Re: Mystique C3G X-Men Set Playtesting Phase!
NAME OF THE TEST UNIT Mystique
(please only use red print for all of your responses)
C3G CHECK LIST FEEDBACK FORM
For this section, no play testing is required, only comment below if necessary. This is a guideline for things that you should be looking for as you play-test.
- 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
C3G PLAY TEST FEEDBACK FORM
(Be sure to list what units you used and what BoV map you used per section below.)
All tests done on Sidewinder
- Heavy Hitter or Mid-Level Hero/ Does it pass?
List your Heavy Hitter Test observations.
Mystique vs. SotM Sgt. Drake
Sgt. Drake is a nightmare match up for Mystique. She can't attack him from range, but he can attack her, which also forces her to engage him rendering her engagement strike useless and her disengage pointless, and in melee his attack of 6 is vastly superior and his grapple arm allows him to grab height more easily.
Drake won at the start of round two with one wound on his card. Ouch.
List your Heavy Hitter Test observations.
Mystique vs. SotM Sgt. Drake
In a rematch full of streaky rolls that somewhat balanced out, Drake beat Mystique in the middle of round 2 with 4 wounds on his card. Drake is clearly the superior figure to Mystique in their one on one matches, but she doesn't feel worthless against him.
List your Heavy Hitter Test observations.
Mystique vs. Spider-Man
Poor Spidey-Sense rolls won this one for Mystique (in round three, her having only one wound on her card). She also persuaded Spidey to stay at range, where the numbers weren't as favorable to him, by disengaging whenever Spidey engaged so that he'd have to risk an Engagement Strike to re-engage. She never did any damage with an Engagement Strike, but the threat alone had tactical value.
List your Heavy Hitter Test observations.
Mystique vs. Batman
Batman couldn't get a single Evasive Strike on Mystique. Her superior ranged attack put three wounds on Batman (despite height) and he responded by engaging, risking an engagement strike (the roll missed) and putting 5 unanswered wounds on Mystique to win it in the middle of round three. Mystique is much better equipped for this matchup, but the dice favored her as well.
List your Heavy Hitter Test observations.
Mystique vs. Batman
In the rematch, both heroes traded shots from range, with Batman feeling vulnerable due to his lower life. Then Batman engaged (engagement strike failed, just as every evasive strike did in this match) and pounded Mystique for four unblocked skulls (even though Mystique had height).
When the dice favor Mystique, she loses a close one. When they favor Batman, he grinds her into dust.
Analysis: From the hero matches, at least, 200 feels way too high for Mystique. Batman and Sgt. Drake both clearly out class her, but Drake is also her nightmare match up (she arguably performed better against Batman than Drake). She did beat Spidey, however, and I think she has the chops to hang somewhat with any of the three (less so with Batman) so right now I'd say 170 feels good - but we'll see how she does against multiple opponents, where Incognito can come into play.
- Squad/ Does it pass?
List your Squad Test observations.
Mystique vs. Cops x 3
OK, Mystique is clearly better suited for squad killing. Incognito really helped save her from some additional attacks, disengage made her better able to exploit it, and her engagement strike even got a kill. She killed 7 of 9 cops in all and really felt like she could've won against all 195 points worth! I'm starting to think 175-180 might be more appropriate. But, then again, she really did face off with a squad killing, hero supporting squad, not a squad designed to take on heroes well (that attack of 2 didn't do much against her most of the time - and the threat of Incognito and Engagement Strike often made it hard to get anyone on the same height as her. Most of the wounds were put on her when she made a tactical error and let two cops get height advantage or when she whiffed on defense a couple of times).
Mystique killed 152 points worth of Cops in all.
- Melee Based Army/ Does it pass?
List your Melee Army Test observations.
Mystique, Sujoah, Spiders x2, Ne-Gok-Sa vs. Kow x3, Sir Gilbert, Alastair MacDirk, Raelin
This was a big-time mismatch. The Spiders and Sujoah led and failed miserably. Sujoah couldn't roll more than one skull on his special attack in five or so attacks and his only target, Raelin on height, laughed all of these attacks off. The Spiders did manage to entangle once, but they couldn't get to Raelin and their attacks, even on height, only managed to kill on Knight.
Mystique, on the other hand, managed to get on height and use her range to her advantage. Her engagement strike killed about three Knights, and she kept disengaging to get more (but couldn't). She killed Raelin single handedly, and Sir Gilbert as well (that's 190 points there) and killed 5 Knights in all before succumbing to an Overextended attack from Alastair. Her team was left with only Ne-Gok-Sa and I called the game, as I didn't feel he was a match for six Knights and a one wound Alastair. Mystique killed 277 points, but she wasn't an initial target and Sujoah and the Spiders were at least good meat shields for a while. Her team got destroyed due to lack of synergy rather than her lack of effectiveness. I think the armies felt balanced with Mystique at this cost, but it simply wasn't a good matchup for her and her crew.
Right now I'm thinking about 170-180, but good rolls for Engagement Strike and being the only ranged figure in town helped.
- Ranged Based Army/ Does it pass?
List your Ranged Army Test observations.
Mystique, Nakita Agents, Airborne Elite, Krav Maga vs. Agent Skahen, Q9, Microcorps x 2
The Krav Maga lead and take out a Microcorp and Skahen (all 3 wounds) on the second Order Marker. Three Microcorps roll very well against a non-adjacent Krav, but she stealth dodges every attack. The Krav hen take out three more Microrps to end the round.
In Round 2, the Airborne Elite drop. Q9 takes out two of them before they can even attack. Q9 then kills another AE, and fails 6 one skull attacks on the Krav. The AE still can't hurt him, so he engages three Krav and kills one.
In Round 3, two Krav can't hurt Q9, and he kills another on his turn. Then the last Airborne Elite gets in a lucky shot and puts 3 wounds on Q9. Then Q9 kills the last Krav but fails to kill the last AE. The Nakitas end the round for their team by fording the river on their way to Q9. He shoots one down before she can make it.
In Round 4, the Nakitas can't finish off Q9, but he kills one of them. Then Mystique puts one wound on Q9, finishing him.
In Round 5, the two remaining Microcorp Agents kill the last AE. This wastes an Order Marker for Mystique's turn. Then the Microcorps kill the last Nakita and take out another Order Marker. Then they put three wounds on Mystique, and she kills one in return to end the round.
In Round 6, Mystique won initiative, got on height, and killed the last Microcorp.
In this range heavy test, everything felt really even. Mystique's situational powers never came into play once (she never disengaged, she never was engaged to use engagement strike or incognito). I think her powers will get the most use in range/melee hybrid armies, unlike anything I actually tested for this sheet.
Right now, she feels like 170-180 to me.
C3G can be played with official Heroscape, but it's not recommended.
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Last edited by IAmBatman; February 10th, 2010 at 01:07 AM.
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