and it saved Kang's life once against Venom. It could be changed to your opponent gets to choose an OM but really just my 2 cents.
I loved Kang but his low life gives him an extreme weakness against squads. Pass at 270 maybe even 280.
SirGalahad
December 6th, 2010, 07:32 PM
I think this wording may alleviate the fear of him placing multiple GoTDs during the same OM:
TEMPORAL MARKER 1
Start the game with one Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during Kang's movement, you may place up to one Glyph of Temporal Displacement from this card power-side up on an empty space Kang previously occupied this turn.
IAmBatman
December 6th, 2010, 07:39 PM
Thanks! Making the change now! Please bring this view over to the Chronos thread as well. :-)
Hahma
December 6th, 2010, 08:15 PM
Playtests look good and he seems pretty good around 270. Seems good vs. HH 1 on 1, especially if the HH has only 1 attack and isn't very mobile. If someone has good range or multiple attacks, they can bypass his Temporal Defense. The life of 4 seems to help keep him killable. If multiple opponents get close they can pick up a glyph he drops. I can imagine squads with bonding with heroes might help against him/them.
Seems fun.
IAmBatman
December 6th, 2010, 08:52 PM
From NilfheimPwns:
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT Kang
- THEME TEST/ I’ve never encountered this character before, but I understand it already. He’s some kind of time traveler, and he has guns. You can have more than one because he is constantly hopping through time. All of his temporal powers seem perfectly thematic.Pass
- MIRROR TEST/ Pass
- BONDING TEST/ Pass
- SYNERGIES TEST/ Nothing but the things that affect all friendly characters within blank amount of spaces, and those aren’t game breaking.
Pass
- POWER CHECK/ Pass
- FUN TEST/ Definitely. It’s fun to just plop yourself on the high ground, use the temporal glyph, and keep moving an enemy away before shooting them.Pass
- FUN COMPETITIVE TEST/ I would. This guy is killer against melee and slow movers. Pass
- DRAFTING TEST/ I used all of his powers, but saved temporal defense for the end of the game when he really needed it. The other two I used almost every turn I could.Pass
- USAGE TEST/ I used all of his powers, but saved temporal defense for the end of the game when he really needed it. The other two I used almost every turn I could.
Pass
- STRATEGY TEST/ Kang offers strategy, but a simple one. Move, place the temporal glyph behind, se the temporal glyph, repeat. Do this until you get to high ground, where you do a back and forth so that he ends on the temporal glyph. Then shoot and dislocate every turn.
Pass- Heavy Hitter or Mid-Level Hero/ Does it pass?
Spoiler Alert!
Test 1
Map: Turret Rocks by Kahrma
Unit: . Nilfheim (185 pts.) Kang Victory 3 wounds
Pass
Test 2
Map: Turret Rocks by Kahrma
Unit: Major Q9 (180 pts.) Kang Victory 0 wounds
Pass
Test 3
Map: Turret Rocks by Kahrma
Unit: Sgt. Drake Alexander (SotM) (170 pts.) Kang Victory 3 wounds
Pass
Test 4
Map: Turret Rocks by Kahrma
Unit: Moltenclaw (170 pts.) Kang Victory 2 wounds
Pass
Test 5
Map: Turret Rocks by Kahrma
Unit: Taelord (180 pts.) Kang Victory 0 wounds
Pass
TEST 1
Map:
Units:
TEST 2
Map:
Units:
TEST 3
Map:
Units:
TEST 4
Map:
Units:
TEST 5
Map:
Units:
_____________________________________________________________
- Squad / Does it pass?
Map: Turret Rocks by Kahrma
Units: 3x Blastatrons (180 pts.) Kang victory, one wound on Kang, all enemies destroyed
Pass
.
_____________________________________________________________
- Army Test/ Does it pass?
Map: Turret Rocks by Kahrma
Units: 2x Kang vs. Flash, Batman (Bruce), and NE-GOK-SA
Kang Victory, One Kang destroyed, One Kang with one wound, all enemies destroyed
Pass
Army test 2
Map: turret rocks
units: major Q9 and Sonlen
Kang Loss, Sonlen kept healing, and even though one kang took q9 down on his own once, not this time. Q9 was luckier, Sonlen kept healing, etc.
IAmBatman
December 6th, 2010, 09:07 PM
After reading through all the tests, I think 275 is justified.
