View Full Version : Amazing Bag Man
GreyOwl
January 18th, 2011, 11:23 PM
I finally finished up the card for this guy. The mini card will have to wait until Griffin finishes scultping his custom mini of him.
http://www.hiddendragon.com/hs_customs/C3G/released/cards/JPG/C3G_Amazing_Bag_Man.jpg
IAmBatman
January 18th, 2011, 11:40 PM
Awesome! :-) This is shaping up to be my favorite set yet.
Shouldn't the edges of the bag be a non-hitzone, though?
Spidey'tilIDie
January 18th, 2011, 11:50 PM
Sorry, I didn't take that pic before I sold him! :oops:
GreyOwl
January 18th, 2011, 11:50 PM
Hmm, I thought we were going to keep that red to be more compatible with the partial cover rules we're creating for this set?
IAmBatman
January 19th, 2011, 12:09 AM
Yeah ... I dunno ... I just think with the Shy personality and all, his face should be harder to hit.
whitestuff
January 20th, 2011, 01:26 AM
I'm so excited about having to make and paint my own mini of this character. :woot:
DEATHWALKER 1970
January 20th, 2011, 04:51 AM
This guy is going to totally revolutionize the game!
SirGalahad
January 20th, 2011, 07:47 AM
I'm so excited about having to make and paint my own mini of this character. :woot:
I'm just going to proxy him with my Unknown Comic mini.
GreyOwl
January 20th, 2011, 08:36 AM
You don't have to make one. You have two options:
1. HeroClix actually makes this figure as part of the Web of Spider-Man set:
http://ep.yimg.com/ca/I/yhst-129348013119471_2141_268075397
2. Griffin has volunteered to sculpt this figure from scratch (I mean, what better figure choice is there, really?). We'll then make a limited production run of those for us heroes, and possibly sidekicks and allies, too.
SirGalahad
January 20th, 2011, 08:52 PM
Griffin has volunteered to sculpt this figure from scratch (I mean, what better figure choice is there, really?). We'll then make a limited production run of those for us heroes, and possibly sidekicks and allies, too.
He should make a few more, making them available just a couple at a time to bump up our minimal profit margin.
IAmBatman
January 20th, 2011, 10:45 PM
Supply and demand - nice. ;-) Those ultra rares always sell well ... like the Alan Scott I pulled from DC's 75th that goes for $24 on minimarket.
whitestuff
February 18th, 2011, 08:43 PM
So how's the playtesting of this guy going?
IAmBatman
February 18th, 2011, 10:18 PM
I've got it in the bag. ;-)
SirGalahad
March 1st, 2011, 10:13 PM
I've got it in the bag. ;-)
So post the sheet already!
IAmBatman
March 1st, 2011, 10:26 PM
Wait, what were we talking about?
SirGalahad
March 2nd, 2011, 09:24 AM
Take the bag off your head and post the playtest sheet for this figure. :lol:
IAmBatman
March 2nd, 2011, 09:57 AM
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT (AMAZING BAG MAN)
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
PASS
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
PASS
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
PASS
- FUN TEST/ Consider whether or not the design was fun to play.
PASS
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
PASS
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS
- Heavy Hitter or Mid-Level Hero/ Does it pass? PASS @ 160-170
TEST 1
Map: Platforms 5 and 6
Units: Bag Man vs. Venom (150)
Test 1: Venom wins on Turn 2 of Round 2 with only 1 wound. This felt pretty even, but Venom had better dice rolls overall.
Test 2: Bag Man returns the favor, winning on Turn 2 of Round 2 with only 1 wound.
Test 3: Venom wins on Turn 2 of Round 2 with 4 of 5 wounds in a very close match.
TEST 2
Map: Platforms 5 and 6
Units: Bag Man vs. Sentinel (160)
Test 1: Bag Man wins with 3 of 5 wounds after 2 Full Rounds. Without any special powers other than Flying and Super Strength, the Sentinel was probably worth more like 140 points here.
Test 2: Bag Man wins on Turn 1 of Round 4 with no wounds. This match was very aggravating as neither side could score a wound until midway through round 3!
Test 3: Sentinel won on Turn 2 of Round 2 with 2 of 4 wounds. The dice sped things along this time and the Sentinel getting an early attack from height advantage made all the difference.
TEST 3
Map: Platforms 5 and 6
Units: Bag Man vs. Spider-Man (160)
Test 1: Bag Man won on Turn 3 of Round 2 with 3 of 5 wounds. Spidey-Sense was annoying, but Spider-Man lacked the offense to consistently hurt Bag Man.
