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Old October 28th, 2011, 01:39 PM
Griffin Griffin is offline
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Re: The Book of Mongul - Playtesting

Thanks a ton.
Quote:
Originally Posted by Flame Gryphon
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Mongul

- 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
_____________________________________________________________


Army Test
- Does it pass
, Yes or No? Yes
- What should be the unit's point value? 340
- Give a brief overview. The forces collide, Rl’nnd teleporting around and destroying threats to Mongul, while the mutants send in their more powerful offensive characters to try and destroy Mongul. Gambit manages to do it eventually, but by then the mutants had taken enough casualties that, although a close battle afterwards, the Skrulls won.
Map: Sewer Labyrinth
Units: Mongul, Super Skrull (Kl’rt) and Super Skrull (Rl’nnd) (960) vs. Professor X, Gambit, Wolverine, Angel, and Wolverine (950)
Spoiler Alert!

_____________________________________________________________


Army Test
- Does it pass
, Yes or No No
- What should be the unit's point value? Mongul destroyed 150 points this game.
- Give a brief overview. Thanagarians fly in, brutalize Mongul and Herc, and although they take a fair amount of casualties it’s still not a large amount.
Map: Sewer Labyrinth
Units: Mongul and Hercules (700) vs. Hawkman, Hawkgirl, Atom, and 2x Hawkmen of Thanagar (700)
Spoiler Alert!


Final thoughts: First of all, I love this design. It's incredibly creative, and between his stats and Warworld Orbital Assault he's fairly good against most armies. Add in a Champion to keep people away from Mongul, and it gets even better. Unfortunately, if the opponent manages to get in and destroy Mongul then his army quickly begins to unravel. I'm not sure that's such a bad thing in this case, since Warworld Orbital Assault can be such a game changer, especially in squad based and mutant armies, but it can be a bit annoying when it does happen. All in all, great design, can't wait to see him released.
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