So I'm proposing Kang be moved to Final Editing at 275 points.
Hahma
December 6th, 2010, 09:32 PM
YEA
Not a very good test report by Nilfheimpwns, but the others were good.
GreyOwl
December 6th, 2010, 09:33 PM
yea
IAmBatman
December 6th, 2010, 09:50 PM
Not a very good test report by Nilfheimpwns, but the others were good.
It's his first try, but, yeah, he's a work in progress. :-)
Griffin
December 6th, 2010, 09:51 PM
Hey, do you think you could ask NipplePawn to tone all the commentary text down. It is a bit difficult to sift through all that insightful text. :roll:
Seriously, his test isn't helpful at all. :? The worst playtest report of all C3G history. We need a real test done here, this just isn't gonna cut it at all.
Griffin
December 6th, 2010, 09:53 PM
I vote that NipplePawn may seriously be mentally challenged.
IAmBatman
December 6th, 2010, 09:54 PM
He's a kid. And he at least wrote down the results. Considering it's the fourth test, I think we have sufficient data anyway.
Hahma
December 6th, 2010, 09:58 PM
Yeah, the first three tests are sufficient. A little experience for NP to get his feet wet, though he'll have to learn to test vs. like pointed units or combination of units, as well as more info reported.
IAmBatman
December 6th, 2010, 10:00 PM
I made an attempt to get him to use better formatting ... with three other tests done that's about all I had the patience for.
SirGalahad
December 6th, 2010, 10:00 PM
yea to Editing
I'm withholding judgment on anyone's mental capacity.
Griffin
December 6th, 2010, 10:06 PM
Just finished looking over the other tests, and 275 looks appropriate.
I am not shocked that NipplePawn is a kid. Hopefully he will do MUCH MUCH better next time if he so chooses.
IAmBatman
December 6th, 2010, 10:13 PM
Just finished looking over the other tests, and 275 looks appropriate.
I am not shocked that NipplePawn is a kid. Hopefully he will do MUCH MUCH better next time if he so chooses.
Is that a yea?
Spidey'tilIDie
December 6th, 2010, 10:26 PM
No, a yea looks like this
YEA.
At least mine does. :shrug:
A3n
December 6th, 2010, 11:03 PM
Yea do we have mini photos yet?
IAmBatman
December 6th, 2010, 11:28 PM
No mini photos yet ... Spidey said he'd get them for me a couple of day ago, though. :-D (I think the icky weather has slowed that though, like it has for me and Connor).
Griffin
December 7th, 2010, 07:20 AM
Sure, yea
IAmBatman
December 7th, 2010, 12:54 PM
Down to Whitey and Necro or about 32 hours.
NecroBlade
December 7th, 2010, 02:53 PM
Yea
whitestuff
December 8th, 2010, 12:55 AM
Yea
IAmBatman
December 8th, 2010, 12:56 AM
This passes to final editing! Any issues with what's in the first post, gentlemen?
Griffin
December 8th, 2010, 01:13 AM
TEMPORAL MARKER 1
Start the game with one Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during this Kang's movement, you may place up to one Glyph of Temporal Displacement from this card power-side up on an empty space Kang previously occupied this turn.
TIME WARP
After taking a turn with this Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place this Kang on the space the Glyph of Temporal Displacement previously occupied and take one additional turn with this Kang. During this additional turn, Kang may not use his Temporal Marker 1 special power. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
TEMPORAL DEFENSE
Once per round, if this Kang or any friendly figure within 3 spaces of this Kang is attacked by an opponent's figure that does not have the Temporal Defense special power, and at least 1 skull is rolled, you may reveal and remove any numbered Order Marker on this card. After removing the numbered Order Marker, the opposing player's opponent's turn immediately ends and the attacked figure receives no wounds.
Change 1 - it isn't necessary, but it helps and it maintains the possessive nature that the rest of the text on the card has.
Change 2 - Opponent's just sounds better and this would help avoid the confusion you had before the change, because if I attack my own Kang with my own Superman, then I read about how you assume it was an "opposing player" that attacked, I might get confused.
Change 3 - same as 2
Also, have you considered that this card has 20 lines of text? That is a bit much man.....
SirGalahad
December 8th, 2010, 01:21 AM
TEMPORAL MARKER 1
Start the game with one Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during this Kang's movement, you may place up to one Glyph of Temporal Displacement from this card power-side up on an empty space Kang previously occupied this turn.
