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Old February 2nd, 2010, 06:37 AM
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Re: Beast C3G X-Men Set - Playtesting Phase

NAME OF THE TEST UNIT - Beast (150)

C3G CHECK LIST FEEDBACK FORM
- THEME TEST - Pass
- MIRROR TEST - Pass
- BONDING TEST - Pass
- SYNERGIES TEST - Pass
- POWER CHECK - Pass

C3G PLAY TEST FEEDBACK FORM

Map - BadruValley

- Heavy Hitter or Mid-Level Hero/ Does it pass? - Pass
Game 1 – Su-Bak-Na (160)
Round 1: Initiative Beast. Starts on side closest to double-hex height, and gains height advantage after Turn 2, but gives up first attack. And what an attack – 5 skulls! Beast manages to defend 3 and takes 2 wounds. He strikes back with 4 skulls of his own against the Marro’s 2 shields for 3 wounds. Su-Bak-Na finishes off the furball with a 4 skull attack, as Beast manages only 1 shield.
Su-Bak-Na wins on Turn 6 of Round 1 with 3 wounds.

Game 2 – Su-Bak-Na (160)
Round 1: Initiative Su-Bak-Na. Starts on side closest to double-hex height, and gains height advantage immediately. Beast takes his time getting there. Impatient hivelord flies down to even height to engage on the road. Again with the 5 skulls—3 wounds for the scientist. Round 1 ends with Beast whiffing on all 5 attack dice.
Round 2: Initiative Beast. 2 paltry skulls, but the bone dragon whiffs. Beast blocks 3 skull attack with 4 shields. Negotiation attempted and works perfectly, removing OM2. Beast gets only 3 skulls, but it’s just enough as SBN whiffs yet again.
Beast wins on Turn 5 of Round 2 with 3 wounds.

Game 3 – Cyprien Esenwein (150)
Round 1: Initiative Beast. Beast turtles to avoid Cyp’s better threat range, then Stealth Leaps to even height. 1 measly skull, but the lord whiffs. Chilling Touch = 1, 2 skulls v 1 shield = 1 wound on Beast. Beast slugs back with 4 skulls to 1 shield for 3 more wounds on the vampire. Chilling Touch = 16 for 2 more wounds on Beast. 2 skulls and a defense whiff later, down goes Beast.
Cyprien wins on Turn 6 of Round 1 with 4 wounds.

Game 4 – Cyprien Esenwein (150)
Round 1: Initiative Cyprien, who immediately flies to height. Beast’s move of 6 is carefully played so as not to give up height. Cyprien swoops down and attacks from even height. Chilling Touch = 14, attack 2, defend 1 = 2 wounds right off the bat (pun intended). Beast swings back for 5 big skulls, but 3 are blocked for two on the bat. Chilling Touch = 12, 2 skulls, 3 shields. Beast’s last attack of the round produces only 2 skulls, but Cyp whiffs for 2 more wounds.
Round 2: Initiative Beast, but it means nothing as all 3 skulls are blocked. Chilling Touch = 4, 2 skulls, 1 shield = 1 more wound for Hank. 2 skulls blocked again by 3 shields. Chilling Touch = 5, no skulls. Beast swings and connects 4-1 to finish off Herr Esenwein.
Beast wins on Turn 5 of Round 2 with 3 wounds.

Game 5 – Spartacus (200)
Round 1: Initiative Beast. With Sparty’s lower move, first attack not until Turn 5. Beast hits for 1, the gladiator hits back for 4 !
Round 2: Initiative Spartacus. Willing to take passing swipe for height, but it misses. Beast won’t engage at height disadvantage, so Stealth Leaps to double-hex perch. Sparty follows and attacks from even height—5 skulls finish Beast.
Spartacus wins on Turn 3 of Round 2 with 1 wound.

Game 6 – Spartacus (200)
Round 1: Initiative Spartacus. First attack again on Turn 5 on even height. Sparty hits for 3. Beast rolls 5 skulls for 4 wounds to put the human one away from death.
Round 2: Initiative Beast (with a 20!). Completely wasted as nobody can hit anything until Spartacus finally finishes Beast off with a 5 skull roll on Turn 6 of Round 2 with 4 wounds.

- Squad/ Does it pass? - Pass

Game 1 – The Einar Imperium (140)
Round 1: Initiative Beast. Gets adjacent to one EI on Turn 3, and destroys it. Remaining two fly adjacent on even height. Attacks of 3, 1, 2, 2 are defended by 3, 1, 1, 2, for 1 wound on Beast. Whirlwind Assault gets only 1 or the remaining EI. Final EI attacks for 0 and 1, which are just chuckled off.
Round 2. Initiative EI. Attacks of 1 and 3 are defended with 2 and 2 for another wound on Beast. Final 3 skull attack finishes off the squad.
Beast wins on Turn 2 of Round 2 with 2 wounds.