Test 2: Spidey wins on Turn 2 of Round 3 with 3 of 5 wounds. By doing some platform jumping and firing webs from range, Spidey was able to occasionally make Bag Man pay.
Test 3: Bag Man won after a full 2 Rounds here with 1 wound. Spidey's D20 and combat die rolls were just terrible here.
TEST 4
Map: Platforms 5 and 6
Units: Bag Man vs. Blob (165)
Test 1: Bag Man wins on Turn 2 of Round 6 with 4 of 5 wounds. This one was painful too as both of them are very resistant to wounds and death against attacks lower than 6.
Test 2: Blob wins on Turn 2 of Round 3 with 4 of 5 wounds.
Test 3: Bag Man wins after 3 Full Rounds with 3 of 5 wounds.
TEST 5
Map: Platforms 5 and 6
Units: Bag Man vs. Elektra (170)
Test 1: Bag Man takes out Elektra on Turn 1 of Round 2 with no wounds after Elektra rolls miserably. Super Strength helped Bag Man shrug off the threat of Assassin's Mark on Elektra's lone attack.
Test 2: Bag Man wins on Turn 2 of Round 2 with one wound from Deadly Barrage. On this map, even without range, flying made a big difference.
Test 3: Bag Man proves he owns this match up by winning on Turn 2 of Round 3 with 2 of 5 wounds.
_____________________________________________________________
- Squad / Does it pass? PASS @ 160-170
Map: Platforms 5 and 6
Units: Bag Man vs. HYDRA Agents x2 (160ish - less without bonding)
Test 1: HYDRA Agents win after 2 Full Rounds after Bag Man knocks out 4 of them (one squad). Bag Man had no trouble keeping height advantage most of the game, but when the HYDRA Agents got one series of attacks from height, it was enough to finish him.
Test 2: Bag Man's dice dominated this one, and he wins on Turn 2 of Round 4 with only 1 wound of 5.
_____________________________________________________________
- Squad / Does it pass? PASS @ 140-150
Map: Platforms 5 and 6
Units: Bag Man vs. Hand Ninja x2 (170ish - less without bonding)
Test 1: Ninja win on Turn 2 of Round 3 with 4 of 6 Ninja left. The higher attack of 3 really helped the Ninja break through Bag Man's defense.
Test 2: Ninja win after 2 Full Rounds with 4 of 6 Ninja left. The Hand Ninja own this match up. They have just enough range to pull Bag Man where they want, and good enough stats to reliably hurt him.
_____________________________________________________________
- Army Test/ Does it pass? PASS @ 160 points
Map: Platforms 5 and 6
Units: Bag Man (160), Wolverine, and Spider-Man (600) vs. Red Skull, Madame HYDRA, HYDRA Agents x3, Body Guard (600)
A full health Spidey wins this one on Turn 1 of Round 10. Wolverine died in Round 4 after decimating Red Skull and 5 of the 12 HYDRA Agents. Bag Man walked/flew in next, and took out the last 7 HYDRA Agents before Madame HYDRA's Venomous Strike too him down. Then Spidey went to work on the remaining 170 points (unwounded Madame HYDRA and Bodyguard) but their lack of mobility and their inability to get around Spidey-Sense spelled doom for the villains. Bag Man felt perfectly balanced at 160 points here. He pulled his weight but definitely didn't outshine 160 points.
_____________________________________________________________
- Army Test/ Does it pass? PASS @ 160 points
Map: Platforms 5 and 6
Units: Bag Man (160), Echo, Scarlet Witch, Invisible Woman, and She-Hulk (1100) vs. Absorbing Man (260), Elektra (170), Super-Skrull (340), and Skrull Warriors x3 (330) (1100)
A Full life Echo and a 1 life She-Hulk survive to win after 8 Full Rounds. She-Hulk healed 5 wounds in all here and the enemy just didn't have an answer. Super-Skrull exhausted himself taking out Invisible Woman and Scarlet Witch, and Scarlet Witch took out most of the Skrull Warriors in the meantime. Bag Man again played the roll of second wave, putting the final wound on Super-Skrull, helping to block off Invisible Woman from a few attacks, and putting 4 wounds on Absorbing Man thanks to height advantage.
PASS @ 160 points. He's not the most exciting at times, but he brings some durability, and a nice attack for a low cost.
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