TIME WARP
After taking a turn with this Kang, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, then place this Kang on the space the Glyph of Temporal Displacement previously occupied, and take one additional turn with this Kang. During this additional turn, Kang may not use his Temporal Marker 1 special power. When Kang uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.
TEMPORAL DEFENSE
Once per round, if this Kang or any friendly figure within 3 spaces of this Kang is attacked by an opponent's figure that does not have the Temporal Defense special power, and at least 1 skull is rolled, you may reveal and remove any numbered Order Marker on this card. After removing the numbered Order Marker, the opposing player's opponent's turn immediately ends and the attacked figure receives no wounds.
Change 1 - it isn't necessary, but it helps and it maintains the possessive nature that the rest of the text on the card has.
Change 2 - Opponent's just sounds better and this would help avoid the confusion you had before the change, because if I attack my own Kang with my own Superman, then I read about how you assume it was an "opposing player" that attacked, I might get confused.
Change 3 - same as 2
Also, have you considered that this card has 20 lines of text? That is a bit much man.....
Conserved a word.
And he's a complicated man, man.
IAmBatman
December 8th, 2010, 03:44 PM
Thanks, guys! Updates coming.
A3n
December 8th, 2010, 06:09 PM
Comic card (http://www.hiddendragon.com/hs_customs/C3G/staging_7519384571/cards/JPG/C3G_Kang_comic.jpg).
Cheers
IAmBatman
December 8th, 2010, 06:14 PM
Looks sweet. :-) Thank you, sir.
I hope to be able to get some mini pics tomorrow ... oye. :-P
Griffin
December 8th, 2010, 07:27 PM
Card looks great, and I am extremely impressed with how good all that text looks. :D
IAmBatman
December 9th, 2010, 02:21 PM
OK - mini pictures! Not as clear as I'd like, but hopefully one is usable!
http://i148.photobucket.com/albums/s31/IBeBats/Kang4.jpg?t=1291921778
http://i148.photobucket.com/albums/s31/IBeBats/Kang3.jpg?t=1291921778
http://i148.photobucket.com/albums/s31/IBeBats/Kang2.jpg?t=1291921778
http://i148.photobucket.com/albums/s31/IBeBats/Kang1.jpg?t=1291921778
Griffin
December 9th, 2010, 02:30 PM
Oye, those are terrible mate. We need better for sure. :shock:
IAmBatman
December 9th, 2010, 02:36 PM
I think the last one might be usable - and this is the best I can do with the winter light. I'll wait and see what A3n says.
Hahma
December 9th, 2010, 03:18 PM
I'll wait and see what A3n says.
"Oye Mate, those are bloody godawful. The last one has a big silver blur where his front gun should be. Bloody ganky if ye ask me."
Maybe something like that? :p
Winter light does svck for us northerners, we might need the southerners or westerners to carry the photo burden in these gloomy times up north. I took a bunch during the summer and have them on file to use when needed if I have the right figure, but there are a lot of figures or the right figure that I didn't/don't have.
IAmBatman
December 9th, 2010, 04:12 PM
Yeah, it's been pretty rough going. I've tried two cameras and just can't get anything better than what I posted.
A3n
December 9th, 2010, 04:22 PM
Since when have I talked like that Hahma? :poorpost:
But struth the photo's are bloody awful mate! The last one is good if we doing a card for Kangs rear gun :up:, it's got beautiful focus & definition. :p
Sorry mate none of these are usable. Looks like we will need to wait, hopefully not til spring :p.
Cheers
IAmBatman
December 9th, 2010, 04:37 PM
Yeah, I'll try again tomorrow ... best I can do. *sigh*
Hopefully someone else can help me out in the meantime.
I think Spidey said he had this one as was going to get me some pics ... but he's on a hiatus now. :-P
Hahma
December 9th, 2010, 07:28 PM
Since when have I talked like that Hahma? :poorpost:
But struth the photo's are bloody awful mate! The last one is good if we doing a card for Kangs rear gun :up:, it's got beautiful focus & definition. :p
Sorry mate none of these are usable. Looks like we will need to wait, hopefully not til spring :p.