Game 2 – Knights of Weston x2 (140)
Round 1: Initiative Beast. Knights move slowly, taking two turns just to get one on the road. Beast surprises them all by Stealth Leaping down to Level 1 at the edge of the map and engaging 2 Knights, destroying 1. Knights can only get at most 3 engaged the rest of the way, because of Beast’s strategic positioning. Attacks of 2, 3, 1 are defended with 3, 0, 2 (order matters) for 3 wounds.
Round 2: Initiative Beast. Whirlwind of 4, 4, 3 takes out all adjacent Knights. 3 more replace them and attack with 3, 0, 2. Beast defends 3, 2, 2. Whirlwind of 5, 2, 2 leaves just 2 Knights standing, who attack with 3 and 2. Beast defends with 3 and 1, leaving him just 1 life left. Beast rips through the last of the tin cans with attacks of 4 and 3.
Beast wins on Turn 5 of Round 2 with 4 wounds.

Game 3 – Roman Archers x3 (165)
Round 1: Initiative Archers, who take up position on 3-hex above starting zone. Beast stays out of sight behind trees. Rear Archers advance, maintaining their volley positions. Beast Stealth Leaps over tree to destroy first Archer.
Round 2: Initiative Archers, who Arrow Volley over their comrades, whose 2 skulls don’t come close. Beast Stealth Leaps over lead two archers to engage them from their backside and engages 1 from the elevated pod. Whirlwind of 1, 3, 2 destroys all 3. Rear volley lands 2 wounds on the scientist. Stealth Leap gets Beast adjacent to 4 of the remaining 5 Archers (2 have height on him). Whirlwind of 2, 1, 5, 4 destroys 3 of them (both on height). Remaining unengaged Archer gets height. Attacks of 1 and 1 do nothing. Beast Stealth Leaps and clobbers 8th Archer, who had gotten height.
Round 3. Initiative Archer (singular), who moves to even height, and inflicts a wound. Beast’s normal move gets him height, and 3 skulls is more than enough to end it.
Beast wins on Turn 2 of Round 3 with 2 wounds.

Game 4 – 10th Regiment x2 (150)
Round 1: Initiative Beast, who stays behind trees for first two turns. No hits from the redcoats shooting uphill from the road. Stealth Leap to engage 2 on their perches. Whirlwind Assault of 1 and 4, is useless against melee defense + height. Four WTF (2 with height) of 2, 1, 2, 1 are blocked easily.
Round 2: Initiative 10th. Four WTF (2 with height) net 1 wound. Whirlwind nets only 1. Four WTF (1 with height) gets nothing. Stealth Leap next to 2 on road. Whirlwind nets another 1. More WTF (2 with height) get nothing. Regular attack gets a 3rd 10th.
Round 3: Initiative 10th. WTF nets 1 wound. Regular attack finishes off first squad. 2nd squad out of range for WTF, so advances and still gets in another wound. Beast can only attack one at a time now, as they were smart enough to stay 2 spaces apart, but misses. Four WTF get nothing. Another dead red.
Round 4: Inititative 10th (3 remaining). WTF good for one more wound. Another Beast miss is costly as the next round of WTF takes out the furball.
10th Regiment wins on Turn 3 of Round 4 with 3 redcoats remaining.

- Melee Based Army/ Does it pass? - Pass
Team Beast - Beast (160), Catwoman (145), Hawkgirl (225), Minions of Utgar (110) = 640
Team Grundy - Grundy (290), Spiderman (160), Crixus (90), Warriors of Ashra x2 (100) = 640

Round 1: Initiative Team Beast. Two turns of Minion and WoA moves yields 1 dead Minion. Hawkgirl gains height; Crixus gets close to road.

Round 2: Initiative Team Grundy. Two turns of WoA gain nothing but road spaces. Minion takes out 1 WoA. HG swoops down to Crixus and attacks twice, but lands only 1 wound. Crixus returns the wound. HG swoops adjacent to Spidey and WoA, but Spidey Sense activates and Agility works for WoA.

Round 3: Initiative Team Grundy. Spidey swing lines back to HS and hits for 1. Minions put another on Crixus and take out 2nd WoA. WoA hit HG for 3rd wound. HG swoops to WoA and takes her out.

Round 4: Initiative Team Beast. HG swoops Crixus, and lays wounds 3 and 4 on him. Grundy moves, but is too far away to do anything. HG swoops Grundy for 3 wounds. Grundy grounds the feathered female. Beast advances. Crixus downs a Minion.

Round 5: Initiative Team Grundy. Grundy KO’s the last Minion with a 6 skull attack. Beast Stealth Leaps to Grundy, Negotiates OM 2, but can’t take him out next turn. Crixus moves. Beast Stealth Leaps to him and puts the gladiator down for the count.

