The Bungalow is a terrain feature. Model: Plasticville U.S.A.® Classic Kits
Cape Cod House pkg(2) - O scale- #45608
* You can also print your own with these 3D files.
The Bungalow uses the C3G Building rules. The Bungalow(Exterior) is an Enclosed Structure and has a Transit number of 4 and allows single spaced figures with a Height of 7 or less to travel through it from one Exit (denoted by the door symbols) to another using the Transit Rules.
Base map (A3n pdf) to scale, no 'entrance/exits spaces' noted
Here is an early attempt to show exits(actually Entrance spaces).
I think it could work, using the arrows to point to the corresponding Door.
The big problem is the front Door. There is going to have to be wording that tells you to count that space(which is bisected by the Door) when moving and not to count it twice as two Half Spaces.
Tornado
April 29th, 2016 03:58 PM
Re: The Book of Small House (Playtesting)
TERRAIN PLAYTEST: SMALL HOUSE
Size: The Small House is an interior access structure. The Small House, allows Tiny, Small, Medium, and Large figures, up to Height 7, to occupy available spaces in its interior.
Unit types positively affected: Ranged units are able to fire from and into the Small House with relative ease. Disengage figures are able to enter the front door which bisects a hex making it not legal for placement but does allow for movement through as long as it does not cause engagement.
Unit types negatively affected: Range 1. The Small House offers some challenges for hand to hand types as they may be forced to attack from the doorways. Luckily with three doors there are options and multiple points of attacks. Tiny units like the Rat Swarms may find it difficult to maintain LoS with their leader(Vermin).
Huge figures are stuck on the outside and if they lack range and their enemy has range, they are pretty much hosed.
Key areas on the Map: Between the windows on the side with no doors. This is the best hiding spot!
Army Test 1
Map: Two cabins set between a gently lapping crystal clear lake and small hills leading to a forest. (Basically Island Plane Crash stripped down to Level 2 with two Small Houses by the water).
R1: Angel, Rocket & Atom move to a corner between cabins. KM, Jason slides behind a cabin. Hawkmen moves to a hill to keep an eagle eye on Jason, other swoops in a cabin with Hawkgirl. Atom bounds through a door and KOs a Hawkmen, MI on Hawkgirl. KM, Jason slips out of sight to the backdoor of a cabin. Hawkgirl {wounds Rocket. Jason 4wounds Hawkgirl(4skulls). KM, no move. Hawkgirl wounds Rocket, (RA14) miss.
R2: KM, no move. Hawkmen KO Atom. Jason misses Harkgirl(3skulls). KM, no move. Hawkmen KO Rocket, (RA1), miss. Jason misses Hawkgirl(2skulls). KM, no move. Hawkman KOs Jason(2attacks of 4skulls)(UR 1 use). Angel KOs Hawkgirl. (Ft13th 5) fail.
R3: A Hawkmen miss Angel, a Hawkmen and Hawkman fly towards BZ who 2wounds Hawkman.} Hawkman(Adhesive X). BZ miss HM. Hawkman wounds BZ who is GC'd by Angel to high ground. BZ wounds Hawkman. (Ft13th 19) Jason returns deep in the woods(Too much visibility through the doors and windows to hide around the cabins and the Hawkmen were spread out around them).
R4: KM, 5 space place, Jason suddenly appears on a small hill overlooking the cabins, moonlight streaming through the woods behind him. Hawkmen (AdX). BZ KOs Hawkman. KM, 2 space move. Jason lumbers towards the cabins. Hawkmen 2wound BZ, Angel Guardian Carries BZ closer to Jason. KM, 2spaces down, low ground, near a cabin. Hawkmen miss BZ, Angel GC BZ, a Hawkmen 3wounds Jason(4skulls, -1w UR). (RA15) KOs a Hawkmen. Jason KOs a Hawmken(2skulls).
R5: Angel Carries BZ. KM, 2 space. Jason inches closer. Last Hawkmen 3wounds Angel who GCs Jason up to the fray. Jason misses Hawkmen(4skulls). KM, no move. Hawkmen(ATX), (RA4) miss. Jason misses Hawkmen(2skulls). KM, no move. Hawkmen 2wounds Jason(3skulls, -1w UR). (RA19) KOs Hawkmen.