Cheers
Well, I tried anyway. :) I threw Ganky in there because I believe The B.I.V. used it for his ERB review of Doctor Light and you commented something like "whatever ganky is" or "I don't know what ganky is." So I thought I'd just through that in there for old time sakes. :D
IAmBatman
December 10th, 2010, 03:04 PM
Less ganky?
http://i148.photobucket.com/albums/s31/IBeBats/Kang23.jpg?t=1292008491
http://i148.photobucket.com/albums/s31/IBeBats/Kang22.jpg?t=1292008497
http://i148.photobucket.com/albums/s31/IBeBats/Kang21.jpg?t=1292008500
There are also these. (http://www.heroscapers.com/community/showpost.php?p=1287511&postcount=356)
A3n
December 10th, 2010, 04:57 PM
Still not there. Yours have better colour & lighting but the focus is crap. You do know that you push the button down only halfway first to allow the camera to focus right??
IAmBatman
December 10th, 2010, 05:11 PM
:lol: You think I know what I'm doing?
Oye, crap, guess I have to try again tomorrow ... I'm remembering why I gave this up after World's Finest.
A3n
December 10th, 2010, 05:19 PM
:lol: You think I know what I'm doing?
Oye, crap, guess I have to try again tomorrow ... I'm remembering why I gave this up after World's Finest.
Yeah but that one that one shot you got was always soo worth it. I think when you work out your focusing issue you will have no problems. Your camera is good, you always get good lighting & most of your poses are good also. (although I don't think there is going to be a better pose than Hahma's Kingpin)
Cheers
IAmBatman
December 10th, 2010, 05:22 PM
I'm not sure if my camera is as good as you think ... I did finally find some halfway decent lighting today, though, so at least now I know to try the bathroom window again. It's the same place where I finally got a good shot of Darkseid way back when.
A3n
December 10th, 2010, 05:35 PM
I am sure the camera is good from the good photo's you do eventually take, it's just the mug behind the camera that needs work :p.
IAmBatman
December 10th, 2010, 05:35 PM
You might be on to something there. It definitely feels like a crappy camera a lot of times, though. :-P
IAmBatman
December 11th, 2010, 12:11 PM
Try, try again.
http://i148.photobucket.com/albums/s31/IBeBats/Kang35.jpg?t=1292087298
http://i148.photobucket.com/albums/s31/IBeBats/Kang36.jpg?t=1292087298
http://i148.photobucket.com/albums/s31/IBeBats/Kang34.jpg?t=1292087298
http://i148.photobucket.com/albums/s31/IBeBats/Kang33.jpg?t=1292087298
http://i148.photobucket.com/albums/s31/IBeBats/Kang32.jpg?t=1292087298
http://i148.photobucket.com/albums/s31/IBeBats/Kang31.jpg?t=1292087298
Griffin
December 11th, 2010, 12:36 PM
That second one is pretty awesome. :up:
Hahma
December 11th, 2010, 12:38 PM
Number two has the best lighting and focus on both guns. Looks pretty darn good to me. :D
A3n
December 11th, 2010, 04:58 PM
Number two hasn't got the best lighting and but has focus on both guns. Looks pretty darn good to me. :D
Fixed.
#2 appears too washed out & with no facial definition (did you use the flash?) #3 (Kang34) has the best detail still doesn't have great focus on the face but it is usable. I haven't installed Photoshop yet but as soon as I do I will get onto this for you.
Cheers
Griffin
December 11th, 2010, 05:14 PM
A3n, I usually always trust you, but I really think you should reconsider number 2. I don't think we need "super sharp" focus on his flat dull face, I think we need good focus on the entire figure especially both of those awesome guns, and number 2 is the only one that does that.
whitestuff
December 11th, 2010, 05:51 PM
Kang wears such pretty tights...
SirGalahad
December 11th, 2010, 06:43 PM
Kang wears such pretty tights...
:shock:
IAmBatman
December 11th, 2010, 07:36 PM
The flash came on for exactly one of those shots. But I figured I'd put it up anyway.
A3n
December 11th, 2010, 11:03 PM
A3n, I usually always trust you, but I really think you should reconsider number 2. I don't think we need "super sharp" focus on his flat dull face, I think we need good focus on the entire figure especially both of those awesome guns, and number 2 is the only one that does that.
With #2 the face doesn't even look like a face it's just rectangle blue blob & unless the figure is small we are going to cut off part of at least 1 gun anyway. only the front gun has any detail anyway.
With #3 there is enough detail in the face to distinguish it as a face. The rear gun has great detail & the unfocus front gun adds the dimension to the whole figure.
