Anyone that is not a C3V Lead Playtester (LP) can Playtest. Below is a list of designs up for public playtesting and below each of their names is the name of the LP responsible for it. If you see a design that you would like to help playtest, please PM the LP for the information. Once you have received said information, you will be expected to fill out the playtesting form below and send it back completed to the LP. It should be understood that at no time should you share said information with anyone other than the LP, sharing that information could get you banned from participating in the future.
Since I've heard this a few times now, here's a general announcement for everyone interested.
NOTE: You do NOT need to have the figures to help with playtesting.
We have lots of eyes here in the C3V looking at sculpt issues (not that we get everything right, of course). What we most want are eyes on the design and balance of the units.
I test all the time with proxies. I still don't own Kira, Varkaanans, Gnids, and several others. Think of it as testing the card more than the sculpt.
Do the best you can to approximate and enjoy playtesting!
Sample Playtests:
Spoiler Alert!
C3V PUBLIC PLAY TEST FEEDBACK QUICK-FORM
NAME OF THE TEST UNIT Zogross Hardscale
- FUN TEST/ Consider whether or not the design was fun to play. Pass In particular, it was extremely uplifting to be able to have a Lizardfolk as a Lizard King. It felt complete.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. Pass The Bugbears had to maneuver around Opportunity Strike and the Greenscales and Zogross had to Maneuver around Expendable Rabble. What a dance!
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. Pass The powers did come into play, and were difficult for the opposing army to entirely avoid without spending a lot of time maneuvering and giving up chances to attack.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Pass The dancing around that the opponent has to do to deal with Zogross' powers offers great positioning opportunities. Also, the smaller Lizard King (smaller than any of the eligible dragons) is easier to hide and maneuver. Only Moltenclaw offers a single space option, and at a much higher cost.
- Army Test: Does it pass, Yes or No? What should be the unit's point value? Give a brief summary.
Pass, tentatively The dice luck of the Bugbears was especially good, so it's hard to say. They rolled defense extremely well and at least average on offense.
Map: Global Cooling (modified).
Units: Zogross Hardscale, Greenscale Warriors x4: (360) VS Horned Skull Brutes x3, Goblin Cutters x2, Blue Wyrmling: (360)
Spoiler Alert!
After 4 rounds: Horned Skull Brutes x2, Goblin Cutters x 0.75, and the Blue Wyrmling were left. Initiative was Army 1, Army 2, Army 1, Army 2.
The two forces met in the middle, and the minor height advantage went to the Lizardfolk. The Goblins never got to use their powers, but twice they saved a Horned Skull Brute as expendable rabble.
Opportunity Strike only came up twice, due to a combination of successful maneuvering by the Goblin player and the small number of figures the Greenscale player had on the line of scrimmage. Nonetheless, the first of the two rolls was a 17 - a Bugbear fell!
Forces streamed steadily in from both sides, but with the defense rolls of the bugbears doing very well, the Greenscales lost the war of attrition. More even die rolls, and perhaps a tighter consolidation of forces on the side of the Greenscales, might have changed things. More time getting to battle would also give some of the same benefit to the goblin side, but they had a pretty good group going with Cutters protecting Brutes, so a slower start to the actual battle would probably favor the Greenscales more. How all of this would affect control of the high ground has yet to be seen.
- Army Test: Does it pass, Yes or No? What should be the unit's point value? Give a brief summary.
Pass! The die luck was more average this game. The Lizards won this time, with a 4 Life Zogross and 4 Greenscale figures.
Map: Global Cooling (modified).
Units: Zogross Hardscale, Greenscale Warriors x4: (360) VS Horned Skull Brutes x3, Goblin Cutters x2, Blue Wyrmling: (360)
Spoiler Alert!
Zogross at 4 Life and 4 Greenscale figures (1.33 squads).
The battle once again (like the first army report) centered on the middle height. The Goblin army was able to maneuver around Zorgross' powers for almost the entire battle, calling for Opportunity Strike only once. However, the Lizards were able to also avoid more than one case of Expendable Rabble - maneuvering was great on both sides.
After six rounds, where the Lizards got initiative 4 out of 6, attrition worked against the Goblin army. The idea of the Goblin army was to send out the Goblin Cutters first, but this backfired, since they only got to use their Defense-cutting ability once, and were quickly targeted by Zogross and the Greenscales first. Once the Goblin Cutters were wiped out, it was a more level playing field in terms of numbers, and Zogross' Defense with height held out for the entire game.
