Re: Doctor Doom - Playtesting Phase
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT Doctor Doom @ 375.
- 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 - He will likely have a lot of questions in FAQ that may require patience in answering.
- 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
- Heavy Hitter or Mid-Level Hero/ Does it pass? Pass (seems like he has a chance against just about anyone. There may be some better or worse matchups for him though and he can be streaky where he can be totally dominant in one game by hitting d20s or he can be so so when not hitting d20s. Sometimes MPD power gained doesn't help vs. the figure taken from, but other times it can be devastating. Sometimes Trap has to be rolled for melee/low range opponent for their turn many times and sometimes a long ranged opponent doesn't ever need to worry about Trap). We'll have to see more vs. Mid-level heroes, squads and army tests.
Played on Ruins of Pine Tree Marsh map
*Note: I did mess up a couple times and used MPD a couple times vs. HH after already hitting it. I don't know exactly how much effect it had, but I have more testing to do anyway. That's what I get for testing between 5 and 6 am before heading out for work, especially with this card. Lots of possibilities, strategies and different affects from his powers.
Spoiler Alert!
Vs. Thor match 1 -Doom wins with 0 Wounds on T1R2.
Doom put 1 wound on Thor with range from height. Thor didn't want to only attack with hammer attack of 4 from 6 spaces vs. Doom with height for defense of 7, so he flew to engage Doom but Doom trapped him to a lower space adjacent for wound 2 and end of Thor's turn. Doom attacked with height and put 2 more wounds on Thor but missed MPD. Thor doesn't want to take another wound and miss a turn from Trap so he attacks with 8 dice vs. Doom with height but his 3 skull attack is blocked. Doom misses next attack and MPD. doom wins initiative in R2 and puts 3 more wounds (7)on Thor with a 4/1 attack and hits MPD and attacked with GOTS and would have killed Thor, until Doom realized GOTS doesn't affect Thor. Thor misses next attack and then Doom pummels him to finish things off.
Vs. Thor match 2 -Thor wins with 1 wound on T3R3.
This time Thor got height and could stay out of Doom's Trap range with hammer throws against Doom's unboosted defense. Thor was content to fight this way, but Doom wasn't liking it much this time as Thor wasn't going to fall for another Trap, so Doom engaged Thor to at least get a second turn from MPD. He did hit it once but missed with second attack as stealing Thor's powers aren't so great when going against Thor.
Vs. Superman match 1 - Superman wins with 2 wounds on T5R2.
Doom put an early 2 wounds on Supes with a 5/3 attack with range and height. Supes nails Doom for 4 wounds after not falling for the Trap. Doom left engagement for wound 5 to try to lure Supes into a Trap, but he missed his attack and the Trap failed when Supes reengaged, but he missed his attack too. Doom missed another attack and failed to MPD. Supes then puts Doom down with a 3/1 attack.
Vs. Superman match 2 - Superman wins with 1 wound on T4R2.
Trap failed first time Supes engaged, but he missed attack on Doom. Doom left engagement for 1 wound and missed with attack from height. Supes avoids the Trap again but he missed his attack again. Doom missed attack but got MPD to work for second attack and put a wound on Supes with a 5/4 attack. Supes puts 2 wounds on Doom (3). Doom left engagement for another wound (4) and missed attack. Supes avoids the Trap once again and finished Doom off. Many different things could have happened had Doom not taken wounds from leaving engagement or had his Trap worked once or twice. So I can see with some different dice luch and strategy that he could have at least made it closer vs. Supes.
Vs. Darkseid - Darkseid wins with 3 wounds on T5R2.
In R1, DS took 1 wound from missed OE and put 1 wound on Doom with OE. In R2, Doom took 2 more wounds (4)from OE. DS had no reason yet to get closer so Doom got tired of that game and engaged Darkseid to atleast attempt MPD. He put 1 wound on DS with that attack and then hit MPD and attacked DS with a -1 to his defense b/c Doom had IP and put another wound on DS (3). Darkseid showed Doom what power really was when he smashed him with a 4/0 attack(with -1 to attack from Doom's IP) to kill Doom. Doom could have done the ranged attack thing for awhile and hope to hurt DS or for DS to wound himself, but DS had more lives to play that game with so Doom engaged and was physically overpowered by Darkseid.
Vs. Hulk - Hulk wins with 4 wounds on T1R2.
This mostly came to bad initiative for Doom in R2. Hulk leapt to engage Doom right away and avoided the Trap but missed with his lowered attack. Doom left engagement for no wound to fly to higher ground and put 3 wounds on Hulk. Hulk leapt right into Doom's Trap and took 4th wound and was placed lower. Doom missed attack and MPD. Hulk put 1 wound on Doom with a 10 dice attack. T1R2 after Hulk wins initiative, he killed Doom with a 5/1 attack. Had Doom won initiative, he could have easily put another wound or more with his attack and also had he hit with MPD, he could have really done some damage with Rage Smash power from Hulk. Can you imagine Doom with a ranged Rage Smash attack of 10. So I can see Doom being able to beat Hulk on occasion.