I really am against #2.
Cheers
Griffin
December 11th, 2010, 11:10 PM
It is your call mate, thanks for looking twice at least.
IAmBatman
December 11th, 2010, 11:16 PM
Hey, you're the mini photo guy. Ignore these goobers and put together the one you think is the best. :-P
IAmBatman
December 12th, 2010, 09:47 AM
Actually, I realized I already have a comic card here, so it seems like I'm just waiting on A3n for the mini stuff. I'll probably keep the rest of the Art Department out of this one and just switch to that procedure moving forward.
Griffin
December 12th, 2010, 10:57 AM
I am looking forward to playing some games with this guy.
A3n
December 14th, 2010, 07:01 AM
Mini card in OP.
Cheers
Hahma
December 14th, 2010, 07:07 AM
Looks great A3n. :D
whitestuff
December 14th, 2010, 07:24 AM
I'm glad that I use the comic pics as the unfocused gun in the foreground would irk me.
I've not watched this one very closely... man there is a lot of text on this guy.
I've looked very closely at Time Warp. Where is the instruction about taking a jump to the left and then a step to the right...
:D
Griffin
December 14th, 2010, 09:53 AM
Cards look great! Good job A3n. :up:
IAmBatman
December 14th, 2010, 10:56 AM
I think the mini card looks awesome! :-) Thanks for putting it together (great background choice - I couldn't find anything) and for putting it in the OP! You da man.
I really wish I could propose this right now ... unfortunately there's a "thisKang" that needs a space in it in the Temporal Marker 1 power.
Other than that, everything looks perfect to me.
A3n
December 14th, 2010, 03:21 PM
I really wish I could propose this right now ... unfortunately there's a "thisKang" that needs a space in it in the Temporal Marker 1 power.
Other than that, everything looks perfect to me.
What you couldn't have notice this in the couple of weeks the comic version was up? :duh:
:p JPGs updated & PDFs added to OP.
Cheers
IAmBatman
December 14th, 2010, 03:34 PM
My bad. :-P Thanks for the fix, though!
IAmBatman
December 14th, 2010, 03:37 PM
I propose we be done with this sucka!
A3n
December 14th, 2010, 03:42 PM
Yea from me.
Spidey'tilIDie
December 14th, 2010, 03:48 PM
The only issue I have is Superstrength. I did not think he had it, but before I just said something I wanted to check. I read Marvel.com, Wikipedia, and Comicvine. Only comicvine mentions his having Superstrength. Wikipedia says his suit gives him enhanced strength, but no where does it mention Superstrength. Honestly, when I think of him, its as a scientist, not a bruiser. So my question is, does Superstrength belong here? (Sorry, Bats, that I did not catch this before. I just noticed it when looking over the card to vote.)
IAmBatman
December 14th, 2010, 03:53 PM
The only issue I have is Superstrength. I did not think he had it, but before I just said something I wanted to check. I read Marvel.com, Wikipedia, and Comicvine. Only comicvine mentions his having Superstrength. Wikipedia says his suit gives him enhanced strength, but no where does it mention Superstrength. Honestly, when I think of him, its as a scientist, not a bruiser. So my question is, does Superstrength belong here? (Sorry, Bats, that I did not catch this before. I just noticed it when looking over the card to vote.)
OK, I was going off the info in this post. (http://www.heroscapers.com/community/showpost.php?p=1268775&postcount=13)
Scroll down far enough and you'll find this:
Battle Armor: Kang's battle armor is produced from a rare synthetic alloy from the 40th century. It is neuro-kinetic, meaning it responds to his subconscious thoughts. Though Kang has no powers, his armor endows him with rough equivalents of super-human abilities.
Enhanced Strength: Gives Kang the ability to lift 5 tons.
5 tons well exceeds our established standard for SS. Sure it's just his armor, but that's all that gives Iron Man SS as well, and I assume Kang's armor would actually be more advanced than Iron Man's.
whitestuff
December 14th, 2010, 06:35 PM
Yea
GreyOwl
December 14th, 2010, 06:37 PM
yea
Spidey'tilIDie
December 14th, 2010, 06:42 PM
I read that on comicvine, but the others didn't mention it in the part about his Powers and Abilities. However if it was on Marvel's database then OK. Yea.