I cannot overestimate the power of the extra Defense die that a Lizard King gives to the Greenscales, especially against high attack values like that of the Horned Skull Brutes.
- Army Test: Does it pass, Yes or No? What should be the unit's point value? Give a brief summary.
Pass. While Ornak himself died, his Gruts barely pulled out a victory against the Ullar army. It was very close, with only two Blade Grut figures (0.5 squads) left.
The game went seven exciting rounds, during which the scaly army showed brilliant tactics, but so too did the Orcs. In the early game, Zogross held the high position in the middle of the map, and did so for about four rounds. He and his Armocs kept the Orcs and the Hydrae from gaining any positional advantage. Early hits on the Hydrae brought them down to 2 Life for much of the game, which really hampered their offense.
The Orcs nonetheless plugged away at the enemy, while Ornak hid behind a glacier to avoid pot shots from Zetacron. Ornak gave a number of significant hits to his Orcs with Orc Battle Cry Aura. The Armocs destroyed the Hydrae and several of Orcs, and Zetacron finally sneaked around and took Ornak out, but by then, there were no Armocs left, and only Zetacron, Venoc Warlord and a lone Black Wyrmling stood against two full squads of Blade Gruts.
The Gruts just kept on coming, and while Venoc Warlord rolled spectacularly, consistently rolling 3-5 skulls from height to finish off a bevy of Orcs, the remaining three killed both him and Zetacron and moved in for the kill on the Wyrmling.
Despite having to wait until a few turns to get an activation, the Wyrmling rolled well against consistent attacks of two skulls apiece from the three Orcs surrounding him - surviving on only three defense dice long enough to take out one Orc with his normal attack. But then his luck ran out, and the remaining two Orcs polished him off to finish out the round - and the game.
Spoiler Alert!
C3V PUBLIC PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT CAPT. JOHN VARAN
- 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 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? What should be the unit's point value? Give a brief summery.
Pass, I like how Varan preformed in this game, he didn’t do much, but Purple Heart kept two of the 4th alive, and Battle Valor Special Attack enabled him to kill a stinger, finish off Raelin, and take the glyph of Wannok all in one turn. His point value seemed just about right for this game.
Map: Mole Hills (two random glyphs that turn out to be Wannok (wound) and Crevcor (common attack +1)).
Units: Army 1: Capt. John Varan, 4th Massachusetts Line x3, Airborne Elite, Deathreavers x3 (510) VS Army 2: Marro Stingers x5, RotV Raelin, Torin (500)
Spoiler Alert!
During the First Round no Drop. the Deathreavers move out, Capt. Varan takes height and the 4th move up next to him while Raelin flies into position, Torin moves towards height, and some Stinger move out.
During the Second Round the Airborne Elite drop all across the map. The Deathreavers take the first turn, revealing both Wannok and Crevcor while killing a Stinger. The Stingers only manage to kill one of the pesky soulborgs, but it was at least the one on Wannok. The Airborne fail their attacks. The Stingers take Wannok and kill two Deathreavers. The Airborne manage two wounds on the Kyrie Warrior with their high range. Stingers drop one army man and a Deathreaver. Capt. John Varan takes the wound from Wannok.
During the Third Round Stingers take initiative and kill two Deathreavers and one Airborne. The Deathreavers tie lots of Stinger up, but their petty attacks do nothing. A Stinger is lost to drain, but they still manage to kill three of the Deathreavers. The last two Airborne decide to use their grenades, but only one Stinger falls to the explosions. The Stingers drop the last to army men and one of the soulborgs. Varan attempts an attack, but it fails. A 4th in his base is killed by Wannok.
During the Fourth Round Varan, followed by the Stingers, do nothing. The 4th enter the battle and gun down two marro. Stingers return fire, but are unable to do any damage. Another Stinger is killed by the soldiers. The Stingers finally get through the 4th’s defense, killing one, but at the cost of losing one of their brethren to Stinger Drain. Another 4th falls to Wannok.