Who won? List figures remaining in the winning army (include life remaining for heroes): Jason 5/6, Angel 3/4, Baron Zemo 3/4 (all 1 life left).
This could have easily gone the other way. I have never seen Hawkgirl completely fail before and this just made things bad for Team Hawk.
Jason struggled to hide due to the Hawks spreading out and all the open doors and windows.
He did return from the dead and managed to inflict 3wounds vs SS.
Army Test 2
Map: Two cabins with boarded up windows, set between a gently lapping crystal clear lake and small hills leading to a forest.
Units: Jason(180), Kraven(200), Meteorite(210) & Graviton(400)[990] vs. Nick Fury(220), Iron Man(270), Banshee(160) & Agents of Shield(x3)(110)[980].
Spoiler Alert!
(summary of the game).
R1: 3AoS and Nick on HeliCarrier. Kraven names Fury as Prey.
Kraven sprints up a hill. KM 5 space place(the boarded up windows create a perfect hiding place in the SZ), Jason appears inside the corner of a cabin. Banshee flies between cabins(now has Jason in LoS)misses Kraven with SSSA. Meteorite flies up near Kraven, misses Banshee. KM 2 space move, Jason moves to opposite corner, out of sight, unable to enter the threshold of the front door(partial hex). AoS climb the hill, Blinded by the Light. Graviton flies fails to Grasp. KM 2 space move, Jason steps out adjacent to Banshee. Aos charge in(one adjacent to Jason) and 3wound Meteorite from low ground(1 out of 18 shields!), (RA4)miss.
R2: HeliCarrier drop. Nick drops back by his SZ, AoS surround the enemy. KM, 1 space move. Jason moves forward to engage another AoS. Kraven Tracks downward. AoS miss Graviton, miss Meteorite, Banshee SSSA(3skulls), 2wounds Jason(-1UR), KOs an AoS, misses Kraven, wounds Graviton. (RA17) wounds Banshee. Graviton tosses Kraven near Fury, throws Jason into engagement with four AoS. KM, no move, BGH Kraven engages Fury and an AoS. Stealth Iron Man flies in and 2wounds Kraven. AoS miss terribly. Graviton KOs an AoS. KM, no move, BGH, no move. AoS KO Meteorite(RA11,19) KOs two AoS, Iron Man wounds Kraven. Graviton throws Iron Man to low ground and KOs an AoS.
R3: KM, no move, Jason is currently engaged with two AoS. AoS miss Kraven and wound Jason(2skulls, -1UR) Jason(RA1:cool: KOs an AoS, Fury wounds Kraven who misses Fury with Bolas, 4wounds Fury(knocks down OMX). KM, no move, Jason enaged with Fury and an AoS. Two AoS KO Kraven, third wounds Jason(2skulls, -1UR)(RA10) who KOs the AoS. IM misses Graviton who moves next to Jason and KOs Fury and an AoS. Last AoS wounds Graviton who fails to throw an AoS.
R4: KM, 2space move, Jason engages Iron Man who is on low ground. AoS KOs Jason. Graviton stands alone, wounds IM who wounds Graviton who misses IM who misses Grav who misses IM. (Ft13th :cool:, Jason does not return.
R5: IM miss. Grav miss. IM miss. Grav miss. IM miss. Grav wounds IM. (Ft13th 11) Jason stays dead.
R6: IM miss. Grav miss. IM 2wounds Graviton who wounds IM. IM miss. Grav miss. (Ft13th 12) So close, no Jason.
R7: IM miss. Grav KOs IM(OM2). Grav tosses AoS to low ground. AoS miss. Grav miss. (Ft13th 4) No dice for Jason.
R8: AoS miss. Grav miss. Banshee GG. Grav KOs last AoS, wounds Banshee who escapes GG and misses Grav who faills to toss Banshee.(Ft13th 11) Not Jason's day.
R9: Banshee miss. Grav KOs Banshee.
Who won? List figures remaining in the winning army (include life remaining for heroes): Graviton(5/6 wounds).
Graviton dominates. Map works against Agents. Boarded windows help Jason.