Round 6: Initiative Team Beast. Beast Stealth Leaps to Grundy and Negotiates OM 1 (the other was the X), then takes the free turn to put Grundy down. Short-lived victory as OM 2 on WoA, rolling 20 to revive him.

Round 7: Initiative Team Grundy. Grundy uses the road to get adjacent to Beast, and even with height disadvantage smack him for 3 wounds. Beast Negotiates OM 2 from Grundy and Whirlwinds him next turn back to the grave. No quick return this time. Catwoman advances.

Round 8: Initiative Team Grundy. No Grundy (11, 12, 6). WoA use road to get final 3 adjacent to Beast on height. Roll 2, 2, and 3, only to blocked by 2, 2, and 3 shields. Two whirlwind attempts dispatch 1 WoA. CW whips 1 WoA, but misses the last one.

Round 9: Initiative Team Grundy. 16 – Grundy returns. Spidey special, 8 for stray—2 lives down. CW whips final WoA, but misses Spidey, sending him adjacent to Beast where he puts the furball one from the edge.

Round 10: Initiative Team Grundy. Grundy punches out Beast (OM 1). Grundy kicks CW for 4. Lots of straying and spider sensing.

Round 11: Initiative Team Beast (‘bout time). CW whips Grundy for 2 = re-re-re-dead Grundy. More straying and sensing.

Round 12: Initiative Team Beast. No Grundy—no wounds either.

Round 13: Initiative Team Beast. CW whips for 2, but can get no more. Spidey counters for 1 (she’s used 7 now). No Grundy all round.

Round 14: Initiative Team Beast. Turn 3—CW whips Spidey to critical life. One more hit and it’s over. 19 for Grundy. Didn’t need him though. Spidey puts last two licks on the cat himself.

Team Grundy wins on Turn 6 of Round 14 with Spiderman with 4 wounds and Grundy (thrice revived) with 2 wounds.

Beast was again Beast-ly, putting the last wounds on Crixus and Grundy twice. Negotiation prevented next attacks twice.

- Ranged Based Army/ Does it pass? – Pass

Team Beast: Beast (160), Q10 (150), Gladiatrons x2 (160), Blastatrons x (120), Deathreavers (40) = 630
Team Cap: Captain America (220), Protectors of Ullar x2 (220), 4th Mass x2 (140), Me-Burq-Sa (50) = 630

Round 1: Initiative Team Beast: Two turns of rats out against two turns of 4th out. Net = 1 dead 4th and 1 dead rat. Blast/Glad move out. Cap tried special on rats but failed.

Round 2: Initiative Team Beast. Squadscape – Net losses: Two 4th, 2 rats, 1 Glad, 1 Blast. Q10 moves out.

Round 3: Initiative Team Beast. Squadscape – Net losses: Three 4th, 1 Blast. Q10 moves more.

Round 4: Initiative Team Beast. Glads deep into opposing start zone. Net losses: Two 4th, 3 Protectors, last rat, 2 Glads. Beast moves up.

Round 5: Initiative Team Beast: Glads get 3 adjacent to Cap, only 1 wound. 2 more on turn 5 from Beast, 1 on MBS, and another Protector down. Cap’s Shield Throw makes scrap metal out of the 3 Glads. Team Beast loses another Glad and 2 more Blasts.

Round 6: Initiative Team Cap. Combined Arbalest (even with only two Protectors remaining) puts 3 wounds on Beast. Beast takes Cap down to 1 life. MBS Paralyze Stares with a 17, and down goes Beast and OMs 2 and 3. Cap scrap heaps another Blast.

Round 7: Initiative Team Cap. Protectors take height on road. Q10 finally in range of somebody, and puts the good Captain down. Combined Arbalest starts with 2 wounds, and those extra dice pay off with 2 more wounds, and Q10 is a toaster, also losing OMs 2 and 3. MBS kills off another Blast.

Round 8: Initiative Team Beast: 1 Glad and 2 Blast remain against 1 wound MBS and 2 Protectors. Protectos out of bullets (and shields) as they both go down this round.

Round 9: Initiative Team Cap: MBS is on one end of the road and the Glad/Blasts are on the other. MBS can outrange them, but only by giving up height. Picks off a Blast, then 18 stares the Glad. Last Blast puts 2nd wound on the Marro.

Round 10: Initiative Team Cap: 2 skulls for the win ŕ 2 shields. 2 dice = 2 skulls for the Blast, anticlimactic as it was, MBS whiffs.

Team Beast wins on Turn 2 of Round 10 with a single Blastatron remaining.


Beast plays exactly like you would expect that he would, coming from out of nowhere to land in the middle of your oppoonent's troops and decimating them. Has to stay out of range of those Protectors.

Pass at 160.


I know that I do not know.
C3G INDEX - SSE 92 - JSA GENERATIONS

Last edited by SirGalahad; February 3rd, 2010 at 06:36 AM. Reason: Finished
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