NecroBlade
December 14th, 2010, 08:05 PM
Yea
Hahma
December 14th, 2010, 08:07 PM
yea
IAmBatman
December 15th, 2010, 12:00 AM
Down to Sir G and Griffin!
SirGalahad
December 15th, 2010, 01:12 AM
yea
Griffin
December 15th, 2010, 01:17 AM
Yea, looks great.
Note - I had the same distortion when viewing the PDFs through Mozilla that I had when viewing Shadow Thief. So that is a Mozilla issue, not a Tickle issue.
IAmBatman
December 15th, 2010, 01:29 AM
Sweet! This passes to On Deck!
A3n
December 15th, 2010, 01:45 AM
Yea, looks great.
Note - I had the same distortion when viewing the PDFs through Mozilla that I had when viewing Shadow Thief. So that is a Mozilla issue, not a Tickle issue.
Great to know. What about your distortion issue Bats?
IAmBatman
December 15th, 2010, 01:46 AM
It's the same for me - a Firefox issue.
SirGalahad
December 26th, 2010, 10:40 AM
Kang standardized!
IAmBatman
December 26th, 2010, 10:52 AM
The appropriate set is Wave 5: The World's Vilest.
Otherwise, it looks great. :-)
Balantai
January 26th, 2011, 06:20 PM
This may possibly be the coolest card I've ever seen. It's overflowing with theme and strategy. Kudos to everyone.
A3n
January 26th, 2011, 06:57 PM
This may possibly be the coolest card I've ever seen. It's overflowing with theme and strategy. Kudos to everyone.
Yeah, I do to. I really love the idea of him being an uncommon hero, that was a true stroke of genius. I really can't wait 'til the public see this one.
Cheers
SirGalahad
January 26th, 2011, 07:08 PM
This may possibly be the coolest card I've ever seen. It's overflowing with theme and strategy. Kudos to everyone.
Yeah, I do to. I really love the idea of him being an uncommon hero, that was a true stroke of genius. I really can't wait 'til the public see this one.
Cheers
Except he's an Uncommon Hero. ;)
A3n
January 26th, 2011, 07:25 PM
This may possibly be the coolest card I've ever seen. It's overflowing with theme and strategy. Kudos to everyone.
Yeah, I do to. I really love the idea of him being an uncommon hero, that was a true stroke of genius. I really can't wait 'til the public see this one.
Cheers
Except he's an Uncommon Hero. ;)
Yeah that's what I said ;).
SirGalahad
January 26th, 2011, 08:00 PM
This may possibly be the coolest card I've ever seen. It's overflowing with theme and strategy. Kudos to everyone.
Yeah, I do to. I really love the idea of him being an uncommon hero, that was a true stroke of genius. I really can't wait 'til the public see this one.
Cheers
Except he's an Uncommon Hero. ;)
Yeah that's what I said ;).
A Mod catching a Mod in a typo is almost a thing of the past. ;)
Good Pig
January 26th, 2011, 08:09 PM
This guy looks fun. I haven't used any of the C3G glyphs yet. Going to have to do some reading....and printing.
A3n
January 26th, 2011, 08:53 PM
This guy looks fun. I haven't used any of the C3G glyphs yet. Going to have to do some reading....and printing.
Do so they really mix the game up & the TD one is exceptionally strategy breaking & making :D. The TD glyph was introduced with Chronos & the inception of our time travelling powers.
Cheers
IAmBatman
January 26th, 2011, 11:31 PM
This may possibly be the coolest card I've ever seen. It's overflowing with theme and strategy. Kudos to everyone.
While I appreciate the rep you gave me for this one, I can only accept credit for taking this guy through the paces and, well, maybe Temporal Defense. :-P That one I can claim as a time travel themed tweak on Psychic Defense X.
A3n is really the mastermind behind the first two powers, though (stolen right from his original draft of Chronos for this guy) and Griff really perfected the Temporal Displacement glyph and I believe was the brainchild of him being an uncommon hero.
I know the rest of the gang pitched in here or there as well (I remember Hahma being particularly active in the thread).
It's all here for everyone to see, of course, I just want to make sure it's clear that the main credit for this guy isn't even close to mine. :-P In fact, it's probably the LD of mine that I'd be willing to take the least credit for (as awesome as it is and as much as I wish I could take it all!). :-)
Griffin
January 26th, 2011, 11:36 PM
C3G did a great job here. :up:
tcglkn
January 26th, 2011, 11:38 PM
I feel like this is one of my better playtests. This guys was a lot of fun to put through his paces. He works well with Chronos.