Army Test 3
Map: Two cabins with boarded up windows, set between a gently lapping crystal clear lake and small hills leading to a forest.
Units: Jason(180), Starlord(220), Baron Zemo(170), Sandman(210) & Jean Grey(180)[990] vs. F4[1000].
Spoiler Alert!
(summary of the game).
R1: Jean climbs a small hill fails to Tk StarLord. KM, 5 space place, Jason posts up at the inside corner of a cabin. (FL19) F4 take the small hill overlooking the closest cabin. Starlord joins Jean and wounds Human Torch(0/8shields), Sandman climbs up. KM, 5 space place, Jason suddenly appears next to Human Torch. (FL4) HT avoids a swipe from Jason and flies in for a Supernova(3skulls), wounds Jean, misses Sandman and 2wounds Starlord, Reed thinks twice and and cowers from Jason behind Thing and Sue. Sandman 4wounds HT. KM, 1 space move, Jason engages Sue and Thing. (FL20) HT wounds Jean, Thing 4wounds Jason(5skulls, -1UR). (RA10) Jason miss. Sue boldly flies to the enemy hill and KOs Jean, Reed misses Jason(no skulls).
R2: Sandman takes a swipe from HT and 2wounds Jean. KM, 1 space move, Jason takes a swipe from Thing, engages Reed. (FL3) Reed KOs Jason(2skulls). Sandman KOs Sue. (FL15) Thing bounds in and 3wounds Sandman, HT gets TrapX, Reed misses Sandman who wounds Thing. (FL2) Reed misses Sandman. (Ft13th 1). No return.
R4: (FL14) HT moves up and misses Starlord, Thing gets TrapX, Reed KOs Starlord. BZ 2wounds Reed. (FL6) Thing and Reed 3wound BZ who misses Reed. (FL:cool: Thing KOs BZ.
Who won? List figures remaining in the winning army (include life remaining for heroes): Mr. Fantastic 4/5, Thing 5/6, Human Torch 4/5(no powers) .
Army Test 4
Map: Flat map with a lake to one side, a forest on the other, two Small Houses in the center. Units: Vermin[150], Rat Swarm(x16)[160], Starlord[250], Archangel[260] & Punisher[180] vs Fantastic 4{1000 each}.
Spoiler Alert!
(summary of the game).
R1: Vermin hangs back in the SZ and sends out some Rats.
HT and Reed move.
Starlord moves to the corner of a house.
Sue, Thing & Reed gather near HT behind a house, the lake to their back.
Archangel zooms ahead of the Rats.
Reed(FL1) stays put.
R2: Rats move up from SZ, crowding both corners of the closest house.
F4 continue to slow roll.
Vermin moves up and the Rats charge in, miss Reed(P15), miss
Thing(P20,7)wounds Reed, miss Sue(P11,16,16).wounds Thing & Sue.
Sue moves, KOs Rat(AA, 20,7,5, wThing), HT moves, KOs Rat(AA, 18, 10,4,10, wHT), freeing Thing to move forward and 2w ArchAngel(AA, 20,11, 5,8, w HT), Reed misses AA(AA, 20,18,4, 19, wHT, wReed, wThing).
Vermin heads around a house to get LoS on a Rat who charges into the middle of the F4&AA(P12,8,10,10,4)miss Sue, Rat moves(P8,2,18,1,12, wThing)miss HT, Rat moves(P2,17,1,9,14,wSue)miss Vermin.
R3: Vermin waits, Rats(P8,6,1)all three are afraid to attack S-C who 3w Sue.
Vermin gets his claws dirty(almost) and misses S-C(2skulls, 4a).
S-C KOs Sue.
Vermin gets nervous, Rats(P8,14,19, wS-C)no attacks.
S-C KOs 3Rats.
R4: Vermin waits, Rats (P11,19, KO S-C).
Swordsman moves.
Vermin and Rats move.
S moves, KOs Rat.
Vermin retreats, Rats(P18,wSwordsman)S KOs Rat(Counterstrike).
S KOs Rat.
R5: S misses Vermin with 5 attacks.
Vermin avoids a swipe and scurries away by Angel and sends in the Rats(P6,6)no attacks.
S KOs 2Rats.