During the Fifth Round a Stinger is dropped, two 4th fall. Raelin takes her third wound. The marro kill a soldier, then the 4th kill one Stinger. Stingers retake Wannok and kill two 4th, but one of them is saved by Varan, who takes two wounds. Wannok takes another 4th as its victim.
During the Sixth Round a Stinger and a 4th are killed, and another Stinger falls to Stinger Drain. The 4th Massachusetts Line put one wound on Raelin and kill another marro. The Stingers retaliate by killing two 4th and putting 1 wound on Varan, but in their rage yet another Stinger is killed by drain. Captain John Varan charges into battle valiantly, shooting down Raelin and a Stinger as he takes the glyph of Wannok. The last Stinger takes revenge and kills Varan.
During the Seventh Round the last two 4th drop the last Stinger. Torin charges in. The 4th hesitantly shoot at the charging Cyclops, but luckily for them, their attacks kill him in one turn.
- Army Test: Does it pass, Yes or No? What should be the unit's point value? Give a brief summery. Pass, Capt. Varan did alright in this game, killing only two elementals, but that often happens with lower point heroes. 70 points seem about right for him.
Map: Mole Hills (no glyphs).
Units: Army 1: Capt. John Varan, 4th Massachusetts Line x2, Knights of Weston x2, Sir Gilbert, and Eldgrim the Viking Champion (485) VS Army 2: Kurrok the Elementalist, Fire Elemental x3, Earth Elemental x3, Water Elemental x3, Air Elemental x3 (510)
Spoiler Alert!
During the First Round Knights and Sir Gilbert move out along with Captain Varan while the 4th Massachusetts Line is dispatched onto height advantage. Kurrok takes up position on height on the opposite side of the battlefield while the elements move out ahead of him.
During the Second Round The Elements and the Knights continue their advance at each other. Two Water Elementals rise out of the water, but both fail their attacks against Sir Gilbert. Gilbert charges a Water Elemental and strikes him down while the Knights continue around the other side of the lake. Another Water Elemental joins the other in the lake, and together they put a wound on the knight hero. Varan moves closer to the battle.
During the Third Round Elementals take initiative and strike down a Knight of Weston and put two more wounds on Gilbert. The Knights with Gilbert kill one Air Elemental. The Elementals continue to hold strong, and together kill three Knights in two turns while only one of their Water brethren fall to the blades of the Knights. Varan finally makes it to the battle and guns down a Fire Elemental.
During the Fourth Round Air and Water work together to strike one wound on Gilbert. Capt. Varan continues his advance, gunning down an Air Elemental. Fire joins the mix of Water and Air, resulting in yet another wound on the Knight Hero. The Knights strike down one of the pesky Air Elementals. The Elementals push hard and manage to kill both a knight and Sir Gilbert. Eldgrim is called to fight, so he starts his long trek towards the battle; meanwhile, the Knights fail on their attacks against the powers of nature.
During the Fifth Round Eldgrim overextends into battle, but along with his Knight friends, they are unable to inflict any damage. A Knight of Weston is brought to the ground and Eldgrim takes another wound. Varan attempts to help his friends, but his attack fails. Fire, Water, and Earth combine to strike down both the Viking Champion and Varan. A turn is lost on Varan, and Kurrok takes the opportunity to move forward, but he is unable to summon an Elemental.
During the Sixth Round a Knight falls along with a Fire Elemental. The other Elementals fail to do any damage. The 4th Massachusetts Line charges into battle and two Earth Elementals are dropped from their fire. Kurrok fleas and attempts to revive, but again fails. Another Water Elemental is shot down by a 4th.
During the Seventh Round Kurrok finally is able to revive a Fire Elemental. The 4th’s rain of fire goes wild. Fire and Earth unite to send a soldier of the 4th Massachusetts Line to his grave. The revenge seeking soldiers blast two Fire Elementals to smithereens. The final Earth Elemental strikes wildly at a 4th, but misses and is gunned down immediately afterward.
During the Eighth Round Kurrok desperately revives a Water Elemental unto height. The 4th miss with all of their shots, followed by the Water Elemental’s jet of water going wild. The 4th advance and gun down the Water Elemental and put 2 wounds on the Elementalist. Kurrok comes out of hiding and strikes down a soldier as he summons a Fire Elemental to his aid. But the Fire does not last long as it is killed almost immediately by a 4th.