IAmBatman
January 27th, 2011, 12:06 AM
Yeah, and what's great about those two is they really give us some nice direction for future time travelers. :-)
I'm really happy about how we've managed to capture, mechanically, in a mini skirmish game, the theme of both time travel to the past (Kang) and to the future (Chronos).
Balantai
April 5th, 2011, 11:26 AM
Have I mentioned how much I love this figure. :D
There are a few places on the card where it says Kang instead of "this Kang". Is that intentional or should it be updated?
IAmBatman
April 5th, 2011, 11:52 AM
Hmm, reading it over, I think all the instances of "this" not being included were just cases where "this" wasn't needed for clarity.
tcglkn
April 5th, 2011, 02:45 PM
Hmm, reading it over, I think all the instances of "this" not being included were just cases where "this" wasn't needed for clarity.
That's what I think. It's clear that only this Kang would be doing it at that particular time.
johnny139
April 23rd, 2011, 12:58 AM
I love the theme on Time Warp. Kang runs in guns-a-blazin', stops suddenly, vanishes, appears out of the Temporal Displacement, Kangs running around everywhere, popping in and out of the time stream... trying to remember in your head which is supposed to represent which and who popped out of where and what's happenings is just too much. Total chaos. Fantastic.
All Your Pie
April 23rd, 2011, 08:43 PM
Kang is definately my favorite of this wave. And really, once you get your hands on him, he really isn't complicated at all. :)
Griffin
April 23rd, 2011, 09:12 PM
Kang is definately my favorite of this wave. And really, once you get your hands on him, he really isn't complicated at all. :)
I agree. He is an absolute blast, and the theme of that time traveling "do over" comes off very nicely for me too.
As a funny note, the basic concepts here are what A3n originally came up with for Chronos, and Bats and I convinced him that the ideas were best suited for Kang, and so we began working on Chronos first, but after we knew what we wanted for Kang. :lol: It was a mess to sort out, but Skype really helped. :D Then somewhere along the way, some genius came up with the idea to make Kang Uncommon. :whistle:
Margloth
April 23rd, 2011, 09:22 PM
It was genius to make him uncommon... now we can have Iron Lad (and some of Nate's other personas) and Kang too!
Griffin
April 23rd, 2011, 09:33 PM
It was genius to make him uncommon... now we can have Iron Lad (and some of Nate's other personas) and Kang too!
Yep, or just a huge army/council of Kangs, which is a lot of fun and looks really cool.
clembo2021
April 6th, 2012, 07:29 PM
Gah, I think I've been playing Kang wrong. You can move fly 4 spaces, land, fly again, and place the Glyph under you?
Also, the only way to USE the glyph and also use "Time Warp" is to have 2 glyphs on the field at the same time, correct?
johnny139
April 6th, 2012, 07:33 PM
Gah, I think I've been playing Kang wrong. You can move fly 4 spaces, land, fly again, and place the Glyph under you?
Also, the only way to USE the glyph and also use "Time Warp" is to have 2 glyphs on the field at the same time, correct?
A) Kind of - you can place the Glyph at any point, so you could move three spaces, place the Glyph on the space you just passed over, and then move back onto that space.
B) Or if you somehow move off of the Glyph during that turn. But yeah, practically speaking, that's the only way.
clembo2021
April 6th, 2012, 10:35 PM
A) Kind of - you can place the Glyph at any point, so you could move three spaces, place the Glyph on the space you just passed over, and then move back onto that space.
But the FAQ on page 1 says
"When a figure Flies, it is moving over a space, and therefore not really "occupying" it. However, the official FAQ from Heroscape is that a figure with the Flying or Stealth Flying special power may fly for part of its move and walk for the other part, and switch between the two at any time."
So what's to stop you from moving 4 spaces, flying (so now you're not occupying the space, therefore it counts as "previously occupied"), and then landing.
johnny139
April 6th, 2012, 11:46 PM
Hmm... interesting. That's a good point - I'm not sure if it works on the last step, though, since having already moved four spaces you can't "switch" into Flying again. While moving onto the third space, though, I can see it - you fly over it, land to "occupy" it, fly again, place the Glyph on it, then end your move and land on top of the Glyph. All while standing on the same space.