Vermin waits, Rats(P14,4)no attack.
S KOs last 2 Rats.
Vermin, enraged his friends are dead bounds in and wounds S(4skulls). S misses V with 3attacks(4,1,0skulls).
R6: S KOs Vermin with 3attacks(3,2,2skulls).
S wounds Angel.
A w S.
R7: S KOs Angel
The Rats really shined here but showed another weakness and that is counter-attack, although they are still formidable with just Plague.
Who won? List figures remaining in the winning army (include life remaining for heroes): Swordsman 3/4 wounds.
PileDriver moves through a Small House, joining the Crew[WC5].
Vermin and Rats move behind the mutants.
ThunderBall engages Blob next to the front door of the Small House(a strategic location as no figure can be placed in the front doorway), misses terribly[WC5].
Vermin and Rats move[P17,6]wounds TB, miss Blob, attack misses TB.
R6: W miss[WC10], TB miss[WC17], W KOs Jean[WC6+3].
Blob 2w TB.
TB miss[WC12].
Blob KOs TB.
W miss.
Blob w W.
R7: W miss.
B KOs W.
The Wrecking Crew was a strong choice vs. Vermin as they could get their +3 to their d20 roll by killing a Rat. Unfortunately they had no answer for Blob who cleaned their clocks.
Who won? List figures remaining in the winning army (include life remaining for heroes): Blob 2/6 wounds.
Army Test 7 - Does it pass, Yes or No? Yes.
- What should be the unit's point value? 195
- Give a brief overview. Dark Judges vs. Wrecking Crew, no holds barred.
Map: Stripped down Island Plane Crash with two Small Houses.
R1: 3 of the Crew take the hill(no WC10/14) and leave Thunderball alone in the SZ.
Fire uses PTS three times to move the DJs up the hill. The DJs Dimensional Teleport nearby.
R2: Wrecker moves and attacks Fire from range and high ground(2skulls, wounds, 5&6def)[WC19] Thunderball moves up and 2wounds Fire(3skulls, 5&6d)[WC4].
Fire: PTS, DJs move, Mortis, Dark Judgement, wounds Bulldozer. Fire misses Bulldozer(2skulls).
Death: (PTS 19,19)wounds BD&TB, DJs move, Mortis takes a swipe and [DJ]wounds Piledriver, Death KOs Bulldozer,[DSA] Mortis moves and wounds Wrecker. No DJs [DT]
R3: Wrecker avoids a swipe from Mortis, misses Fire(1skull)[WC18]TB misses(1skull) Fire&Fear.[WC9]
Death KOs PD [DSA]Fear 2wounds Wrecker who 2wounds Death.
Death misses.
R5: Wrecker misses Death who KOs Wrecker.
I could not get the Wrecking Crew going and really failed to utilize them to their fullest. The Dark Judges took advantage when Judge Fire refused to go down. The Dark Judge machine got rolling and ground the Crew into dust.
Who won and how many wounds did they have? Death 2/5 wounds & Fear(Full).
R3: PD 2w Fear, misses[WC16], TB moves in and 3w Death & misses Fear[WC13].
Death avoids a swipe, rolls 2skulls for DSA but no FoF(two figs on Fear) and PD rolls a shield avoiding KO(1wound). :sad:
Wrecker KOs Fear[WC2+3] Death KOs PD. Wrecker KOs Death
Who won and how many wounds did they have? Wrecker & Thunderball(both Full).
This one went completely the other way with the Wrecking Crew stringing together turns effectively. Piledriver proved to be the best option for OMs and tore the Dark Judges a new one.
_____________________________________________________________
Army Test 9 - Does it pass, Yes or No? Yes.
- What should be the unit's point value? 195
- Give a brief overview. Re-Match #2.
Map: Stripped down Island Plane Crash with two Small Houses.
Units: DJs vs Crew{800 apiece}.
Damage Done: normal: 3 vs Piledriver(2 from Face of Fear). PTS: 5.
Summary:
Spoiler Alert!
R1: [WC 4,4,15,4] Crew all take the hill as do the DJs with PTS(3uses). DJs DT near Crew.