Vs. GL Hal match 1- Hal wins with 1 wound and 4 BM's on T5R1.
R1 Doom puts 1 wound on Hal. Hal puts 2 wounds on Doom. Hal isn't falling for any Traps, so Doom engages but missed both his attack and MPD. Hal kills Doom with a 6/2 attack. As long as Hal had 4 BM's, he has no need to get within 4 spaces of Doom and he rolled some good attacks vs. Doom. Doom missed an opportunity with a bad attack roll and missed MPD.
Vs. GL Hal match 2 - Doom wins with 5 wounds on T1R8.
R1- Doom misses Hal with height. Hal with height puts 4 wounds on Doom. Doom engages and attacks to put 2 wounds on Hal, but missed with MPD. Hal misses Doom and missed FC. Doom forced Hal to burn a BM (3) with a 4 skull attack and missed MPD.
R2- Doom misses attack and MPD. Hal puts another wound (5) on Doom with a 4/3 attack and missed FC. Doom misses attack but hits MPD and now has 4 Battery Markers to boost him with. With a 9 dice attack, he forces Hal to burn a BM (2) with a 6 skull attack. Hal misses with a 3 skull attack vs. Doom with defense of 10. Then missed FC. Doom forces Hal to burn another BM(1) with heavy attack with 9 dice and hit MPD to attack again and force Hal to burn his last BM. With 1 life left, Doom burned one of his own BM's vs. a lucky 3 skull (0 BM boost) attack and Hal missed FC again.
R3- Doom wins initiative and with 8 attck dice (3BM) kills Hal with a 3/0 attack.
Doom was against the ropes until he forced Hal to burn a BM and then hit with MPD to take his powers. Doom was really powerful by adding the BM boosts to his base stats and that made him much better than Hal. He just outlasted Hal after that and would have lasted longer becaus not only did he have defense of 9 after burning the 1 BM, but his attack, range and move were huge. Oh, and Doom might have finished Hal off sooner, but I forgot to use Fearless Charge with Doom. That would be really sick to have those stats, extra turn from MPD and extra attack from FC. Plus with 5 wounds, he'd only need to roll a 12 or higher to get that extra attack. He would be one really sick killing machine.
Played right with MPD below. No additional attempts after having it already.
Vs. Martian Manhunter match 1 - MM wins with 2 wounds on T5R2.
Doom couldn't hit MM with ranged attack, so he engaged and missed MPD every time and MM rolled better attack and defense dice. They are pretty close stats wise, though MM has 1 better attack.
Vs. Martian Manhunter match 2 - Doom wins with 4 wounds on T4R2.
MM fell for Trap for 1 W as he neared Doom and ended his turn. Doom placed MM lower and put 2 more wounds on him, then hit MPD and attacked again for 1 more wound on MM (4). MM moved to fly over Doom to be adjacent and same level and didn't fall for the Trap and put 3 wounds on Doom with a 4/1 attack. MM put 1 more wound (4) on Doom on T1R2. Doom missed with a 4/4 attack and missed MPD. MM missed with a 4/4 atack. Doom put MM down with a 4/1 attack.
Vs. Supergirl - Doom wins with 4 wounds on T2R4. This was a long HH match for sure. SG avoided first Trap to put 2W on Doom. Then they both missed everything to finish out R1. T1R2, Doom left engagement for no wound and missed his attack on SG with height. SG had to get close enough to fall into the Trap for 1 wound and end turn. Doom missed with a 4/4 attack but did MPD SG and put 2 wounds on her with a 2/0 HV attack (she rolled 2 blanks but they don't work vs. SA). SG missed attack. Doom left engagement again for no wound and missed his attack again. SG isn't so bright as she falls for the same Trap again for another wound and end of turn as Doom places her lower to him. R3 saw SG put a wound on Doom (3). Doom put a wound on her (5) and missed MPD. SG put another wound on Doom (4). Doom misses both attack and MPD. They both miss everything the rest of the round. R4 had SG miss an attack on Doom and then she went down to a 4/1 attack from him.
-Mid-level Hero Test/ Does it Pass? Pass
- Squad / Does it pass? Pass
Spoiler Alert!
