Re: The Book of Quasar(Public Playtesting)
Here are AV's results. He expressed concern with her survivability, something I too expressed at one point, he also suggested lowering her points. Even though she lost both matches here I still feel she's still a very strong contender in the 370 point range.
Quote:
Originally Posted by Arch-vile
Quasar was fun, and despite losing both games she was a big threat and the opponent always wanted to take her down first. So even if she didn't destroy her points each time, she was helping her allies by taking fire for them. I assume the first two playtest results disagreed, so I'd pick the lower point total of the two; Quasar simply falls too quickly to be a Superman or Thor level threat. Though Kree synergies help, for sure.
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Quasar
- 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 - only bonding with Kree Scouts
- 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 - Ronan would help, but he’s not all that strong himself.
- 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 - I especially liked when the Quantum Bands were on the field for everyone else to use.
- 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? 355-375
- Give a brief overview. This was not Quasar’s best matchup by any means, but Quasar performed well on attack. Her defense was lackluster, leading to her early demise. She was never able to use Cosmic Siphon, because everyone attacked her only after becoming adjacent. Since the F4 are such a strong army, I’m not concerned that Quasar’s team lost. Even still, the Kree almost won, so Quasar’s points are close.
Map: Road Rampage (2 glyphs of Superspeed)
Units: Quasar, Ronan, Kree Scout x7 (1015) vs Fantastic Four (1000)
Spoiler Alert!
Pre-game thoughts: The Fantastic Four are a very tough opponent, but the Kree have a lot of synergy as well. Quasar looks powerful with her Cosmic Siphon power and Quantum Bands, and I expect Quasar to hurt the F4 badly. This will be an interesting match.
Round 1: Mr. Fantastic is Ronan’s accused. Ronan leads with a couple Kree Scouts to try and assassinate Mr. Fantastic, but his defense is steadfast, only taking a single wound. The Fantastic Four put 5 wounds on Ronan.
Round 2: Ronan is slain, along with two Kree Scouts. Quasar enters the battle, taking 2 wounds from Thing but putting 2 wounds on him in return. The Kree Scouts bring Mr. Fantastic to 3 wounds. Cosmic Siphon is scaring the F4 away from ranged attacks on Quasar, so while it is not in effect much, it changes the way the F4 plays. I’ve been rolling poorly on blanks for Quasar, so her attack hasn’t been tremendous. Hopefully it will pick up next round.
Round 3: Quasar does a lot of damage, but at all the wrong times. She deals four wounds to Human Torch (who was out of Invisible Woman’s line of sight), while the Kree Scouts knock out Invisible Woman. This causes Thing to Clobberin’ Time everything, and so Quasar and some more Kree Scouts are slain easily. At the end of the round, one Kree Scout remains against a wounded Fantastic Three.
Round 4: The F4 win.
Who won and how many wounds did they have? Mr. Fantastic w/ 3 wounds, Thing w/ 2 wounds, Human Torch w/ 4 wounds.
_____________________________________________________________
Army Test
- Does it pass, Yes or No?Yes
- What should be the unit's point value? 355? She’s performed lower than the 375 you sent to me, so I’d choose the lower end of the spectrum that the other playtests have indicated. Despite Cosmic Siphon being powerful, it just won’t activate too often against the big attacks that C3G has. But I know there is huge potential for her to completely dominate a game with it.
- Give a brief overview. All Quasar succeeded in doing this game was destroying Battlesuit Lex. Her Quantum Bands were used by the opponents, but this might not have been to their advantage (both Wizard and Carnage took 2 wounds due to it). Cosmic Siphon scared the opponent away from making ranged attacks, but it is easy enough to engage Quasar since she has a low range of 5. Perhaps a screen would help her more.
Map: Road Rampage (2 glyphs of Astrid (+1 attack))
Units: Lex Luthor (Battle Suit), Wizard, LexCorps Security x2 (680) vs Quasar, Carnage, Beast Boy (Cheetah) (675)
Spoiler Alert!
Pre-game thoughts: I wanted Quasar to fight an all-ranged team, to see how she would do when Cosmic Siphon is used to full effect. I also didn’t want to simply run Kree Scouts again, so I paired Quasar with another solo hero, Carnage, and filler. I expect the synergistic Criminal team to win, though some lucky rolls on Quasar’s part could easily turn this around.
Round 1: LexCorps Security and Battlesuit Lex battle Quasar this round. The LexCorps Security does not attack at range for fear of Cosmic Siphon, but a +1 attack Lex attacks from range, dealing one wound. Quasar then rolls 5 skulls and one blank to deal Lex 3 wounds! The LexCorps engages, and inflicts another wound to Quasar. Lex stays on even ground, chooses not to engage, but still deals a 3rd wound to Quasar (that 5 defense isn’t very strong). Quasar disengages the LexCorps Security (taking a wound) and destroys Lex, but on the last turn the LexCorps re-engages and finishes Quasar off.
Round 2: Carnage goes on the offensive, but fails his first attack. The LexCorps and Wizard each deal Carnage a wound. Carnage goes Kill Crazy, destroying a LexCorps then attacking Wizard, who blocks with the X marker. Wizard then picks up the Quantum Bands from Quasar’s grave, and unleashes a 3-skull, 2-blank attack on Carnage. Carnage again fails his Symbiote Senses roll but luckily rolls 2 shields, bringing him to 5 wounds. Carnage kills Wizard in anger, then a LexCorps whiffs his attack against Carnage. (3 LexCorps remain vs 1-life Carnage & Beast Boy Cheetah)
Round 3: Carnage and Beast Boy Cheetah are knocked out.
Who won and how many wounds did they have? 3 LexCorps Security win
|
Last edited by Karat; May 28th, 2013 at 01:27 PM.
|