R2: PD misses Fire(1skull)[WC2]
Fire[PTS19]wounds PD, Mortis and Death move, Fire is pinned and Fear has to stay low to avoid double engagement, Mortis[DJ]misses PD, Fire wounds PD(2skulls[FoF]).
PD wounds Mortis from high ground, misses Mortis[WC19] BD Headbutts Mortis for 2w[WC4].
Fire[PTS9]miss PD, Fear moves up, Death engages Wrecker &BD, Mortis(DJ)miss PD, Fire 2wounds PD(2skulls[FoF]).
Death[PTS20]wounds PD, no move, KOs PD[DSA]Fire moves down and 3wounds Wrecker[3skulls[FoF]. Fire [DT] behind the enemy.
R3: Death[PTS]Fire engages WB &BD, Death KOs Wrecker[DSA]Fire misses BD(2skulls).
WB 2w Fire&Death, w Fear, miss BD[WC17]BD wounds Fire[WC10].
Death[PTS2,19]wounds TB, Fear engages TB, Death wounds TB.
TB wounds Death&Fear, misses Fire&BD[WC10].
Death{PTS11,19]wounds TB&BD, no move, Death 2w TB. TB miss[WC16] BD KOs Fire(3skulls)[WC6]
R4: Death KOs TB, Fear miss.
BD miss.
Death wounds BD.
BD miss.
Death wounds BD.
BD KOs Fear.
R5: Death 2w BD.
BD KOs Death.
Who won and how many wounds did they have? Bulldozer 4/6 wounds.
Pretty close. Both teams were getting better feel how to handle and counter the other. Fire had a really nice game but the Crew are just a cut above the DJs.
_____________________________________________________________
Army Test 10 - Does it pass, Yes or No? Yes.
- What should be the unit's point value? 195
- Give a brief overview. DJs vs F4.
Map: Stripped down Island Plane Crash with two Small Houses.
Units: Judge Fire[195], Judge Death[295], Judge Mortis[165], Judge Fear[145] & Jason vs. Mr. Fantastic, Invisible Woman, Human Torch & Thing{1000}.
Damage Done: normal: 2 vs. Human Torch. PTS: 2.
Summary:
Spoiler Alert!
R1: Jason moves from cabin to cabin while the F4 assemble on a small hill. DJs DT near F4.
R2: Jason engages Reed & Thing.
HT avoids a swipe and 2w Jason[FO4], misses Fire(2skulls), Thing 2w Fear, Reed misses Fear(Jason w Reed&THing).
Fire[PTS, HT immune]DJs move, Mortis[DJ] wounds HT, Fire moves up and wounds HT(3skulls).
Thing wounds Fire(3skulls), Reed misses Jason.
Fire [PTS16]wounds Thing, no move, [DJ]Mortis w HT, Fire wounds HT(1skull vs 8def).
Death{PTS16]wounds Thing , [DJ]Mortis wounds HT, Death KOs HT[DSA] Mortis wounds Thing.
Fear DTs out of engagement.
R3: Thing 2w Fire(4skulls)(jason w Thing), Sue misses
Fire(0skulls),Reed KOs Fire(4skulls). [DJ]Mortis miss, Death miss.
Reed KOs Jason.
[DJ]Mortis KOs Thing, Death miss.
Sue miss Mortis, Reed miss Death.
Death miss.[Ft13th,10].
R4: Sue and Reed miss, Mortis moves and wounds Reed.
Sue and Reed miss.
Mortis wounds Reed, Death miss.
Sue and Reed 3w Mortis.
{DJ}Mortis wounds Reed.
Death miss.
R5: Sue & Reed miss.
Fear moves{DJ} KOs Reed, Fear wounds Sue.
Sue KOs Mortis.
Death miss. Sue miss.
Death wounds Sue.
R6: S miss. D miss. S miss. D w S. S w F. D w S.
R7: S miss. D miss. S w F. D w S. S KOs Fear. Death KOs Sue.
Who won and how many wounds did they have?
Judge Death(Full).
Much like the first Wrecking Crew battle, I failed to utilize the opponents of the Dark Judges. Thing could not get it together and slowly got ground down by auto-wounds.
_____________________________________________________________
Army Test 11 - Does it pass, Yes or No? Yes.