During the Ninth Round the 4th are unable to wound Kurrok. Kurrok desperately revives yet another Fire Elemental. The 4th ignore the blazing flame and put two wounds on Kurrok. Kurrok strikes down a soldier, but it is too late as he and the Fire Elemental are shot down without mercy.
Varan’s team wins with five 4th Massachusetts Line and one Knight of Weston.
THOUGHTS:
I like Capt. John Varan, he makes a really fun to play semi solo hero that work well not only with other soldiers, but Jandar humans, which is quite a few units. He seems like he will have quite a few games where he does a little, but not much. But it also seems like he’ll have some games where he gets to use Battle Valor and do some heavy damage to his opponent. I really like how he can synergize with so many units and is not just tied down to a single faction, but he does not rely on his synergizing. One thing though is that Purple Heart was only used in one of the games I played, and it was only used twice in that game. There really isn’t anything I don’t like or don’t think that works with Capt. Varan; he seems like an all around good and fun unit.
Spoiler Alert!
C3V PUBLIC PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT(VAN NESSING)
- 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 is with Werewolf Lord
- 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 too powerful or too weak. PASS – (Holy Relic aura does negate Soul Devour, reduces the effectiveness of Stare of Stone, Chilling Touch and Iskra’s Summoning; as well as, actually helping Marcu fight his Eternal Hatred. But with an aura of 3 spaces and that these are very few instances, its good)
- 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 – against undead, absolutely worth drafting.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. – PASS, although Silver Bullets has a limited bonus against Lycanthropes…but its still very useful against other figures.
- 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? (Create a competitive army with the design and play it against another competitive army of the same or similar point cost)
PASS - Van Nessing used Divive mission at opportune times, and although he was not facing a lot of Undead, he did his job.
RD1: T1- Phantom Knights move forward. Raelin advance to a good perch. T2- The Knights advance some more. The Dwarves advance a manage to kill a Phantom. T3- Braxas moves up. The Dwarves advance again and they destroy another Knight.
RD2: T1- Braxas move in and Breathes Acid at three Dwarves and it misses all three times! The Axegrinders attack the Black Queen and give her two wounds. T2- Braxas’ breath takes down a Dwarf. Mogrim moves in and Command Strikes Braxas, then the Axegrinders give her 3 more wounds. T3- Braxas finally gets her Breath to full power and takes down three Dwarves. Van Nessing kills a Phantom Knight and the reveals the “X” to go on a Divine Mission…that Mission shoot Braxas with a Silver Bolt…3 Skulls, Braxas whiffs…the Queen is toast!!!
RD3: T1- The Phantom Knights advance. The Dwarves advance. T2- The Knights attack and Van Nessing tajes a wound and a Axegrinder falls. Mogrimm Command Strikes a Knight and the Dwarves advance. T3- The Krav Maga Agents advance and shoot a Dwarf. Van Nessing kills a Phantom Knight, and the goes on anther Divine Mission, and shots at a Agent, she whiffs and goes down (Seriously the “dice gods” like some Divine Mission goodness). The Agents move forward to gain some height and kill two Dwarves. Raelin moves in to gain the highest perch, that happens to be next to an Agent, she decided to attack and the Agent falls.
RD4: T1- The Agents move forward to gain some height and kill two Dwarves. Raelin moves in to gain the highest perch, that happens to be next to an Agent, she decided to attack and the Agent falls. T2- Van Nessing takes two wounds from the last Krav Agent. The Dwarves advance and miss Knights. T3- The Phantom Knights move/attack, Raelin takes a wound and another Dwarf falls. The Dwarves cannot counter.
RD5: T1- Van Nessing misses the last Krav with his Silver Bolts, but does use Divine Mision to kill off another Phantom Knight. The Knights destoy another Dwarf. T2- Mogrimm kills a Phantom Knight, and the other Dwarves miss. The Last Krav kills Van Nessing. T3- Mogrimm and the dwarves miss. The Phantom Knights do not and Mogrimm takes two wounds and another Axegrinder bites the dust.
RD6: T1- Raelin takes two wounds from Phantom attacks. The Dwarven commander and his crew cannot hit a thing. T2- Raelin falls. Mogrimm kills a Phantom Knight. T3- The Phantom Knights finish off the last two Axegrinders of the Burning Forge. (3rd OM on the Dwarves)
RD7: T1- Mogrimm finishes off the last Krav Maga Agent The Phantom Knights cannot hurt Mogrimm. T2- Mogrimm kills a Knight, Mogrimm take a wound. T3- Mogrimm finishes off the last Phantom Knight.