Played on Ruins of Pine Tree Marsh map
Vs. 10th Reg. x 5
Doom was killed on T3R4 after taking out all 9 10th that he attacked. 11 10th remained. Early on they both charged for a hill and Doom got there first and had height on them. But he took an early 2 wounds from a 2/0 attack. He moved adjacent to them to try to get MPD to remove a wound but failed 2 times. Then he got back his height and the 10th used W+F whenever possible and chipped away at Doom as he could only kill 1 at a time from distance. As with dealing with ranged squads, eventually you roll bad defense and he would take wounds from 2/1, 3/2 attacks. They out-ranged him so they didn't need to fall for his Trap. Eventually, after taking his 5th wound, he went for broke and flew to same level and adjacent to two 10th. He killed 1 and missed MPD with the other that would have killed another and taken a wound off. After that, they W+F and killed him with a 1/0 attack.
Not bad really. He killed every one he attacked normally and if he had some d20 luck (0-3) he would have killed another one and removed a wound and lasted longer.
Vs. Minions of Utgar x 3 +1 on Platforms 5 + 6 map.
R1 Doom missed with a 3/3 attack, then missed Trap twice and took 3 wounds from a 4/1 attack. Doom kills 1 with normal attack and then with MPD, also removing 1 wound for 2 now. 1 Minion dies from Trap.
R2 Doom w/height kills a Minion, they bring up some reinforcements, he kills another one . Minions move and 1 dies from Trap. Doom moves adjacent to Minion on top of ladder and misses both attack and MPD. Minions get past Trap but miss attack.
R3 Minions move and 1 is killed by Trap. Doom kills 1. Minion moves to attack and is killed by Trap. Doom misses last Minion. Last Minion dies from Trap.
Doom wins with 2 wounds (after removing 1 from MPD) on T3R3. He was rolling well for Trap and certainly had the advantage with a better threat range. Minions are slow and had no choice but to risk the Trap. So with so many more opportunities, it's not surprising that Doom hit it pretty good. Certainly not a favorable match-up for the Minions.
- Army Test/ Does it pass? Pass
Played on Platforms 5 & 6 map
Doom (375) Hulk (370) and Flash (250) for 995 points
vs.
Superman (400) Wonder Woman (300) and Martian Manhunter (300) for 1000 points.
Spoiler Alert!
R1 - Everyone converges on or near the top of the Central Structure. Doom misses attack on Supes. Hulk misses Supes after Leap. WW avoids Doom's Trap and Lassoes Hulk but misses with a 4/4 attack. Flash hangs out near top of ladder.
R2- Hulk takes a wound and can't leave engagement from WW, but he puts 1 wound on her. Supes puts 3 wounds on Hulk (4). Hulk still can't leave engagement from WW and takes 5th wound and misses attack vs. WW. Martian Manhunter kills Hulk with a 5/2 attack. Doom moves to engage both Supes and WW and puts 4 wounds on WW with a 5/1 attack and MPD18 to attack again to put final 2 wounds on WW. WW dead so not turn.
R3- Doom misses both attack and MPD vs. Supes. Supes puts 3 wounds on Doom. Flash engages and puts 1 wound on MM. Supes puts 1 more wound on Doom (4). Doom leaves engagement for no wounds from Supes and misses attack vs. Supes (wants Supes to fall for Trap). MM puts 2 wounds on Flash.
R4- Flash Dodges Supe's attack. Flash misses attack vs. MM. Supes takes 1 wound from Trap of Doom. Doom misses attack vs. Superman but takes his powers with MPD 16. He leaves engagement again with no wound and engages MM and puts 3 wounds on the Martian with a 4/1 attack. MM attacks Doom and kills him with a 3/1 attack (Doom rolled 1 shield and 5 skulls to not take advantage of Man of Steel). Doom dead, no turn.
R5-Supes moves and attacks Flash with a 5/0 attack, but Flash Dodges with 2 blanks. Flash attacks Martian Manhunter 4 times and misses them all. Supes attacks Flash again and he Dodges again. Flash misses all attacks on MM again. Flash Dodges a 4/0 attack from Supes with 1 blank. Flash manages to get 5th wound on MM.
R6 - Flash Dodges Superman's attack again. But Flash is really having trouble hitting MM as he misses all attacks again. Flash Dodges Superman's attack again and then misses MM again in a continuation of either a great display of defensive prowess or futility in attacks. Supes finally drops Flash with a 5/3 attack with no blanks.
Superman with 1 wound and Martian Manhunter with 5 wounds survive to win on T5R6.
Doom did really good, but Hulk got tag-teamed and owned after not being able to break loose of WW's Lasso, so that was 370 points Doom's team was behind the 8ball. Trap worked, MPD worked (but too bad Doom rolled 1 shield and 5 blanks vs a 3/1 normal attack from MM, Man of Steel didn't work that time for Doom). Doom did MPD WW but it was his last turn of the round and he was engaged to both Supes and WW, so he couldn't make use of her Lasso, but he did use the extra turn to kill her. I really like Doom. He's a bit complicated, especially after he takes other powers and has to figure out if they are worth using of if he can even use them and if he can, how to apply certain ones to his stats if they work off stats for their original owner.