- What should be the unit's point value? 195
- Give a brief overview. Re-Match with F4.
Map: Stripped down Island Plane Crash with two Small Houses.
Units: DJs & Jason vs. F4.
Damage Done: normal: none. PTS: 3.
Summary:
Spoiler Alert!
R1: Jason moves. F4 move in, Jason climbs a hill. HT misses Jason who charges in and wounds Reed. Reed wounds Jason who misses Reed.
DJs DT(Mortis on even ground near HT. Rest on lg, Fire by Sue&Thing. Death & Fear by Reed).
R2: Thing & Reed KO Jason.
{PTS}Fire engages Sue, Mortis on HT. Death Reed&Thing, Fear stuck on low ground, [DJ]Mortis miss, Death wounds Reed.
HT 2w Mortis, Thing 3w Fear, Reed misses Death.
[PTS13]wounds Sue, Fire moves next to Reed, Fear takes a swipe, engages Reed, [DJ]Mortis wounds HT, Death w Reed(FoF).
HT 2w Mortis(w HT,swipe), Reed KOs Fear.
[PTS19,11]wounds Sue & Reed,[DJ]Mortis misses HT, Death misses Reed. No [DT], [Ft13th16]Jason returns behind a cabin.
R3: Jason appears next to Reed.
HT miss Mortis, Thing KOs Death('spirit' on Mortis). Reed misses Jason. Thing KOs Jason who is blocking the path next to the cabin. Thing 4wounds Fire(6skulls), KOs Fire(4skulls). [Ft13th9]no return.
R4: HT 2w Mortis, Thing KOs Mortis.
Who won and how many wounds did they have? Thing&Sue(Full), Reed(4/5w), HT(3/5w).
This was a blood bath and the F4 showed what they are all about, smashing in the faces of the DJs boldly without fear. I changed strategy here and destroyed Fear and Death first. It left Fire and Mortis with their auto-wounding power but they were diminished by the loss of their brothers and did not stand a chance against the brutality of Thing.
_____________________________________________________________
Army Test 12 - Does it pass, Yes or No? Yes.
- What should be the unit's point value? 195.
- Give a brief overview. Dark Judges stomp team Cap.
Map: Stripped down Island Plane Crash with two Small Houses.
Units: Judge Fire[195], Judge Death[295], Judge Fear[135], Judge Mortis[165], Jocasta[180] & Fire Ant Swarms(x2)[20]{1000} vs Cap[240], Bucky[60], Ms. Marvel[350] & Wendigo[350]{1000}.
Power Summary.
Damage Done: Normal: none. [PTS]: 1 vs. Cap
Purge the Sinners 11: 6 moves, 1 for 6 on d20 rolls Lava Resistant: not used Dimensional Teleport: twice
Summary:
Spoiler Alert!
R1: Bucky & Cap move to the back of a Small House, the lake a few steps away.
Jocasta moves inside a House via a side door.
Ms. Marvel moves to the other side of the House from Cap.
Jo waits.
Wendigo Leaps between Houses(can you Leap through a door? I think yes.).
Jocasta runs out and engages Wendigo and 3wounds him.
Dark Judges Dimensional Teleport. This is a very interesting strategical situation caused by the Small Houses, Cap and Bucky are positioned next to a Small House with Bucky at the front door. The front door is 'in' a hex that no figure may be legally placed in so it acts like a wall or edge of a map. Currently at most three figures can engage Cap when the DJs want all four on him plus an extra space for Jocasta. They decide to split their forces. Death and Fear join Jocasta near Wendigo. Fire and Mortis position near Cap and Bucky, leaving Ms. Marvel alone. Big initiative roll.(DJs win 19-17)
R2: Fire Ants Tunnel inside closest House.
[Purge the Sinners]Fire engages Cap & Bucky, Mortis engages Cap, Death & Fire engage Wendigo, Mortis[Dark Judgement] wounds Cap, Fire misses Cap(3skulls).
Bucky takes a swipe from Fire and moves out in the open, KOs both Fire Ants, wounds Mortis, misses Fear, Cap misses Mortis & Fire(2skulls each).
[PTS 5, miss Cap], no move, Mortis[DJ] wounds Cap, Fire misses Cap(1skull).