SURVIVORS: Mogrimm Forgehammer – 3 wounds, Isamu
Army Test/ Does it pass? (Create a competitive army with the design and play it against another competitive army of the same or similar point cost)
PASS - I decided to play warring Werewolf Lords to see if Van Nessing would be used as a Yo-Yo because of his Hybrid status. That idea did not come to fruition, because Van Nessing’s team kept on Locking down the opposition’s Werewolf with rats and it could not make a Frenzy roll. In Contrast, Van Nessing Werewolf buddy, made them into a interesting squad, when Moon Frenzy was activated. This game also proved Van Nessing’s dominance over Cyprien, he wiped him out with one attack (7 skulls, using Divine Mission and height)
RD1: T1- Werewolf Lord-C advances. The wolves also Advance. The Rats advance. T2- Werewolf Lord-C kills a rat, the Wolves kill two more. Q10 inflicts 4 wounds on the Werewolf Lord-C with Wrist Rockets. T3- Cyprien moves up. Rats engage.
RD2: T1- Werewolf Lord-C cannot activate Moon Frenzy, but does kill a Deathreaver. Q10 misses. T2- Werewolf Lord kills another rat, the woves of Badru move up. Q10 kills a wolf. T3- Werewolf Lord cannot activate Moon Frenzy, but manages to kill another Reaver. The Werewolf Lord-VN does activate Moon Frenzy. Van Nessing moves forward and kills Werewolf Lord-C with Silver Bolts. Then Werewolf Lord-VN kills a WoB.
RD3: T1- Cyprien attacks Werewolf Lord-VN and chill Touches him for 3 wounds and cuts him for one more. Van Nessing move in and shots at Cyprien with his Silver Bolts and misses the Vampire, then activates his Divine Mission and the “dice gods” answer…7 Skulls, Cyprien only rolls one shield and Cyprien Esenwein is no more. T2- (2nd OM on Cyp) Werewolf Lord-VN fails to activate Moon Frenzy and misses an attack. T3- A Wolf of Badru pounces at Van Nessing and misses, it is cut down before it lands. Two other wolves manages to kill a rat and wound Q10. Werewolf Lord-VN fails to activate Moon Frenzy and misses an attack again.
RD4: T1- Van Nessing kills a wolf, and Activates Divine Mission to shoot another with his Special Attack. The Wolves of Badru are upset, one pounces Van Nessing for 4 wounds, but that is not enough to finish the Hunter and dies in the process. Another wolf kills a rat T2- Werewolf Lord-VN activates Moon Frenzy. Van Nessing shots at a wolf and misses. Then the Werewolf Lorr-VN moves forward. The Wolves of Badru move and attack Van, Kaemon and a Reaver, only the Reaver is hurt. T3- Werewolf Lord-VN cannot Frenzy, but does kill off a Wolf. The Wolves are enraged again and Pounce Van Nessing, killing him. Another wolf misses Kaemon Awa.
RD5: T1- The Wolves of Badru surround Q10 and finish off the Soulborg. (1st OM on Q10) T2- The the wolves close in on the Samurai, but cannot touch him. (2nd OM on Q10) T3- They again gang up on Kaeomon Awa and miss again. (3rd OM on Q10)
RD6: T1- Kaemon Awa Quickly dispatches two Wolves. The other Wolf return the favor giving the Samurai two wounds. T2- Kaemon Awa finishes off the last Wolf. (2nd OM on the WoB) T3- Werewolf Lord-VN runs toward the other start zone. Marcu moves forward.
RD7: T1- Marcu attacks the Werewolf and misses. Kaemon shoots Marcu from long range and causes three wounds. T2- Marcu misses the Werewolf again. Kaemon moves in and misses Marcu with two quick shots. T3- Sonya decides to get into the fray moves forward and takes her revenge for Cyprien on the Werewolf and it falls. Kaemon Awa quickly finishes off both vampires.
THEME TEST: Are there are any powers or stats on the test unit card that do not accurately reflect the theme or likeness of what the character should be able to do? Also consider whether or not this character's powers should affect destructible objects.