- Army Test/ Does it Pass? Pass
Played on Ruins of Pine Tree Marsh map
Doom (375) Sinestro (330) and Hawkgirl (225) for 930 points.
vs.
Darkseid (380) GL Hal (350) and Batman (200) for 930 points.
Spoiler Alert!
R1- Everyone moved out of SZ and Hal was able to attack with height vs. Doom but missed with a 4/4 attack. Sinestro attacked his bitter enemy Hal (who had height) and missed with a 2/2 attack.
R2- Hal flew to highest ground and attacked Sinestro but missed with a 2/4 attack. Hawkgirl had wanted initiative so she could Swoop for a big double attack vs. Hal, but now he's out of range and she just moves adjacent to Sinestro. Darkseid moves behind a tree and uses his Omega Effect vs. HG and puts 3 wounds on her. Doom moves to within 4 spaces of all opponents to make them think twice about moving and attacks with height vs. Darkseid to put 2 wounds on the New God. Darkseid is pissed that a mere human wounded him so he uses OE vs. Doom w/height but misses with a 2/3 attack and takes another wound (3). Sinestro moves adjacent to Darkseid and attacks with Force of Fear and puts 3 more wounds (6) on him with a 4/1 attack. Then he burns a Battery Marker (3) to attack again and takes down the big bad Darkseid with a 2/1 attack.
R3 - Doom is getting bored because nobody wants to play with his Traps, so he moves to engage Hal and attacks with 5 skulls to force Hal to use a Battery Marker (3) for his Shield. Then Doom missed MPD with a roll of 13. Hal attacks Doom to put 2 wounds on him (2) then rolls 19 for FC but misses with 2/2 attack, but rolls a 19 again and rocks Doom with a 3/0 attack to give Doom a total of 5 wounds this turn. Doom is pissed, and puts a wound (1) on Hal with a 2/1 attack and rolls 17 for MPD and puts 2 more wounds on Hal with a 4/2 attack. Hal is screwed as he's only adjacent to Doom and if he attacks Doom, Doom would waste a BM on Hal's card to block the attack, so Hal sits tight. Sinestro flies to height and attacks Batman but misses with a 2/2 attack. Batman doesn't move, but he can use his Batarangs to put 1 wound on Sinestro with a 2/1 attack, he misses HG and chooses not to attack Doom to save BM's on Hal's card.
R4- Hal is glad he saved that BM so he can attack with 6 dice vs Doom w/o Hal's powers but he misses with a 2/2 attack and then can only get 16 (total including +3 for wounds)for FC. Doom rolls 3 skulls vs Hal and forces him to burn a BM(2) since Hal only had 1 life left. But Doom misses MPD this time. Hal has just enough left in his ring to kill Doom with a 3/2 attack. Hawkgirl can only get +1 to her attack vs. Hal, but it's enough to get 4 skulls and force him to burn another BM (1). Bats feels comfortable enough to move now and grapples adjacent to HG and Hal but misses HG with a 2/2 attack. Sinestro attacks vs. Hal with height and only 1 BM, but misses with a 1/1 attack.
R5- Bats puts 1 wound on HG (4). Hawkgirl forces Hal to burn his last BM (0). Bats kills HG. Sinestro flies adjacent to Bats and Hal and attacks Bats with Force of Fear but misses with a 2/2 attack and doesn't want to waste a BM to attack again this time. Bats misses attack vs. Sinestro. Sinestro attacks Bats with FOF and puts 1 wound on him with a 3/2 attack.
R6- Sinestro is having luck avoiding Batman's Evasive Strike and puts another wound on him (2) with FOF (while Bats did miss ES last 3 times, at least he rolled 2 shields twice with only 3 defense dice vs. FOF). Bats misses Sinestro with a 2/2 attack. Sinestro continues to have luck vs. Batman and kills him with a 2/0 FOF attack after Bats misses his 4th ES attempt. Bats is dead so no turn. Sinestro enjoyed making Hal suffer by watching all his teammates get destroyed, but it was finally time for Hal to die, so Sinestro killed him with a 2/1 FOF attack that didn't reduce Hal's defense, but he was out of BM's anyway and only had a 3 defense.
Sinestro with 0 wounds and 3 Battery Markers survives for victory on T5R6.
Fun game. Doom put 2 wounds on Darkseid, he also put 3 wounds on Hal and forced him to burn 2 Battery Markers with his Shield. Doom also kept opponent's from wanting to move into his Trap, as well as kept them from wanting to attack him because when he took Hal's powers, any attack vs. Doom for that round would result in him taking BM's off of Hal's card. So he did like 371 points in wounds and misc affects with Trap threat and forcing Hal to burn 2 BMs.
Overall Analysis:
Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man
TUTORIAL FOR RE-BASING FIGURES
3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon
Last edited by Hahma; August 7th, 2010 at 09:35 AM.
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