Wendigo 2wounds Jocasta, Ms. Marvel shoots through a door and out a window to horribly miss Jocasta.
[PTS 18, wounds Cap], no move, Mortis[DJ] wounds Cap, Death avoids a swipe and KOs Cap,[DSSA] Mortis 2w Wendigo.
[PTS]Fire & Death engage Wendigo, Mortis[DJ] KOs Wendigo, Death misses Ms. M.
Ms. M avoids a swipe and retreats inside a House and KOs Mortis.
[PTS] DJs shamble towards the House, Death wounds Ms. M.
Bucky gets Mantrapped, Ms. M 3w Death.
[PTS] Death moves to the middle of the House, Fire enters through the back door and engages Ms. M, Fear waits impatiently outside the front door unable to pass over the threshold, Death misses Ms. M.
Bucky escapes Mantrap(takes a wound).
R4: Bucky gets Mantrapped, Ms M nisses Fire(2skulls).
[PTS 1, miss Ms M]no move, Death wounds Ms M.
Ms. M wounds Fire(3skulls)
[PTS 4, miss Ms M] Death w MS M.
Ms. M wounds Fire(3skulls).
[PTS 8, miss Ms M], Fear engages Bucky, Death 2w Ms M.
Bucky breaks free of Mantrap(wound).
R5: Bucky avoids a swipe, misses Fire(0skulls), Ms. M 3wounds Fire(4skulls).
[PTS 1, miss MsM], Fear moves, Death KOs MsM,[DSSA]Fire moves, misses Bucky(1skull)
Bucky KOs Fire(2skulls), misses Death.
Death misses.
Bucky misses.
Death misses.
R6: Bucky KOs Death, wounds Fear.
Fear KOs Bucky.
Who won and how many wounds did they have?
Judge Fear 1/5 wounds.
Once again the Dark Judges surprise by winning the first battle against new opponents. For some reason the DJs must get underestimated. Once again they rolled very good defense vs. poor attacks early that allowed the group to function at near prime capacity. Judge Fire was lackluster at best but Purge the Sinners kept the other DJs in position to succeed. Jocasta was a very nice addition to the group able to engage the enemy and establish a position for the DJs to teleport into and then does defensive thing. The one negative though is leaving an empty space she can move into depending on the terrain.
_____________________________________________________________
Army Test 13 - Does it pass, Yes or No? Yes.
- What should be the unit's point value? 195.
- Give a brief overview. Re-match. DJs get slaughtered.
Map: Stripped down Island Plane Crash with two Small Houses.
Units: Judge Fire[195], Judge Death[295], Judge Fear[135], Judge Mortis[165], Jocasta[180] & Fire Ant Swarms(x2)[20]{1000} vs Cap[240], Bucky[60], Ms. Marvel[350] & Wendigo[350]{1000}.
Power Summary.
Damage Done: Normal: 2 vs Wendigo. [PTS]: 1 vs. Wendigo
Purge the Sinners 11: 1 move, 1 for 1 on d20 rolls Lava Resistant: not used Dimensional Teleport: once
Summary:
Spoiler Alert!
R1: Jocasta moves into Small House.
Bucky and Cap dart inside their House.
Jo moves out the front door and misses Cap.
Ms. Marvel moves into House.
Jocasta charges through the back door ito the center of the House and misses Cap.
Wendigo Leaps through the back door and misses Jo, Repelled out the back door,
Ms. Marvel 2wounds Jo.
DJs DT. This time team Cap cowardly hid inside Small House limiting the DJS options. The DJs surround Wendigo.
R2: Bucky misses Mortis, Cap KOs Jocasta.
[PTS] All DJs engage Wendigo, Mortis[DJ] wounds Wendigo, Fire misses W(2skulls).
Wendigo KOs Fear,[CC]heals, Wen 2w Death, Ms M misses D.
Death miss.
W KOs Death.
Team Cap gets revenge and pummel the DJs into oblivion.
Who won and how many wounds did they have? Cap, Bucky & Ms. Marvel(all Full), Wendigo 3/7 wounds.
FINAL THOUGHTS:
Before my first impromptu test I thought these Small House tests were just something I would have to dredge through to get to foam core built buildings and ruins. However I found them to add an incredibly awesome layer of strategy to the game that I absolutely enjoyed.