[insert answer]
FUN TEST: Was the unit fun to play?
[insert answer]
FUN OPPOSITION TEST: Was the unit acceptable to play against? Could it be considered annoying?
[insert answer]
USAGE TEST: Were all of the powers on this card used, or at least usable?
[insert answer]
STRATEGY TEST: Does the unit offer any real strategy or interesting tactics to the overall game?
[insert answer]
BONDING TEST: Compare the unit card with all currently existing Bonding abilities. Are there any Bonding loops that do not stop appropriately?
[insert answer]
SYNERGIES TEST: Think of all the current cards that would have synergy with the unit card. Are there any factors that could break the game by making a unit too powerful or too weak?
[insert answer]
POWER CHECK: When considering the test unit against all existing units (including released C3V and SoV units) and all glyphs, are there any powers that could be overamplified and break the game? Each power should define when it takes place, who or what it affects, and what conditions (if any) apply.
[insert answer]
DRAFTING TEST: Is this unit worth drafting?
[insert answer]
MIRROR TEST: Consider the test unit against itself. Are there any loops that would upset the balance of the Game?
[insert answer]
ARMY TEST 1
Did the unit perform adequately? What should be the unit's point value? Give a brief summary.
[insert pass/fail, point value, and brief summary]
Map: [insert map]
Units: Army 1: [insert army 1] ([army 1 point total]) VS Army 2: [insert army 2] ([army 2 point total])
Spoiler Alert!
[insert names of units remaining and how many wounds and/or figures]
Put report here (as detailed as you like).
ARMY TEST 2
Did the unit perform adequately? What should be the unit's point value? Give a brief summary.
[insert pass/fail, point value, and brief summary]
Map: [insert map]
Units: Army 1: [insert army 1] ([army 1 point total]) VS Army 2: [insert army 1] ([army 2 point total])
Spoiler Alert!
[insert names of units remaining and how many wounds and/or figures]
Put report here (as detailed as you like).
Last edited by ZBeeblebrox : January 3rd, 2013 at 09:04 PM.
Everything enters the Playtesting Phase in the Secret Design forum, a Lead Playtester (LP) will run an initial test, then it will be posted here and will PM the members who want to playtest the stats and powers. The LP will then post the playtest in the private forums.
This is what I think will happen. Not exactly sure on what happens because I haven't seen full rules for this group yet.
We're requiring a minimum of two playtests when you playtest a unit, because one test is really not enough to understand a unit well enough to play it well and have reliable results. Kind of a way of accounting for the learning curve.
We wanted to keep the minimum number of tests to participate low, though, to encourage widespread participation. You should see a C3G public playtest sheet! (Which is more or less what our initial playtesters will be filling out).
That isn't exactly the perfect model, but that is because we don't have one yet.
I am sure that the Lead Playtesters will be able to communicate to the public what will be required, and I am very likely to be one of the first public testers to ask the Lead Playtesters for a chance to playtest. Hopefully I can set some precedents then.
When we have a design ready to playtest, the Lead Designers will post that they're the lead designer for that design and ask for playtests and you should pm that lead designer (or if the LD prefers you just post, we can go that way too. Once we assemble our staff of LDs, we'll figure out how they want to do this).
When we have a design ready to playtest, the Lead Designers will post that they're the lead designer for that design and ask for playtests and you should pm that lead designer (or if the LD prefers you just post, we can go that way too. Once we assemble our staff of LDs, we'll figure out how they want to do this).
Has Roman Archers with a Combined Attack of 18. Seriously.
Join Date: May 29, 2008
Location: NJ
Posts: 1,362
Re: C3V Public Playtesting Sign-up
Quote:
Originally Posted by Griffin
That isn't exactly the perfect model, but that is because we don't have one yet.
I am sure that the Lead Playtesters will be able to communicate to the public what will be required, and I am very likely to be one of the first public testers to ask the Lead Playtesters for a chance to playtest. Hopefully I can set some precedents then.
So why isnt my name on the LP list yet.
In war, indeed, there is no substitute for victory. ~General MacArthur
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I just realized that there aren't Heavy Hitter and Squad tests in the playtesting sheet. Why not? If the sheet is that much shorter, I think at least 3 tests should be completed for each unit, primarily 4-5.