But I'm not sure if you can switch into and out of Flying while physically occupying one space. It says "at any time" so, like the Castle Door, I don't see why not...
IAmBatman
April 15th, 2012, 11:16 AM
I'm pretty sure you can only place the glyph on a space you occupied (not passed over) so you'd have to have walked through that space. But you can switch between walking and flying as you move.
This is Griff's territory, though, so just commenting on how I've played it. :-)
Griffin
April 15th, 2012, 02:16 PM
I never thought to play it that way, but it does seem legit to me. He occupied the space, was in mid flight while placing the glyph, then landed back on it. Seems legit. :up:
clembo2021
April 15th, 2012, 04:42 PM
The only point I'm not sure of is whether you're allowed to fly then unfly after you move your 4th space, or if you're forced to land and end your movement after using up the 4 move spaces. This would affect the Human Torch as well, so it would be useful to clear up.
Griffin
April 15th, 2012, 06:31 PM
Yes you can, fly and unfly infinitely during your move, even your last move. Weird and annoying, but that is an official rules team ruling. Basically the "switch" between walking and flying is at an instant speed at your choice during your movement and your move isn't over until you actually roll attack dice, use another special power, or end your turn and that is from the rules team as well.
johnny139
April 15th, 2012, 06:52 PM
Huh, that's pretty cool. So Human Torch can Flame On someone six spaces away and then attack them while engaged... some interesting strategies to consider!
Griffin
April 15th, 2012, 07:02 PM
What? How do you flame on someone that far away, now?
johnny139
April 15th, 2012, 07:05 PM
I mean, if you start your turn six spaces away, you can move in, Flame On, and then attack while adjacent. I assumed before that you would need to land, move back a space, then move back into the engagement, but if you can toggle flying you can do so on your last movement space.
clembo2021
April 15th, 2012, 07:49 PM
Yeah, that's why i was asking. If you can toggle flying on the last movement that really changes the strategy for Human Torch and Kang a lot.
One downside is, I don't think they were playtested with this rule in mind, it seems like most people thought the way I USED to about it. Until I read the "updated" flying rules I thought to "Flame On" the opponent had to be 6 spaces away so you could move adjacent in 5 moves, and then move away from them on your 6th move and do the "Flame On".
This ruling basically just increases the threat range of heroes with these types of flying based special abilities by 1 spaces, which I don't think should be game breaking.
We might want to note it in the OP though. Other than Torch and Kang, does anyone else have an ability that could be affected by this?
Griffin
April 15th, 2012, 09:49 PM
I mean, if you start your turn six spaces away, you can move in, Flame On, and then attack while adjacent. I assumed before that you would need to land, move back a space, then move back into the engagement, but if you can toggle flying you can do so on your last movement space.
Ah, gotcha. Yep, seems legit to me. :up:
Hahma
April 15th, 2012, 09:59 PM
I mean, if you start your turn six spaces away, you can move in, Flame On, and then attack while adjacent. I assumed before that you would need to land, move back a space, then move back into the engagement, but if you can toggle flying you can do so on your last movement space.
Ah, gotcha. Yep, seems legit to me. :up:
So walk 5 spaces with Johnny, become adjacent with the opponent's figure, Flame On, check for leaving engagement damage on Johnny from any figures he ended his walk engaged with, roll the d20 for each figure adjacent to him to give them 2 wounds on roll of 4+, then fly him his last movement and then attack normally. :)
Griffin
April 16th, 2012, 03:00 AM
I mean, if you start your turn six spaces away, you can move in, Flame On, and then attack while adjacent. I assumed before that you would need to land, move back a space, then move back into the engagement, but if you can toggle flying you can do so on your last movement space.
Ah, gotcha. Yep, seems legit to me. :up:
So walk 5 spaces with Johnny, become adjacent with the opponent's figure, Flame On, check for leaving engagement damage on Johnny from any figures he ended his walk engaged with, roll the d20 for each figure adjacent to him to give them 2 wounds on roll of 4+, then fly him his last movement and then attack normally. :)
Yes, that is possible. But we are talking about moving 6 spaces, and then doing all of that because even moving the full movement, the "move phase" isn't over until Johnny attacks, uses a power that occurs after moving, or ends his turn. So the switching between walking and flying can be done after the last move number and before ending the movement phase.
vBulletin® v3.6.9, Copyright ©2000-2013, Jelsoft Enterprises Ltd.