Shooting through windows and doors was a blast. {My only complaint is a little too much visibility but I think we can reduce that with DO Curtains in the future if we want. I used this Curtain set up in a Jason test and it certainly was nice for him and his movement and resurrection powers.}
Tornado
April 29th, 2016 03:59 PM
Re: The Book of Small House (Playtesting)
Occupying Interior Access Structures
The Book of each Interior Access Structure specifies what size and height figure can occupy that structure. Most Interior Access Structures permit Tiny, Small, Medium, and Large figures, up to Height 7, to occupy them, as long as those figures can fit normally into available spaces within those structures. The Small House, for example, allows Tiny, Small, Medium, and Large figures, up to Height 7, to occupy available spaces in its interior.
Entering Interior Access Structures
Each interior access structure has Entrance spaces marked in its Book. Any figure that can occupy an interior access structure can enter that same interior access structure, so long as that figure follows all of the normal rules of movement and engagement in the process. Figures entering must be placed on an Exit space.
I think this covers having the doors on. We just need to have a graphic that clearly labels where the Entrances are but also the Exit hexes and this rule.
Exiting Interior Access Structures
Each interior access structure has Exit spaces marked in its Book. Any figure that can occupies an Exit space of an interior access structure can exit that same interior access structure, so long as that figure follows all of the normal rules of movement and engagement in the process. Figures exiting must be placed on an Entrance space.
I think we need the bolded part in there but I am not entirely sure and I do not think it is quite worded properly as it should probably say something about corresponding entrance/exit space. I was going to say adjacent but that does not work with the front door.
Tornado
April 29th, 2016 04:05 PM
Re: The Book of Small House (Playtesting)
I am a bit unsure how this Book should look.
I will get a a pic for the OP with the doors on.
We still need some work on the base maps. We will have one to be printed out and another that shows to the entrances and exits.
I will post what we have so far in the SP.
Still need a little work on the wording(and maybe mechanics?) of the Entrance/Exit hex rules.
japes
October 25th, 2016 05:32 PM
Re: The Book of Small House (Playtesting)
All fixed now
Yodaking
October 27th, 2016 12:44 PM
Re: The Book of Small House (Playtesting)
Since I own them I can help with play testing. Just let me know what you need to see from play testing.
Tornado
October 27th, 2016 12:57 PM
Re: The Book of Small House (Playtesting)
I could use some input there.
I went off from the map testing form.
I guess just use my form for now and if you think of anything to add or remove, then let us know.
I think you can just add them into any playtest. Just keep an idea of they affect the gameplay.
Thanks YK. That will be a big help. No hurry though. I may try to go back through Bat's tests where he used them and covert the figure playtest to House playtests.
Not sure how much he mentioned them though.
Yodaking
November 21st, 2016 05:24 PM
Re: The Book of Small House (Playtesting)
Maybe for the corresponding exit/entrance hexes on the final graphic can be numbered or something. So each hex labeled Exit1 or Entrance1 are linked and can moved between. That way you can make it clear in the rules that you can't move from Exit2 to Entrance1. That does pose one problem though as their is one interior space that you can move through two different doors from. Perhaps it will need to be detailed in the book of with some graphics showing where each exit can reach and how many moves it takes to get there. It is pretty intuitive when looking at the hex pattern and house doors while set up on a map, we really just need an official set of rules for the rule lawyers. Then once anyone looks at those rules once I don't think anyone will ever need to look at them again.
Tornado
November 21st, 2016 05:29 PM
Re: The Book of Small House (Playtesting)
Yeah, it is harder to 'rule' than it is just to play.
I was thinking we could maybe use arrows that point to the proper door.
Then in the hex with two options you could have two arrows, one pointing to each door.
Tornado
December 14th, 2016 04:14 PM
Re: The Book of Small House (Playtesting)
Play me. Play me.
I am fun. :)
Ronin
December 14th, 2016 04:22 PM
Re: The Book of Small House (Playtesting)
Sorry for the hold up! This one keeps getting away from me. I may not be able to get to it until after the holidays, but I'll test it as soon as I can.